10 Divisive Video Game Levels Fans Can't Agree On

3. Urdak - Doom Eternal

Doom Eternal Urdak
Bethesda

To set Doom Eternal apart from its predecessor, iD Software took a look at their level design philosophies and added some fresh mechanics. Adding platforming into the mix, to break up the fast-paced combat, was a controversial one.

Urdark, late into the game, in particular asks for a lot of death-defying leaps and thus became the point where many gave up ripping and tearing demons and instead did away with their controllers.

You could be having a great time blasting and blood-punching monsters and then suddenly the game asks you to cross a chasm. Many fans found themselves stumped by Doom Eternal’s precision based first-person perspective parkour.

Hard jumps were not new to the series but they were previously there to hide secrets. Now players had to jump and dash between climbable surfaces to even progress through the story.

However, whilst this ruined the game for some fans, others took to it with great joy. It not only felt like a cool throwback to the era that Doom first spawned from but it added some much needed variety to the game. As good as the combat was, and it was great, too much of a good thing can produce burnout which, for many, was avoided by exploring Doom’s environments in exciting new ways.

With such a divide between fans on the mechanic, who knows if it returns for a theoretical threequel.

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