10 Video Game Sequels That Fixed Specific Fan Complaints

8. Doom/Doom Eternal: The Fast-Paced, Visceral Action Returned With The Reboot

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iD Software

As we’ve already seen, the most recent Resident Evil entry worked to slow down the action somewhat and ratchet up the atmosphere. Interestingly, in the leap from Doom 3 to the reboot, the opposite action had to be taken to improve things.

Right from the off, the original Doom firmly established its M.O.: relentless, bloody, visceral, non-stop action. It’s this very attitude that earned the franchise both its controversial reputation and its legions of fans. It was also this very approach that seemed to be adapted in all the wrong ways with 2004’s Doom 3.

The game was a huge success and received critical acclaim, but its dark, dingy corridors and traditional ‘horror’ elements didn’t sit well with everybody. How many times can a wave of enemies suddenly ambush you in the dark (after you nab that suspiciously-placed pick-up) before it becomes tediously predictable? Not nearly as many as Doom 3 seemed to think.

2016’s Doom reboot (and its own sequel, Doom Eternal) did away with all the gun-and-flashlight-switching and jump scares, instead focusing on what Doom has always done best: intense, well-lit, grisly action against a thumping musical backdrop. With the glory kills mechanic enabling the player to chain combos, the game was more frantic than ever.

 
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