this post was submitted on 03 Sep 2024
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I think the comic is contextually true. What really irks me are games designed to be quick, fast paced and aggressive, stop you dead in your tracks. An example is the Battle Toads reboot (which is great, play it) has these enemies that have shields or you can't hurt them until after they've done their thing, slows down an otherwise fast and fun beat em up. Another is DOOM Eternal, a game where you're running at Crack addict speed, and then they put in this dude with a shield that reflects your whole way of doing damage. Really jarring to have that speed bump in your experience. It's for sure a great game, but I think a poor design decision to make the enemy work this way.
I kinda disagree with your DOOM statement. I assume you're talking about the Carcass or the shield zombies. They may stop your momentum when you first encounter them, but the game (for me) is all about recognizing each enemy in a flash and quickly dispatching them. It's not like the shield is super hard to bust for the zombies, just a few plasma rifle shots and they blow up the nearby zombies too. For the carcass, a quick blood punch will one-shot them. Once you're able to recognize the enemies and their weaknesses at a glance, they become part of your momentum, instead of stopping it.
I appreciate the advice, but I'm talking about the Marauder. I think tankier enemies in doom make it more interesting but the Marauder just has this "no, it's my turn and you will wait for me to do my thing" energy. Just kind of stops you, when you should be continuing to have fun. I think you can balance powerful enemies while maintaining player agency.