Nu-doom enemy redesigns are peak soulless trash

Here's your Cyberdemon, bro

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His face looks messier, as if they wanted it to be more complicated
He also no longer has backward knees and his hoof was replaced with toenails

Looks like the sprite of the OG cyberdemon.

That fleshy foot looks pretty stupid I'll admit, should've just been a hoof.
My main issue was thinking they'd be more than just big dumb turrets.

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>Nu
>Peak
>Soullesss
what other words should I put on my filter list?

Why does his leg look like foreskin

It's a redesign under a new art style and story
It was never meant to be "accurate", anyway

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This one is more different

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Not a digital model, but

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Looks better than the 2016 version

SOUL

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A pretty boring addition. Nothing particularly interesting goes on when you fight him, it just shoots easily to dodge projectiles at you while you Shoot At It Until It Dies. And even then, it only starts to show up after you get the Crucible sword.

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Redesign is looking good though.

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ohnono and kino if they're not there yet

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>4 playthroughs on UV
>Never killed me once
Nu-doom is trash. No creative enemy placement, No more than 12 enemies, no traps, levels are completely linear, most enemies only damage you with nukage, Redlight greenlight man slows fights to a crawl, Nudoom will never have map-kino like Plutonia or Back to Saturn X

No faggot, its the multiplayer the only thing that sucks ass

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>reddit doom
Gross

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>NU-DOOM is trash
>I played through it 4 times

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I've been finding Saturn X a bit more closed than Plutonia for what it's worth.
That said yes. NuDooms are fun but safe first person God of War clones because anything that's not a straight line in a shooter is """mazelike""" to idiots.

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>monster girls with big BOOBA
>reddit
u wot m8

that's far better than the horrors of doom 3 and doom 2016 but the legs are bad

I think it's safe to say that creating enemies for these new games leads to more limits than with classic Doom
Could be anything: taking advantage of new features like weakspots, a more detailed art style, new engine limits, "lore" even, trying to make the player feel powerfull...
But it's probably because the formula consists of closed arenas and always being on the mod
Classic Doom enemies have basic AI but they felt diverse because besides the creative (or basic) roles, they were treated as pieces of the level design
Not only allowing for more creative encounters (depending on the level and structure) but also being an arguement for "any enemy can fit a game, if you find a way to make it work"
It's how you get enemies like the Archvile to work
If he never existed, nobody else would come up with him

no one understands his legs the same way, maybe they just don't make sense for a biped

i was trying my hardest to like it.

I like Doom 3's

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