

In particular, a Doom Eternal runner can skip monsters, but only with major glitches. I'm not attacking the metaplay for Doom, which can be incredibly complex I am saying its metaplay isn't visually reinforced by the game itself. It's repetitive, but it doesn't convey the same visual crescendo that Metroid does. You simply move over color-coded keys, and use them to progress to the next disconnected level. As Samus progresses, she backtracks through the same areas rising action is visually communicated inside a closed space. There's always fireworks, and these grow more extravagant as the story progresses: Late-game doors require bigger and bigger ordinance to unlock (beams, missiles, super missiles, power bombs, boss keys). Shooting doors and bombing tunnels is essential to exploration.


In Doom, the player doesn't open doors by shooting them. Not only is the advertised form of play effectively deconstructed for something unintentional the end result is visually barebones, thanks largely to how doors and keys work in Doom. Conversely classic Doom is functionally 2D (no jumping or Y axis) the "pacifist" player can only sprint forward, running from point A to point B. The maze, combat and platforming form the core gameplay experience in "classic" Metroid titles. In other words, the mazes in Metroid are designed to allow for variable routing and sequence breaks. Beyond that, the player could shoot as few enemies as possible they'd still be navigating a maze, a structure designed to be explored in specific ways. If the player skips a lot of the items or none at all, they're still platforming (the advertised form of play-platformer). Classic Metroid allows for 100%, any% or low% without employing any serious glitches, if any at all. Metroid speedrunners engage in intended gameplay (skipping items) because the gameworld was deliberately made to support these actions. Metroidvania gameworlds hold up surprisingly well when speedrun. "Interesting" is subjective the fact that a game lacks a visual framework during metaplay is not. When you don't shoot enemies in a "pure FPS" (an FPS focused entirely on shooting enemies), you're not just skipping the intended gameplay experience you're skipping a large part of what makes the gameplay interesting to watch. Besides shooting enemies, there's little to do in them except open doors or hump walls. Regardless of the method, games like Doom are not designed to visually support this behavior. Or it can be the player simply walking past enemies. This can be a cheat, such as moving through walls with cheat codes ( also called "clipping"). Mind you, these don't apply to all FPS or their respective speedruns, but I'll have to explain the exceptions as I go along: I don't prefer FPS speedruns for several reasons. Doom Eternal has glitchless runs, but the issues above still remain: The gameplay is already so over-the-top (and fast) that it's hard to tell what's going on, let alone appreciate it as extraordinary. So-called "major glitches" like backwards long jump are situational and category dependent. The glitches are boring or game-breaking.Ĭomparatively Mario 64 is easy to watch thanks to reliable camerawork and glitches that don't break the entire game.Doom Eternal's gameplay is too fast, with lots of rapid-fire weapon-swapping, scoped attacks and blurry movement.This can be explained by several different factors: However, following the game's one-year anniversary my overall enjoyment of spectating Doom Eternal speedruns has steadily decreased. Not long after, I saw Karl Jobst's Quake video and learned that '90s-era FPS helped pioneer speedrunning. I enjoyed the prospect of watching Doom Eternal speedruns-so much so that did my "Hell-blazers" series exploring its potential. Though technically impressive, menuing is not fun to watch dice rolls can be, but the speedrunner really has to sell the fact that they're rolling a "die." Caleb Hart is especially good at doing this- not just when literally rolling a D20 for his audience, but also when FF7 runs fail to give him good damage rolls during speedruns.ĭespite my preferences, I also grew up with the Doom franchise, and have enjoyed it since its inception. After grad school I even did a fair amount of independent research on Blood (motivated by Civvie's first " Pro Blood" video). JRPG speedruns are a good example, but also have the added problem of constant menuing. RNG-heavy (random-number generation) games aren't that interesting to me because the metaplay revolves around strategies incumbent on game-provided "dice rolls." Blind luck, basically. I wrote my master's thesis on speedrunning Metroidvania, and actually prefer to spectate 2D side scrollers like Super Metroid, Hollow Knight, or Mario.
