Doom 1&2 were never horror games so Doom 3's focus on it felt very out of place for the series. Atmosphere was about all Doom 3 had going for it. Guns felt and sounded weak and felt boring to use and the level design was awful.
It sure looked pretty though. Like very fuckin' pretty.
1. I never said the the doom 3 model of pinky was faithful to the original, but I do find the design better than what we are in doom 2016, which looks dull.
2. Doom 1 and 2 while not down right horror games were definitely as close to horror as you can get for the time. They oozed with atmosphere. The dark areas filled with lighter flickers and the growling of demons was extremely unsettling at the time. Maybe some of you guys just didn't play the games back in the day, idk..
In my opinion, for the time, they did have horror atmosphere. I thought it was super scary when I played it as a kid.
I agree that guns and level design were weak points, but they nailed the atmosphere... And yeah, it looked amazing too.
I just feel that the new one might be kind of jumping the shark, but will see when I get around to playing it. I'm sure it'll be enjoyable... I just also think it could have benefitted from more of a horror atmosphere that what's been shown.
Say what you will about doom 3, but the game had amazing atmosphere. It really kept the horror aspect, which is one that I fear this reboot will miss.
Other than that it looks good though.
Doom 1 and 2 never really had a horror aspect. Not like Doom 3. Doom 3 didn't "keep" the horror aspect, it added one.
Really? Did not notice that much... Weird.
It wasn't the main draw, but it was there. Going into rooms where there's just a flickering light and you hear invisible Pinkys running around, that's pretty horror-esque.
It's sprinkled throughout, but it isn't the main element for sure.
Also, I've been replaying Doom 1 this past week, and man am I bummed that this isn't a true 100% return to form. I want a labyrinth level Doom game with no RPG elements, an emphasis on positioning and ammo/power up management, keys, and meaningful encounters throughout the map. Doom is not an arena combat game, and while I'm still excited to play what looks like a fun and old school style shooter, I wish it were more like Doom and not Unreal Tournament.
What is Doom?
WHAT DOOM 2016 DEVS SAY:-
- Bad Ass Demons
- Big Fucking Guns
- Moving Really Fast
WHAT TOOLKIT SAYS/QUOTES FROM OTHERS HE MAKES (I totally agree):-
#1. Nitty gritty of the combat and where every encounter becomes a 'dance' of careful positioning and quick fire decisions.
> DOOM 2016 looks nothing like this and in every footage I've seen, the 'majority' of the combat is not 'nitty gritty' at all and involves 'shoot shoot, run over, glory kill' or 'shoot shoot, glory kill, glory kill' not withstanding the amount of 'running away and jumping up on ledges' therefore easily able to avoid attacks where in original Doom, you 'needed' to 'dance and be careful with your positioning'...
#2. Reason Doom works so well is because each enemy represents a DISTINCT, CONSISTENT and DISCERNIBLE behaviour that can be learned;
= Guys With Guns which do immediate damage to you, FORCING more TAKE COVER TACTICS.
= Imps slightly more powerful but with FIREBALLS slowly coming towards you across the map, which can be AVOIDED WITH SMART STRAFFING.
= Demons/Spectres no weapons but CHASE YOU DOWN to do melee damage.
= Lost Souls are similar but CHARGE at you, which can be AVOIDED BY SIDE STEPPING.
= Cacademons and Barons Of Hell also have projectiles but both have a large amount of health.
^ all this is known as Orthogonal Unit Differentiation.
> DOOM 2016 Can we really say this goes along the same lines of the above when the Developer seems to think its about Bad Ass Demons, Big Fukcing Guns and Really Fast Movement?...
*Orthogonal Unit Differentiation
= Basically means that the different elements (enemies) have completely unique attributes RATHER than just MORE POWERFUL versions of each other. Orthogonal meaning statistically independent.
= This means you start playing intendionally making MEANINGFUL, TACTICAL DECISIONS and NOT JUST RANDOMLY REACTING TO WHAT IS GOING ON.
> DOOM 2016 Who here really thinks Doom 2016 more or less, for the most part, if not 'always' look to be randomly reacting to what is going on?...
= Decisions need to be made on;
- Prioritisation meaning Imps and Cacademons might be more powerful but you can dodge their fireballs and learn to focus first on the Guys with Guns/Demons.
- Positioning meaning Guys With Guns force you to take cover whereas Fireballs or Lost Souls force you to move laterally and Demons force you to move backwards
- Resources means shotguns work close up whereas the machine gun works better at distance. The Rocket Launcher is a Killer! You have to think critically of which gun to use and when.
> DOOM 2016 I've seen much footage of people using the shotgun half way across the map which then stuns for glory kill, even long enough for them to run, jump up and still get to them... Can anyone really say that this new Doom looks to use meaningful. tactical decisions OTHER than run away, jump on a ledge, rinse and repeat?.... Is the Rocket Launcher a killer?!
#4. When graphed, the old Doom offers a WIDE POSSIBILITY SPACE (all the things that can be done to you), compared to more modern games where enemies had thicker body armour or just took more shots to kill (I wonder if Doom 2016 is like this in terms of its difficulty levels?) Games such as the first Halo also had a WIDE POSSIBILITIY SPACE.
> DOOM 2016 I wonder if that offers a Wide Possibility Space? It sure doesn't look like that to me so far but I'm open to the possibility it might or maybe it will just be more shots to kill like more modern shooters?...
#5. Single Neuron Binding Properties and the Magical Number 7 is basically being @ 7 things being the normal amount that most people can remember and in Doom that is @ 7 (coincidental or deliberate?)different enemy types. Having such as small list of enemies means every player can remember how to fight and evade each foe coupled with the Orthagonal Unit Differentiation (OUD).
> DOOM 2016 in the videos may well have the 7 different enemy types but what I've seen, the OUD doesn't appear to have any effect (if it is even there) because all I see is shotgun shotgun, glory kill, rinse, repeat etc with more powerful enemies requiring a few more shots or with a more powerful weapon... I suppose it's here where most arguments will contest as there is no doubt those who will say that this new Doom does the OCD exactly as the old....hmmmm...maybe its nostalgia and I'm being completely oblivious to the fact it is but I don't think so....
#6. Due to diversity of old Doom, it creates a large but simple to understand toolset that level designers can combine with architecture to create a huge variety of combat set ups meaning that rather than take a modern route of just increasing the number of enemies, the old Doom could change the combination of enemy types to give a feeling of more unique encounters.
> DOOM 2016 might do this but I've not seen any or enough footage/reviews to say so which leads me to believe this 'nuance' may well not be here and resulting in a more generic feel. Again, I'll use the Developers words of Doom is about Big Ass Demons, Fucking Big Guns and Really Fast Movement....Most of the footage I've seen, again just looks like its about the latter and not the former...Maybe some reviews could share this information with us and give examples? oh yeah, there not allowed just yet...
A big thanks to Game Makers Toolkit whose video link previously posted explains what old Doom meant to a lot of gamers and I think he's right too.
https://www.youtube.com/watch?v=yuOObGjCA7Q
The following Game Makers Toolkit final words on what makes the Original Doom so great just to give a perspective of those who think people are just shitting on the new Doom because we're old, nostalgic or even plain old wrong about this new game when in fact its just like the old one.....
"It's that small cast of iconic enemies which encourages different behaviours and distinct ways of moving. In play this means your mind is making dozens of tactical decisions a minute, intensional choices, driven by your knowledge of how the game works. This is Doom's legacy and more games could stand to learn from it."
What I also think:-
- Barrel Placement
> DOOM 2016 is not as obvious, as easy to see or as effective.
- Non Linear Level Design
> DOOM 2016 looks more and more in the videos I've seen to just be an open arena connected with pathways.
- Secrets Behind Hidden Walls/Buttons
> DOOM 2016 has a map showing you where they are in every level
> DOOM 2016 looks to have less secrets but needs confirming but then again if there is a map showing you where they are anyway, who gives a fuck?
- Monster Closets Trolling 1st Time Players
> DOOM 2016 does not seem to have any of this but would need confirming by people who have played this, bearing in mind in the old Doom, this was quite a big focus and there was many a time you would be able to 'hear' this going on but not necessarily sure where it was from.
- Enemy Designs Extremely Distinctive
> DOOM 2016 Enemy designs although are obviously different to each other, they don't look as distinctive on the maps as the old Doom. I do however, think this is more to do with modern tech as old doom had basic look and design with little detail so less things going on and therefore easier to see, whereas newer games show so much more detail. Add in the fact the game looks quite dark in a lot of areas won't help. I also think the traversal levels more akin to Quake makes enemies seem less stand out less.
- Extremely Distinctive Enemy Sounds
> DOOM 2016 Now when you add a Extremely Distinctive Enemy Designs WITH Extremely Distinctive Sounds relating to those exact enemy types, you automatically get more of a feel of what you're doing and thus become more attached/immersed (Toolkit mentions Half Life 2 does this too and that wasn't a bad game was it?) Again this could be due to more modern tech than anything. In the old Doom games, sounds were limited and therefore, less was more. With modern tech and more sounds and more detail, perhaps its not as easy to discern and therefore not as easy to get attached/immersed. It certainly looks like that to me in the footage I've seen, beta played. It is possibly be because the sound mix is shit? Lack of sound detail and feedback in the guns looks to be more of the issue to me though regardless of extra sound detail being the issue. How satisfying was it when you shot a demon with the shotgun and it made the squelch sound? How beefy did the guns sound? Doom 2016 does not sound like this and thus even if it is doing OUD, this lack of 'feeling' means maybe we just don't notice it and makes it look just cheap as it does...For what its worth, I also preferred the ambient sounds of Final Doom (psx) rather than the rock shit music but that's just me. I can still listen to the soundtrack without even playing the game and buzz my tits off! (from orginal psx disc too!)
Sorry for the probable poor grammar but was in a rush.
Anyways, I hope I'm proven wrong in are what are a lot of assumptions by myself but I'll wait for some reviews/gaffers before I will decide. This is why I smell even more bullshit with no review copies...
There are two tiers of secrets - secrets are shown on the map and "super secrets" are not.- Secrets Behind Hidden Walls/Buttons
> DOOM 2016 has a map showing you where they are in every level
Yeah, I've been playing the shit out of Doom 1&2 this last week. So many awesome mods. And I can't speak more highly of Brutal Doom. It brings a lot of modern conventions(ADS, soft walls/doors, Brutal finishers, grenades) into the game with an insane amount of gore and blood. When you do enough damage to explode an enemy, their guts will literally drip off the ceiling. I actually had issues where I killed so many enemies and the walls and ceilings were painted in so much blood, I couldn't find the switches I'd need to hit to continue on. It's so badass
Nowheretorun-
What a fantastic post. You obviously have a lot of love for the series
Brutal Doom: Hell On Earth is fucking amazing. I turn a lot of the new features like finishers grenades, new HUD etc. but man it's insanely good. The level design of Hell On Earth is just great and the weapon feedback and enemy damage can barely be beat. The double shotgun blowing a low level zombie literally to pieces is insane.
There's an instance in level 5 I think where you take an elevator up into a small cramped space and they positioned a shotgun soldier right in your face in that tiny space as soon as the elevator reaches the top. I happened to have the double shotty pulled and the guy exploded all over the tiny room. Also, the barrel placements in Hell On Earth are spot on.
The Hell On Earth episode was my least favorite one. The level design was like all the worst parts of 90's design pitfalls. I was stuck in one of the city levels for so long not knowing what to do that I just cheated my way past it.
Kinda funny since the city levels in the original Doom 2 maps were also the worst ones.
Stuff
Love for the series sure, but a large wall of mostly incoherent babbling and false assumptions does not make a fantastic post.
There were indeed arena's in classic doom, but they are definitely not the focus of the gameplay design. So referencing dead simple as it actually was, kind of smudges across its real context. It is a "play on words" in two ways:Agreed, this guy missed lot's of points.
There was arenas on classic DOOM too, and classic mods too.
An example is MAP07 from DOOM2
https://www.youtube.com/watch?v=oS4ABSL5MhY
As a big fan of the original games, I can see why people might not like some of the changes but at the same time, if they released DOOM exactly like the originals now, at full price, it would get ripped to bits.
There were indeed arena's in classic doom, but they are definitely not the focus of the gameplay design. So referencing dead simple as it actually was, kind of smudges across its real context. It is a "play on words" in two ways:
1. A play on words in terms of doom's design language. It had you start staring at the exit in an area where you are immediately under threat. It was like no doom level before it.
2. It is in a literal sense "technically dead simple" of a layout, but surviving it was a whole other story.
It was a level that basically was an evolving arena, but it did not form the core of doom level design or anything. It was just 1 level idea of 32 in doom 2.
What is Doom?
WHAT DOOM 2016 DEVS SAY:-
- Bad Ass Demons
- Big Fucking Guns
- Moving Really Fast
WHAT TOOLKIT SAYS/QUOTES FROM OTHERS HE MAKES (I totally agree):-
#1. Nitty gritty of the combat and where every encounter becomes a 'dance' of careful positioning and quick fire decisions.
> DOOM 2016 looks nothing like this and in every footage I've seen, the 'majority' of the combat is not 'nitty gritty' at all and involves 'shoot shoot, run over, glory kill' or 'shoot shoot, glory kill, glory kill' not withstanding the amount of 'running away and jumping up on ledges' therefore easily able to avoid attacks where in original Doom, you 'needed' to 'dance and be careful with your positioning'...
#2. Reason Doom works so well is because each enemy represents a DISTINCT, CONSISTENT and DISCERNIBLE behaviour that can be learned;
= Guys With Guns which do immediate damage to you, FORCING more TAKE COVER TACTICS.
= Imps slightly more powerful but with FIREBALLS slowly coming towards you across the map, which can be AVOIDED WITH SMART STRAFFING.
= Demons/Spectres no weapons but CHASE YOU DOWN to do melee damage.
= Lost Souls are similar but CHARGE at you, which can be AVOIDED BY SIDE STEPPING.
= Cacademons and Barons Of Hell also have projectiles but both have a large amount of health.
^ all this is known as Orthogonal Unit Differentiation.
> DOOM 2016 Can we really say this goes along the same lines of the above when the Developer seems to think its about Bad Ass Demons, Big Fukcing Guns and Really Fast Movement?...
*Orthogonal Unit Differentiation
= Basically means that the different elements (enemies) have completely unique attributes RATHER than just MORE POWERFUL versions of each other. Orthogonal meaning statistically independent.
= This means you start playing intendionally making MEANINGFUL, TACTICAL DECISIONS and NOT JUST RANDOMLY REACTING TO WHAT IS GOING ON.
> DOOM 2016 Who here really thinks Doom 2016 more or less, for the most part, if not 'always' look to be randomly reacting to what is going on?...
= Decisions need to be made on;
- Prioritisation meaning Imps and Cacademons might be more powerful but you can dodge their fireballs and learn to focus first on the Guys with Guns/Demons.
- Positioning meaning Guys With Guns force you to take cover whereas Fireballs or Lost Souls force you to move laterally and Demons force you to move backwards
- Resources means shotguns work close up whereas the machine gun works better at distance. The Rocket Launcher is a Killer! You have to think critically of which gun to use and when.
> DOOM 2016 I've seen much footage of people using the shotgun half way across the map which then stuns for glory kill, even long enough for them to run, jump up and still get to them... Can anyone really say that this new Doom looks to use meaningful. tactical decisions OTHER than run away, jump on a ledge, rinse and repeat?.... Is the Rocket Launcher a killer?!
#4. When graphed, the old Doom offers a WIDE POSSIBILITY SPACE (all the things that can be done to you), compared to more modern games where enemies had thicker body armour or just took more shots to kill (I wonder if Doom 2016 is like this in terms of its difficulty levels?) Games such as the first Halo also had a WIDE POSSIBILITIY SPACE.
> DOOM 2016 I wonder if that offers a Wide Possibility Space? It sure doesn't look like that to me so far but I'm open to the possibility it might or maybe it will just be more shots to kill like more modern shooters?...
#5. Single Neuron Binding Properties and the Magical Number 7 is basically being @ 7 things being the normal amount that most people can remember and in Doom that is @ 7 (coincidental or deliberate?)different enemy types. Having such as small list of enemies means every player can remember how to fight and evade each foe coupled with the Orthagonal Unit Differentiation (OUD).
> DOOM 2016 in the videos may well have the 7 different enemy types but what I've seen, the OUD doesn't appear to have any effect (if it is even there) because all I see is shotgun shotgun, glory kill, rinse, repeat etc with more powerful enemies requiring a few more shots or with a more powerful weapon... I suppose it's here where most arguments will contest as there is no doubt those who will say that this new Doom does the OCD exactly as the old....hmmmm...maybe its nostalgia and I'm being completely oblivious to the fact it is but I don't think so....
#6. Due to diversity of old Doom, it creates a large but simple to understand toolset that level designers can combine with architecture to create a huge variety of combat set ups meaning that rather than take a modern route of just increasing the number of enemies, the old Doom could change the combination of enemy types to give a feeling of more unique encounters.
> DOOM 2016 might do this but I've not seen any or enough footage/reviews to say so which leads me to believe this 'nuance' may well not be here and resulting in a more generic feel. Again, I'll use the Developers words of Doom is about Big Ass Demons, Fucking Big Guns and Really Fast Movement....Most of the footage I've seen, again just looks like its about the latter and not the former...Maybe some reviews could share this information with us and give examples? oh yeah, there not allowed just yet...
A big thanks to Game Makers Toolkit whose video link previously posted explains what old Doom meant to a lot of gamers and I think he's right too.
https://www.youtube.com/watch?v=yuOObGjCA7Q
The following Game Makers Toolkit final words on what makes the Original Doom so great just to give a perspective of those who think people are just shitting on the new Doom because we're old, nostalgic or even plain old wrong about this new game when in fact its just like the old one.....
"It's that small cast of iconic enemies which encourages different behaviours and distinct ways of moving. In play this means your mind is making dozens of tactical decisions a minute, intensional choices, driven by your knowledge of how the game works. This is Doom's legacy and more games could stand to learn from it."
What I also think:-
- Barrel Placement
> DOOM 2016 is not as obvious, as easy to see or as effective.
- Non Linear Level Design
> DOOM 2016 looks more and more in the videos I've seen to just be an open arena connected with pathways.
- Secrets Behind Hidden Walls/Buttons
> DOOM 2016 has a map showing you where they are in every level
> DOOM 2016 looks to have less secrets but needs confirming but then again if there is a map showing you where they are anyway, who gives a fuck?
- Monster Closets Trolling 1st Time Players
> DOOM 2016 does not seem to have any of this but would need confirming by people who have played this, bearing in mind in the old Doom, this was quite a big focus and there was many a time you would be able to 'hear' this going on but not necessarily sure where it was from.
- Enemy Designs Extremely Distinctive
> DOOM 2016 Enemy designs although are obviously different to each other, they don't look as distinctive on the maps as the old Doom. I do however, think this is more to do with modern tech as old doom had basic look and design with little detail so less things going on and therefore easier to see, whereas newer games show so much more detail. Add in the fact the game looks quite dark in a lot of areas won't help. I also think the traversal levels more akin to Quake makes enemies seem less stand out less.
- Extremely Distinctive Enemy Sounds
> DOOM 2016 Now when you add a Extremely Distinctive Enemy Designs WITH Extremely Distinctive Sounds relating to those exact enemy types, you automatically get more of a feel of what you're doing and thus become more attached/immersed (Toolkit mentions Half Life 2 does this too and that wasn't a bad game was it?) Again this could be due to more modern tech than anything. In the old Doom games, sounds were limited and therefore, less was more. With modern tech and more sounds and more detail, perhaps its not as easy to discern and therefore not as easy to get attached/immersed. It certainly looks like that to me in the footage I've seen, beta played. It is possibly be because the sound mix is shit? Lack of sound detail and feedback in the guns looks to be more of the issue to me though regardless of extra sound detail being the issue. How satisfying was it when you shot a demon with the shotgun and it made the squelch sound? How beefy did the guns sound? Doom 2016 does not sound like this and thus even if it is doing OUD, this lack of 'feeling' means maybe we just don't notice it and makes it look just cheap as it does...For what its worth, I also preferred the ambient sounds of Final Doom (psx) rather than the rock shit music but that's just me. I can still listen to the soundtrack without even playing the game and buzz my tits off! (from orginal psx disc too!)
Sorry for the probable poor grammar but was in a rush.
Anyways, I hope I'm proven wrong in are what are a lot of assumptions by myself but I'll wait for some reviews/gaffers before I will decide. This is why I smell even more bullshit with no review copies...
Why this even needs to be pointed out is baffling. Dead Simple was a cool gimmick level to relieve the pressure and switch things up to keep you on your toes, not the entire game's focus. Nobody has ever argued that there wasn't one single arena in the first two games and that's not the point of that particular discussion at all.
The gameplay style of this mod is a mixture between invasion and slaugter, and easily has provided me with some of the most action-packed gunfights I've ever had in a Doom mod.
What standards are you talking about though? I really don't get this attitude. You're essentially saying that people would only want to play Doom in this day and age because of nostalgia, since it doesn't hold up by today's standards. That people played it at the time, didn't like it as much as people like games that are made nowadays, but they played it because there's nothing better.But today, when people say they "hold up" by today's standards, I don't think they're being intellectually honest with regard to what today's standards actually are. One of those standards, for example, is that you can aim your gun about more than one axis. We give the older games a pass on this when we revisit them for obvious reasons; but nobody is going back and playing those games and judging them by "today's standards." How could they, without arbitrarily ignoring bits and pieces of the time and place for those previous games?
Will post my impressions shortly
Who said that the arenas is the main focus of the DOOM 2016?
Gameplay impressions and videos? It's extremely liked the game is mainly centered around arenas with those spawn points you have to destroy and from the videos shown. I'm not saying there are no connecting corridors in between but it seems heavily reliant upon enemy wave/arena design. We're obviously not going to agree or come to a conclusion, don't worry about it. My comment above was simply about you pointing out one gimmick map to counter people saying they don't like the arena focus of this new one. It's not the same thing as I said.
What standards are you talking about though? I really don't get this attitude. You're essentially saying that people would only want to play Doom in this day and age because of nostalgia, since it doesn't hold up by today's standards. That people played it at the time, didn't like it as much as people like games that are made nowadays, but they played it because there's nothing better.
Being able to aim your gun about more than one axis is not a standard, it's a mechanism. Aiming across two axes does not make for 'better' gameplay, just different (not that much in the case of Doom though, given the levels). Or would you say that current day FPS will become obsolete in favor of VR FPS where you can do much more than aim on just two axes?
The idea that different, established types of gameplay are inherently better and set some sort of base standard really annoys me. That gameplay needs to 'evolve', 'modernize'. I really wish people would quit with that, it shows such a lack of understanding of game design, and what makes a game, a game. It's fine if you speculate that there is no audience for certain gameplay, but beyond that, you're arguing taste.
It's interesting to me how so few people seem to understand the necessity of modernizing this game. It's not that the old Doom games are bad -- they're amazing, historically, legendary pieces of art for that time and place.
But today, when people say they "hold up" by today's standards, I don't think they're being intellectually honest with regard to what today's standards actually are. One of those standards, for example, is that you can aim your gun about more than one axis. We give the older games a pass on this when we revisit them for obvious reasons; but nobody is going back and playing those games and judging them by "today's standards." How could they, without arbitrarily ignoring bits and pieces of the time and place for those previous games?
Doom 1&2 were never horror games so Doom 3's focus on it felt very out of place for the series. Atmosphere was about all Doom 3 had going for it. Guns felt and sounded weak and felt boring to use and the level design was awful.
It sure looked pretty though. Like very fuckin' pretty.
Oh, dear God, NO. I cannot take screen tearing; it is a constant distraction.The game pre-patch has horrible screen tearing on PS4, I usually don't even notice it.
I think that turning Doom 3 into a sort of horror game was a cool idea. I like it. A sequel doesn't have to be exactly the same as the old ones. As you say there were execution issues but the basic idea was good.
(and also, maybe, in part built out of necessity - the tech to render tons of enemies on screen at that fidelity was not there).
That said a game that has the same ideas as the old Doom games (no Serious Sam does not count) is very welcome in this day and age.
As a big fan of the original games, I can see why people might not like some of the changes but at the same time, if they released DOOM exactly like the originals now, at full price, it would get ripped to bits.
Are there any recent examples of this actually happening though, price aside? I always feel like this is the general feeling when older games come back, but I have a hard time thinking of a case where the style and feel was strictly adhered to in a recent release, and that was a major source of criticism. Usually you see the opposite.
I already said it somewhere else but I think PSX Doom and Doom 64 did a much better job bringing out the Horror elements full force due to the soundtracks and much more atmospheric lighting possibilities. Perfect marriage of atmosphere and action/gameplay to this day for me.
Video seems to be private for me
That's E1M6 of Doom 1 in this image. I chose this image because it's often used as an example of "non-linear" level design. Let's see how non-linear it is.
1) You're forced to go right. When you start you can go left, right, or center. Left dead ends in 2 locked red doors, and center dead ends with 3 locked yellow doors and a locked blue door. The only way to proceed is to take the path to the right. The red key is in here.
2) Now You're forced to go left. Open the red doors, and they lead to the same hallway, which immediately presents you with a blue key. There's also an optional path through the sewage below, which gives you some powerups and forces you back to the beginning of the map, which is convenient because that's where you need to be next.
3) Now you're forced to take the center path. You go past the yellow doors to the blue one. Past it you find a few identical rooms, and a switch that exposes the yellow key.
4) Now you're forced to go back to the yellow doors. All 3 doors quickly converge into the same hallway, which leads into a room full sewage with a side door that's locked, and then to another room with a switch. The switch opens the side door.
5) Now you're forced to go back to the side room. In this room, you hit a switch to expose the level exit, and you're done.
It is impossible to deviate from this numbered list. This set of objectives can only be completed in this order. No, you are not moving down only a handful of straight corridors, but you are forced to progress through the level in the same order every time. You can't get the blue key first, or the yellow. It is a linear set of objectives, "but with enough twists and smoke and mirrors that hide that simplicity behind a veil of apparent complexity".
Are there any recent examples of this actually happening though, price aside? I always feel like this is the general feeling when older games come back, but I have a hard time thinking of a case where the style and feel was strictly adhered to in a recent release, and that was a major source of criticism. Usually you see the opposite.