@undeadpool: I don't remember if I said it here, I know I said it before though, but what I loved about Doom 2016 and am excited about with this new one is taking out every enemy in the level, and then, if the level permits it (which not every level in Doom 2016, unfortunately, did unless you replay them from the start) go back through it and explore every nook and cranny without the interference of enemy attacks. It allowed for me to take in the atmosphere a little better, while also finding new places which I enjoyed in and of itself, but also just for upgrades/collectibles. Actually, I noticed that on my Nightmare playthrough, I got enough stuff to where I felt good enough to just get through the game without finding every upgrade, so now I'm playing through any of the later levels again to find the collectibles. I don't, however, plan on upgrading all my weapons (which is technically all I have to upgrade fully though).
Most of the weapons are all upgraded fully minus the one where you have to use it in different ways (the last upgrade). I find that the infinite micro missiles on the heavy assault rifle are sufficient enough to easily get me through it so I find upgrading the other weapons unnecessary. That kind of went on a bit of a tangent, sorry. That said, yeah I think what Doom 2016 had was fine in how it felt like Metroid to an extent. Bigger, more interesting levels to explore is all I really need. Doom was good about allowing you to get everything right then and there, and I hope that's the same too. It's just up to the player's will to want to find these things, rather than their player character abilities. The map specifically, and just platforming is what reminds me of Metroid, as well as the boss fights to an extent. It didn't go so far as to make you have to find different abilities to find the secrets though which I appreciate. That said, if it did go full on Metroid, I am not sure I would mind all that much.
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