Trailer in OP is VERY old.
I assumed that this was a resurrected thread from jan 2010 or even 09, before double checking.
It's the latest video they've released...
As for "nothing outstanding" in the past decade - Doom 3 or Quake 4? Both fantastic games.
Several of those issues were addressed with mod scripts pretty soon after the game release.
As for Doom 3, well yes, the flashlight thing was rather random but you can hardly blame it for being predictable when most games are absolutely the same. It's not like anything has any kind of replayability these days due to scripted events everywhere.
With the burning enemies - I can't say I ever found that a problem? I just... remembered where i'd been. Again if you find it a problem then you might well find it a problem in other games?
You're naturally entitled to your opinion, but some of your points seem a bit strange.Although it is nice to see someone give reasons other then "cos HL2 iz teh best, init".
The darkness made it akward to remember where you'd been as many rooms and coridoors looked very similar. The big issue for me was after the first 20 mins or thereabouts you'd seen pretty much all the tricks used to spawn in enemies. Which detracted from any tension as you knew when doing anything specific if it was likely to spawn in a few fireball lobbing imps.
Well i'm afraid I disagree - whilst yes, a darkened room with ammo lying around was likely to bring enemies with it, it certainly wasn't the only method used to bring enemies into the game.
Opening a door = Imp leaping at you.
Dead end = Panel falling out behind you with a zombie in it.
Would be funny if it was true.Are you telling me you can go through the game and predict where EVERY spawn is?
The spawns were pretty predictable really, tho I say that as someone with level development experience, especially id tech, so I generally have a good feel for what the designer(s) had in mind.