one of these days I want to make a post about how good the enemy designs are in Doom ‘93 because I think that’s the one thing from that game’s design that hasn’t made it to modern shooters - even indie boomer shooters that are trying to copy games like Doom or Quake
they’re incredibly distinct from each other visually and auditorily, and they all impose different limitations on the player, which makes each enemy encounter into almost like a mini puzzle (once you know the game well enough)