Doom baron of hell

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A long hallway ends in a platform that lifts the player up to a nondescript new room. The setup is a big part of the experience: A few smallish rooms offer some demons to take out (some with the help of exploding barrels), lulling the player into a sense of complacency beforehand. That made the Barons of Hell, the twin bosses at the end of Episode 1: Knee Deep in The Dead, quite likely the very first time most gamers of that era experienced such a terrifyingly intimate battle.

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Try to put yourself in the mindset of someone who had literally never fought a boss battle in a first-person perspective before – for the vast majority of players, that was the case when DOOM first arrived on the scene. They could be tough, they could be frustrating, they could even be a little shocking, but rarely could they be considered scary. In 1993, gamers were plenty used to boss battles. The many bosses in the DOOM universe are no different – except they also tend to scare the pants off of players, and look cool as Hell doing it.

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They can change up the pace and often the scenery they can serve as convenient punctuation between a game’s acts they can work as a skill-gate, ensuring players are ready for the challenges ahead they can even offer a sort of breather by allowing players to focus on just one enemy. Boss battles can serve a few different purposes in games.