Pretty cool video, a lot of the points you brought up for what makes a character action game, reminded me of the FPS "Powerslave," which I have been playing through recently. There are a handful of similar points that line up with that game. But it ultimately is probably closer to a metroidvania.
not sure about 2016, but you are ABSOLUTELY RIGHT when it comes to eternal the Nioh series is also an example, its a character action game masquerading as a soulslike
Cool vid. However theres a few problems I have with it. 1. In order to quickswap efficiently, you need to rebind some keys in both DOOM 2016 and DOOM Eternal. Compared to character action games, where the control scheme you have just works on it's own. 2. DOOM 2016 and DOOM Eternals upgrade systems feel more tacked on compared to Bayonetta or DMC 3. There's no style meter or emphasis on stylish play 4. ULTRAKILL IS RIGHT THERE
Pretty cool video, I feel like the backtracking is more inspired by the original doom. Finding keys and backtracking is a mechanic that originates from wolfenstein 3d, and Devil May Cry probably got this mechanic from 90s first person shooters.
Imagine instead saying I am going to the kitchen for lunch, you're backtracking to the kitchen for a fetch quest. Like Doom 2 didn't even have as much backtracking as they usually made it when you got the keys you had to take different paths to get to a door, but like if you found a key BEFORE you found the door, then WHY EVEN HAVE THE KEY TO UNLOCK THE DOOR. Just make it a linear path.
As opposed to the Third Person Shooter that DMC is. I dunno why the use of the name "Character" is even in there, as opposed to the games you just play a Generic person like Watch Dogs: Legion?
i think ultrakill fits devil may cry more whereas doom eternal is more akin to god of war. ultrakill focuses on style like dmc and doom eternal focus on using the environment around you to gain the upper hand and dealing the most amount of damage like god of war