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Doom Eternal - iD Tech 7, Huge Maps, Invade Other Players' Campaigns

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I do wonder if people who are struggling with the difficulty are just not making full use of all the new stuff. They clearly want you chainsawing quite frequently. When you set up a flame burst grenade combo and make it rain pickups amidst an insanely frantic firefight, it is genuinely brilliant. 
 

I’m at the Arc Complex and was in a fight that was pretty tough and then found a berserk pickup which was amazing. Killed so many of those snake things and a Cyber Mancubus which would have made my life so much more difficult. 
 


I recently went back to 2016 and tried to play it on Ultraviolence and it feels like the game people are describing when they say bulletsponges and lack of ammo. The ammo is scarce in this, but you are supposed to be chainsawing all over the shop and flipping through weapons as a result. 

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36 minutes ago, HarryBizzle said:

I do wonder if people who are struggling with the difficulty are just not making full use of all the new stuff.

 

I think that's true, but still feel there should also be a difficulty in between easy and normal.

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Funny that because I played 2016 yesterday to double check I wasn't going crazy and beat the first level on Ultra Nightmare for the trophy. I never ran out of shotgun ammo once, no enemies spawned up my ass or dropped on my head, and every time I got killed (which was about a dozen times as it's the hardest difficulty) was because I fucked up. The game looks clean, consistent, you find things like keycards in the game world on bodies, same with weapons, you have a clear motive from the off, Doom slayer wastes no time in showing how little he cares. All the cutscenes are in the first person, and the design of the Foundry level alone trumps any of this 'Super Mario in Hell' nonsense that Eternal is full off. 

 

I got to chapter 6 in Eternal before tapping out. Doomguy hasn't done anything funny or memorable at all. There's story, presented with zero context, there's no urge to push and see what happens because NOTHING has happened. The game world, feels like a videogame. Its full of floating spinning pickups like a Quake map. If you think of Doom and think of this

 

resizedimage640360-DOOM-Eternal-Screensh

 

then I just don't know what to say. There's SO MUCH platforming it's almost unreal. They give you a double jump and a double air dash and fill swathes of levels with purple muck you can't even run in, never mind jump out of.

 

Whoever said they were getting Halo 2 vibes earlier absolutely nailed it. Doom Eternal has an absolute ton of new stuff compared to 2016 and it's all hideous, superfluous guff. Swap out find the Hell Priests for the Prophets and it's almost the same thing. You go through a teleporter from your random, unexplained floating DOOM FORTRESS to yet another unconnected level. 2016 , end of chapter load screens aside, feels like a proper journey through a facility on mars so when you do go to HELL it's a pretty big deal but it all makes sense in the context of the game at that point in time.

 

I got the Chaingun earlier which should be a proper power weapon 'bring it on' moment, and the first demon it drops on you soaks up every single one it's bullets like it's a tickle gun. I bought DOOM Eternal expecting a solid follow up to 2016, playing as the hardest space marine to walk the earth, who demons fear, and instead, I've got a platformer with the occasional shooting sections where you feel like a fuckin' wimp...and that's the biggest mistake of all of it.

 

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Kin el, getting my arsed handed to me now. Been stuck on a certain level for a good couple of hours. 
The barrage of nasties is just nuts. Love it though. 

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I agree totally about the levels feeling unconnected. I don’t like how doors close behind you to prevent backtracking, either (I haven’t found out how fast travel works, either). Not a fan of the story or change of tone, either. Mars was a much better and consistent place than the various locations you’re visiting here. 
 

But I like the first person platforming for the most part and don’t find it difficult at all. It’s a nice break in what would otherwise just feel like an arena shooter. I also don’t get the issues with difficulty on Hurt Me Plenty. I die maybe once per level. 
 

The chain gun comment is particularly odd because I thought the whole point of that guy who spawns is to show how quickly the chaingun annihilates him. 
 

A lot of enemies can be bullet sponges if you don’t use the right weapon or go for their weakpoints, I’ll give you that. This is mainly an issue with the Mancubus. 

 

Also I thought the whole point of the purple goo is to make you navigate over it with your double jump and boosts, not to render them useless. 

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I hit that guy with probably 80% rounds on target, taking swathes of flesh of him and he didn't even drop into glory kill state before it ran out of bullets. And every single upgrade I've found so far I've pumped into more ammo, so now I can carry a decent amount of bullets , but at the cost of any health or armour improvement.

 

I've ditched it now though so won't moan up the thread any longer, but fuck me if I'd have paid £60 digital for this I'd have been fucking livid.

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That’s very odd. I used about a third of the ammo I can carry (150 rounds) and killed him so quickly I couldn’t glory kill him. 

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Well I picked it up digital and I am delighted with it. None of the complaints people are making are unjustified though, I have seen or experienced a lot of the things being moaned about. It’s just.... they don’t take anything away from the game IMO and I have yet to play out a single battle where I didn’t have at least one or two moments of “that was fucking awesome”.

 

If there was one fault I could put forward it’s the sheer volume of tools at your disposal early on and it all seeming a bit disjointed at first, but once I got my head around the purpose of each mechanic the battles became even more fun. If you use everything you have properly then you should never be without health, armour or ammo... it just takes a lot of subtle thinking ahead in amongst the chaos to do it effectively.

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Thing is, Titanfall 2 came out almost four years ago and absolutely nailed in-universe first person platforming. It never wrestled control from you like the clunky clamber mechanic in this, and the level design never resorted to filling each level with completely incongruous Mario-style elements like fireball launchers. This kind of thing of thing can be done well, and has been done well before. Hell, even Doom 2016 had some decent platforming sections in it.

 

They've done such an unnecessarily shit job of it that I'm genuinely fascinated to know who's responsible for certain decisions behind the scenes, because this really doesn’t feel like a game designed by the same people. Maybe Machine Games did have a big influence after all.

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I think, more than anything else, I hate the UAC hologram. Everything she has to say is basically the same and it’s so incredibly played out, even at the beginning of the game, but they stick her in wherever possible.

 

 

 

I don’t know how well this mirrors your experience, @Down by Law  I made a mess of the first guy and missed like half the shots but i thought the second guy went down nice and quick. 

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I'm at the Cultist Base and I just can't be arsed. It's not a particularly good game, and it sure as hell isn't Doom.

 

There was a great sense of progression through the Mars base in 2016, and I was really hoping for something similar but on Earth. I don't even feel like I'm on Earth at all - just some weird disconnected levels with me feeling nothing but panic during most encounters as my health evaporates due to the sheer amount of shit thrown at me. It no longer feels like a place, and I no longer feel like DEATH INCARNATE.

 

I honestly feel like I did when I started playing Darksiders 2. Endless lore that I didn't give a fuck about, set in wherever-the-fuck-who-cares.

 

Unfortunately, due to the baffling review scores, this is no doubt a sign to id that this is the direction to go in for the future.

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11 hours ago, Meh said:

Unfortunately, due to the baffling review scores, this is no doubt a sign to id that this is the direction to go in for the future.

 

I don't really read reviews any more,  but have have found the disparity between critical response and player response even more jarring than normal here. Obviously reviews are subjective, but several people here independently made almost identical observations about the platforming, level design, aesthetic etc, yet I've barely seen any mention of these from the press. Wonder what Edge will make of it.

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Edge give every Media Molecule release 10/10 so are well versed in chasmic disparities between press and player responses.

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47 minutes ago, PyramidFace said:

Edge give every Media Molecule release 10/10 so are well versed in chasmic disparities between press and player responses.


Only the second time and from what I can see, players are very enthusiastic about Dreams as well. Then again, I'm seeing lots of love for DOOM Eternal as well, particularly from PC players.

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Every time I think I'm turning a corner on it I'll get stuck on a bit of scenery during combat, or hit an invisible wall whilst platforming, or caught under a Cacodemon on a bounce pad, or forced to trudge slowly through purple goop shooting tentacles that belong in Black Mesa (or all four in the last 30 minutes).

 

For a game that's been in the oven for four years it feels surprisingly janky, although most it comes back to the level design.

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Just got around to starting Doom Eternal on PS4 and noticed there is no way to start the game without creating a Bethesda account if connected to internet, pretty crappy thing to do. I will play the game without connecting to internet and sell as soon as I have completed the single player campaign.

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Really enjoying this now. There's plenty of ammo once you factor the chainsaw into your muscle memory along with harvesting armour using the flame thrower. It's got some great arenas too. I'm actually enjoying the platforming sections now that I've got the hang of the momentum plus they get easier with the rune that gives you better control in the air.

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2 hours ago, DarkCrisis said:

Just got around to starting Doom Eternal on PS4 and noticed there is no way to start the game without creating a Bethesda account if connected to internet, pretty crappy thing to do. I will play the game without connecting to internet and sell as soon as I have completed the single player campaign.

 

They've been doing that for a while. With Evil Within 2 you can't play Akumu mode unless you sign in.

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After originally buying the Stadia version I ended up buying the Xbox One X version to see how it compares. 

 

tl;dr is that the One X version feels much better and I much prefer it. I was struggling on Hurt Me Plenty on Stadia but now I'm flying through Ultra Violence on the One X. Controls just feel heavy on Stadia and this game requires precision and flow. Graphics look the same to me, using controller in big cases.

 

It's an interesting use case for Stadia overall because the latency delay doesn't manifest as problematic for slower paced games like D2. But in this instance it really damages the feeling of flow you get when you're charging around an arena. The loading times on Xbox One X are also really good, not much difference between the two.

 

 

 

 

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Playing this on my ultrawide and the screen flickers black for like 3 seconds every several seconds. Really annoying.

 

DOOM did this as well when i tried a few days back. Anyone had this?

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I think I’m on the second half of the game and the story in this is just unintelligible. I’ve no idea what’s going on at all. 
 

Not only that, but it reminds me of Halo. Remember how amazing it was going around Halo CE looking at all the forerunner architecture, wondering what it all was? And then they went and explained it all and absolutely ruined it. 
 

 

This is like that except no one ever wondered where the demons came from or what their backstory is. 

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And finished.  Fantastic game overall, especially in the second half of the campaign where it reaaaaaaaally ramps up.  I do have my niggles though, the big one being the buff totem poles can get tee fuck.  There's only like 4 or 5 of them throughout the whole campaign but they just aren't fun at all and not fun to look for either, there was no need for them at all.  Apart from that it was all gravy, shall get to Nightmare eventually but I definitely like this more than 2016 personally though they are so different I like each one for what they are.  Bring on the campaign DLC.

 

Battlemode on the other hand I'm very 'eeeeeeh' about.  It does seem like something that will take a bit of time to learn but I'm not sure it's something I'm going to put any amount of time into tbh.  For all it's flaws I didn't mind 2016's multiplayer that much and would have liked something like that but better.  But then I've never really been a multiplayer person in regards to Doom, even back in the day, so it's not really what I play the series for.

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I've been absolutely loving this and am fairly bemused by the lukewarm reaction in here. I'm getting the same kind of rush that I get from Geometry Wars or Nex Machina. I'm really enjoying the platforming too! :unsure:

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Just finished second level and I’m struggling with the difficulty of the game, it’s much harder than Doom(2016). If it continues to ramp up the difficulty I doubt I’ll have patience to continue which is a shame as I loved Doom(2016).

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On 23/03/2020 at 17:31, CarloOos said:

Every time I think I'm turning a corner on it I'll get stuck on a bit of scenery during combat, or hit an invisible wall whilst platforming, or caught under a Cacodemon on a bounce pad, or forced to trudge slowly through purple goop shooting tentacles that belong in Black Mesa (or all four in the last 30 minutes).

 

For a game that's been in the oven for four years it feels surprisingly janky, although most it comes back to the level design.

I just died about a dozen times there before coming off there, bounce pad and cacodemon....i then realised there was a bloody wall for me to climb up...doh!

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It's too much. I'm not bad at FPS games, but the sheer amount of shit you have to keep an eye on in this is utterly exhausting. Got to the Gore Nest level, destroyed the Totem (fuck me that boiled my piss), got to the first secret encounter, sighed, and switched off. It's such a difficult game to enjoy, since you're constantly having to top up your armour, health and ammo while at the same time getting battered.

 

I think I hate it. I actually think I hate it, and I should stop trying not to, and move on.

 

It's such an ugly game, too, for all its technical wizardry.

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The more I play this the more I love it. Finding once I sussed its flow it became a lot less tough. Plenty of using the chainsaw on the low level enemies had me pretty well equipped with health etc to beat the bigger guys. Only playing Hurt Me Plenty mind.

 

I loved 2016 and I'm absolutely loving this too.

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16 hours ago, Jolly said:

I've been absolutely loving this and am fairly bemused by the lukewarm reaction in here. I'm getting the same kind of rush that I get from Geometry Wars or Nex Machina. I'm really enjoying the platforming too! :unsure:


RLLMUK is just getting old. ;)  So am I for that matter, but I really dig fast-paced, brutal games with lots of systems working together.

Good news then, as this game not only reviewed better than 2016, it also sells better:
 


 

Quote

DOOM Eternal broke the franchise record for opening weekend sales with double the launch revenue of the 2016-released DOOM, publisher Bethesda Softworks and developer id Software announced. It was also the best selling game on Steam for its release week, surpassing 100,000 concurrent players on the platform.


Good to see a Bethesda published sequel actually outperforming its predecessor after Dishonored 2, Wolfenstein 2 and The Evil Within 2.

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13 hours ago, Meh said:

It's such an ugly game, too, for all its technical wizardry.

 

Agree with this, it's ugly as sin. Looks more like a sequel to Shadow Warrior than Doom 2016. Harsh, oversaturated, overly busy, lack of cohesion and no restraint.

 

I quite enjoy the actual combat but I've just met the Marauder so that might be about to change.

 

The chainsaw is useless against big ticket enemies now, because you have to rely on it so much you almost never have three fuel cans. I think it would work better if all three gauges refilled slowly, so you could 'charge' it up if you wanted to use it. Either that or only one gauge refills, but you only need one pickup to kill heavies. Regardless the balance feels off and the need for three cans feels arbitrary at the moment, like it's stuck between the new mechanic and the old mechanic.

 

Are you playing it @Vemsie? How far through if so?

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