Jump to content
rllmuk
RubberJohnny

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

Recommended Posts

Posted (edited)

So in Doom 2016 you started off with 20 shells and by the end of the game you carried 60.
 

In Doom Eternal you start off with 16 shells, and by the end of the game, with fully upgraded ammo, you carry... 24. The equivalent of 12 shots of the Super Shotgun. The Marauder alone takes more hits than that to kill, and he becomes a semi-regular enemy later on. I know it’s to encourage MOBA-style farming but it’s a bit much.

 

I’m on the last mission on Ultra-Violence and while I’ve come to terms with the pace of the combat, and actually quite like most the additions they’ve made to it, I still think they’ve well and truly thrown the baby out with the bathwater with regards to everything else. The plot, the complete change of tone, the music, the platforming, the level design, etc. It’s all a step backwards. 
 

It’s also one of those games that gets perversely easier the further you get into it. This is partially adjusting to the pace of the game, but also by the end you have more ammo, more health and multiple room-clearing super weapons of which the ammo is in semi-regular supply. It feels like you barely get any upgrades for two thirds of the game then get loads towards the end. They do start throwing boss after boss at you but I’ve not died anywhere near as much as I did early on. 
 

Edited by CarloOos

Share this post


Link to post
Share on other sites

Ive given up , its gone, its just...not fun! in the way doom was!

 

The most impressive thing, well its was a small install and download!

  • Upvote 1

Share this post


Link to post
Share on other sites

Code for Xbox pre-order bonuses - 

DOOT revenant skin
A bonus campaign master level
Throwback shotgun weapon skin

Pm me before 12 and I'll select a winner.

 

  • Upvote 3

Share this post


Link to post
Share on other sites
12 hours ago, Kayin Amoh said:

I'm just going to be honest and say that this is Titanfall 2 levels of brilliance for me. Once you get it drilled into your head that you should be chainsawing and flamethrowering grunts proactively rather than as a top up when you run out, it just becomes utterly sublime. 


I also absolutely love it and find it superior to 2016 in pretty much every way. This is all on console as well, I love the plate spinning aspect to it all. 

  • Upvote 4

Share this post


Link to post
Share on other sites

People complaining about running out of ammo what?! 
Use your chainsaw and swap weapons/methods all the time. 
 

Sometimes I’m just like what? 

  • Upvote 1

Share this post


Link to post
Share on other sites


Was watching this yesterday and I forgot how red and brown 2016 was. Sure, it's consistent but I much prefer the variety and colours on display in Eternal.

  • Upvote 1

Share this post


Link to post
Share on other sites

I finished this last night and on the whole, really enjoyed it. The latter half of the game is far less visually and thematically jarring and mostly gets back to just being Doom.

 

The last level just chucks loads of super weapon ammo at you, and I think it’s meant to be a bit of a power trip, but I didn’t use a lot of it and I was always saving it for difficult encounters that never materialised. It was nowhere near as hard as some of the Nekravol and other encounters.

 

The bosses in this are all crap, though. Every one of them. Nothing like any of the bosses in 2016.

Share this post


Link to post
Share on other sites

I made a real error buying this for PS4 Pro instead of holding off until I had a decent PC GPU to run it. It's so obviously balanced for keyboard and mouse, just like 2016 was. At standard difficulty it was kicking my arse before the half way mark, but at easy difficulty it's just a walkover. Ho hum.

 

It's such a weird game. I think overall it's better in terms of how combat plays than Doom 2016. The range of enemies and the increased importance of harvesting resources stop you just getting complacent and hammering everything with the same one or two weapon mods.

 

It's a shame that the emphasis on 'bigger, prettier, more' while having to fit into the same specs as the last game inevitably has led to lots of compromises. The level design is a massive step back. There's almost nothing that feels like a proper, interconnected classic Doom level like e.g. Foundry in 2016. Most of the levels are long strings of arena-platforming-arena where you can't even go back to the earlier bits. Technically I guess you could say these are bigger levels as they claimed prelaunch, but it's a bit cheesy.

 

Enemy models and animations are less detailed (the 'blowing chunks off' new effect looks great though). The style and quality of the art really varies between levels as well, it really does feel like separate teams made different parts of the game without much communication. The crazy fantasy environments and hell look amazing for the most part. The Earth levels (particularly Arc HQ and the Final Sin buildings) look utterly terrible, like they've been hastily put together with a limited art budget. And for all this boasting of a huge detail increase over 2016, organic stuff frequently looks lumpy and low res, like it's not loading in all the way. Every bit of indulgence has been trimmed. No more characterful first person animations to mark key moments. No more rooms set up to show off fancy volumetric lighting. No more particle effects (well hardly any). Lots and lots of rotationally symmetrical chambers.

 

I did enjoy that the id game it seems to have drawn most inspiration from this time is Q3A. Both in gameplay (jump pads etc.) and the super-slick, shiny metal gothic architecture. The Fortress of Doom is massively evocative of this. There are lovely subtle nostalgic nods (room layouts, scenery props) to almost every id game scattered around the levels as well.

 

The platforming though is just shite - a cheap lazy way to connect areas together without having to build vehicular sequences or scripted animations. It's technically broken as well: will pressing the dash button fire once or twice? Will this climbable wall's hitbox suck the slayer in from 20 meters away, or not react as you pound dash and melee while touching it? Will this collapsing platform return to where it's meant to be after falling, or just stay at the bottom of the pit requiring a manual reload?

 

Trying to build a dungeons and dragons epic plot around Doom was a mistake. We've no idea what the stakes are. What the rules are. Only right at the end do they make a concerted effort to set up the Makyr as the baddies. I think the mistake id/bethesda have made was listening to feedback after Doom 2016. The whole reason 2016 worked was that the slayer DIDN'T have a backstory, he just hatched into the world and started kicking fuck out of everything. All the 'meme' humour and satire was pretty feeble, so of course it's all back here and pushed even harder. "Rip and tear" isn't funny. "Mortally challenged" isn't funny. But they're dished out over and over and OVER again like some dweeb still saying "the cake is a lie!" five years after the fact.

 

There are little glimmers of a more interesting or coherent story at certain moments. You have to wonder how much was planned that got cut.

 

This all sounds rather negative. It's still a brilliant game, easily better than 90% of the single player FPS stuff out there. But if they do another one I hope they just bin off all the plot stuff they've set up here and go back to basics.

 

 

  • Upvote 6

Share this post


Link to post
Share on other sites

Plot talk:

 

 

Bah, I so want to like this and I was also looking forward to the plot, but damnit they went too far in two wrong directions and not enough in the right one. Pressing 

that trigger over and over with no response? Funny, but the Doomguy of 2016 would have punched the shit out of it 'til it fired, as one example. It sounds weird but he wasn't angry enough in the right way, and just let himself be sent on tasks without complaint and let people just talk shit over the radio. Also, there are so many lines of dialogue about how he has empathy for the victims and wants to save them, it's far too obvious, especially when 2016 did it all with a single silent, well-timed glance at a corpse. 

 

Also, the magic of 2016 was that, while there was some speculation that he was the betrayer (which  I never subscribed to) I always liked that he was an incredibly fucked off everyman who became so feared because he was just too angry to die. I didn't need him to be Space King Arthur in a universe of Warhammer-40k-meets-D&D.

 

There are other things too, like now the Betrayer is introduced and the Icon is stated as his son and yet he has nothing to do with anything regarding the final confrontation. Or how the game has no ending at all bar a line of dialogue that I basically equate to the "all the world will be your enemy" bit from Watership Down.

 

But all that pales in comparison to my main issue: Why, oh why, could I not punch Samuel Hayden in his stupid fucking mechanical face!? That's all I wanted: for Doomguy to walk into some meeting where Samuel is trying to bullshit about how he can contain the invasion, only for him to shite himself when he sees the Doomguy is back. The ending of Robocop, now I think about it. Instead he just shows up without so much as a sorry and starts ordering Doomguy around, which Doomguy just follows, all the while Hayden just reads out lines of text that tell of Doomguy's history and character with no subtlety or nuance at all. 

 

Early on, especially when I saw Doomguy's "office", I was scared that they were going to say that the whole reason that he was the ageless, indestructible, mega-angry Slayer was because they killed his rabbit. As it got nearer the end, I was scared that they wouldn't do that. It would be far less up its-own-arse than their "lore", as well as tying into the original Doom, and it would also be far more entertaining than the rip and tear/huge guts bullshit they went for. Seriously, why keep going back to that? The reason it's an in joke is it's shite, and they seem to agree, yet they make it the basis for his one line of dialogue and keep coming back to it in other ways. It's like a Highlander remake focusing on Planet Zeist from Highlander II, implying "wow, that was stupid", and then having them go there at the end.

 

Ah well. Here's hoping the DLC, since you don't play as the Guy in it, has you play as the player character from Doom 3. That'd be interesting.

  • Upvote 2

Share this post


Link to post
Share on other sites
5 minutes ago, RJ Badman said:

Plot talk:

 

 

Spoiler

In the inexplicably* empty 'ancient city' level that goes on for ages dumping exposition, there's a point where the Khan Maykr tries to make a bargain with you to turn back. I actually tried to turn back in case there was an awesome 'bad ending' of doomguy getting reunited with Daisy. There was an invisible wall though. Boo to this.

 

*Whoops the huge skybox we made for the launch trailer doesn't leave any memory for enemies

 

Share this post


Link to post
Share on other sites
10 hours ago, Vemsie said:


Was watching this yesterday and I forgot how red and brown 2016 was. Sure, it's consistent but I much prefer the variety and colours on display in Eternal.

 

This is a great summing up. I finished it this morning on HMP (on PC pad because I wanted to play on my OLED) and the last few times I've played it my hands were fucking CLAMMY - it was that intense. It really is about resource and space management much more than dumb shooting which is what I think is throwing people off. This Doom needs brains as much as a trigger finger.

  • Upvote 3

Share this post


Link to post
Share on other sites
11 hours ago, Kevvy Metal said:

People complaining about running out of ammo what?! 
Use your chainsaw and swap weapons/methods all the time. 
 

Sometimes I’m just like what? 


There’s surely a balance to be struck between encouraging ammo farming and requiring the player to bunny hop around the level multiple times just so you can finish off a single sub-boss. I think they’re slightly to the wrong side of it. 
 

To be fair my preferred solution would be to make the Marauder less of a tedious bullet sponge rather than up the ammo.


I know I’ve done a lot of whinging in here but I do think the combat is really very good, the air-dash and the chain-hook slot perfectly into the moveset and the localised damage/weak spots add whole new layer of depth to each encounter. It’s just the fine-tuning feels off for certain things.
 

For example the CyberMancubus is weak to blood punch, but can also spam a super strong area-of-effect attack without warning that kills you almost instantly. If this was one of the Platinum-style action games they’re clearly trying to emulate, moves like that would be signposted and the player would have a window to react. It’s the difference between knowing you died because you weren’t fast enough, and feeling like you were unavoidably killed by chance.

Share this post


Link to post
Share on other sites

There's something missing here. It spends the first third throwing endless upgrade systems at you, unleashes you for a little bit and then runs out of Steam. It's like a Platinum misfire.

Share this post


Link to post
Share on other sites

The last third is where I felt like I had finally understood all the weapons upgrades mechanics and enemy patterns that it was when everything came together and cranked it up to an actual 11. 

  • Upvote 3

Share this post


Link to post
Share on other sites

I dunno man. I'm playing on ultraviolence and it's just kind of boring. You watch your meters at the bottom and press the button that makes whichever meter go back up when you need to. You've effectively got infinite ammo/health/armor as long as you keep moving. I'm only really dying when an enemy spawns right on top of me and traps me in a corner or something like that. It's intense, sure. But it's so one-note. I fundamentally don't like the system where every gun has two modes, it's annoying in the flow of combat. Just give me half as many firing modes that are more specialised and make me switch between them to kill specific enemies more effectively. As it is, you occasionally switch to the energy rifle thing to pop a shield and that's about it. I forget I've got half the weapons as I don't use the weapon wheel (number keys baybeee). Likewise both grenades and the flamebelch don't feel great to use - I'd rather just combine them into a single grenade or get rid of them entirely, I think I've used the freeze grenade about three times.

 

The main issues are the plot and story though - the combat's fine, but it's really lacking the wry spark the first game had. Teleporting into different locations solves the problem of maps looking too samey, but it ends up having a really disjointed feel. And why they thought I'd want to read codex entries on the lore of Doom I have no idea.

 

The buff totems are a terrible idea too - it's always in the same place, so it's just a case of wandering around and dying a few times until you find it, and then going straight there to destroy it next time. Really weird attempt at adding modifiers to the combat.

Share this post


Link to post
Share on other sites

I think this is a really fair look at it, pointing out some of the ehhhhhhhh Doomguy=God stuff involved. Spoilers if you care about the story, for some reason.

 

 

  • Upvote 3

Share this post


Link to post
Share on other sites

I’ve just had some of the most intense and incredible arena fights I’ve ever had in any fps. It’s just nuts and super intense, trying to survive and priority assess everything. 
 

I honestly can’t believe, like seriously can not believe some of the opinion on here.

  • Upvote 4

Share this post


Link to post
Share on other sites
3 hours ago, Moz said:

I dunno man. I'm playing on ultraviolence and it's just kind of boring. You watch your meters at the bottom and press the button that makes whichever meter go back up when you need to. You've effectively got infinite ammo/health/armor as long as you keep moving. I'm only really dying when an enemy spawns right on top of me and traps me in a corner or something like that. It's intense, sure. But it's so one-note. I fundamentally don't like the system where every gun has two modes, it's annoying in the flow of combat. Just give me half as many firing modes that are more specialised and make me switch between them to kill specific enemies more effectively. As it is, you occasionally switch to the energy rifle thing to pop a shield and that's about it. I forget I've got half the weapons as I don't use the weapon wheel (number keys baybeee). Likewise both grenades and the flamebelch don't feel great to use - I'd rather just combine them into a single grenade or get rid of them entirely, I think I've used the freeze grenade about three times.


What the fuck?

  • Upvote 2

Share this post


Link to post
Share on other sites
4 hours ago, BoggyB said:

I think this is a really fair look at it, pointing out some of the ehhhhhhhh Doomguy=God stuff involved. Spoilers if you care about the story, for some reason.

 

 

 

Oh god, I've been trying to resist buying this until it's dirt cheap because it sounds like they've fucked around with the formula too much, but Civvie is always spot on with his fps reviews. What to do!

Share this post


Link to post
Share on other sites

Yeah that's a really good review. Gets into the good and the bad, and he seems to have had the same up-and-down-and-back-up-again relationship with the game at the exact same points that I did. Glad he called out some of the cringe as well, this is what happens when you try to pander to reddit meme-makers.

 

Think I'm going to give the master levels a crack today. The combat is definitely best-in-class.

Share this post


Link to post
Share on other sites
On 31/03/2020 at 00:00, PK said:

 

Oh god, I've been trying to resist buying this until it's dirt cheap because it sounds like they've fucked around with the formula too much, but Civvie is always spot on with his fps reviews. What to do!

 

Sell a load CS:GO skins and buy it for £8 was what to do.

 

~5 hours in and it's alright, but it's not as good as the 2016 game. It's still fun, and juggling everything on Ultra Violence is a nicely challenging pain in the arse so far, but I'm amazed that this is by the same team as the previous one. It reminds me of playing a Quake mod; it feels great because it's built on the same basic game, but the gameplay additions are gimmicky, it looks garish and the tone is all wrong. But it's alright!

Share this post


Link to post
Share on other sites

Pre-ordered this as one of my rare full price, day one games as I devoured doom 2016. Stuck it on and got pretty bad motion sickness, which I didn’t get a hint of in the previous game. Absolutely heart broken, I was really looking forward to it. I can’t even sell it right now. Curse my stupid brain. 

  • Empathy 1

Share this post


Link to post
Share on other sites

I’ve only popped into this thread here and there just to see if folk ended up liking this game. I’m not invested in the series at all, never played the originals growing up, but have always quite fancied Doom 2016 because of great word of mouth. I’ve since bought it cheap on PS4 with some left over credit, so it’s been added to the pile.

 

What strikes me about Eternal is the weird schism between players’ and critics’ opinions. Games sites have been going bananas over it, really praising everything about it as far as I can tell, yet the odd peak in this thread that I’ve had suggests fans are actually disappointed with it. Why’s that happening? 

Share this post


Link to post
Share on other sites

It's fucking brilliant. 

 

The only gripe I have is that it's year 2130 or something and there are buses and cars with wheels that just look like the vehicles of today. 

  • Upvote 2

Share this post


Link to post
Share on other sites
2 hours ago, Calashnikov said:

What strikes me about Eternal is the weird schism between players’ and critics’ opinions. Games sites have been going bananas over it, really praising everything about it as far as I can tell, yet the odd peak in this thread that I’ve had suggests fans are actually disappointed with it. Why’s that happening? 

 

Yeah it's an interesting gulf of opinion. The Metacritic user reviews (I know!) seem to generally all be centered around there being too many new systems, too many distractions from running and gunning, and too many breaks in the action. I think I'd probably agree with that sentiment, they've layered a lot of stuff on top of the previous game.

 

The 2016 game straddled the old & new perfectly, but I think this one feels very much like a current, console-centric game - it's all about queuing and prioritising various mechanics to create a flow of movement in stages, rather than just running around the level at 100mph shooting stuff with your favourite guns like it's 1996. And that sort of thing is great for people who enjoy it, but you can't ignore those mechanics in the new game to the extent that you could in the 2016 one, so if that sort of event-queuing gameplay is not your bag, you're not really going to have that much fun because it's clearly how they want you to play it.

 

I wonder if people in the games press are just more used to that type of gameplay, I can't imagine anyone enjoying being a games reviewer in 2020 if they weren't.

  • Upvote 3

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.