Doom Eternal thoughts thread.

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So I haven't gotten as far in Doom Eternal as I would prefer but I have thoughts to share. The gameplay is as fun as ever but it does have a learning curve, for instance, use the chain saw all the time. In Doom 2016 even on nightmare I mainly saved the chainsaw for big guys but in Doom Eternal it seems like it just doesn't work on big enemies but it recharges and lets you just chainsaw up the small guys, which you will need to do since ammo is a much more scarce commodity then it was in any other doom game. Also, Don't execute unless you need to, you seem to have a bit more time without taking damage from enemies but spending time trying not to just gib an enemy but stagger them can get you in bad positions since the enemies are much more brutal then they were in any other doom game.

I'm still not sure about the plot, its not really a continuation of Doom 2016 and the world it sets up is just weird and feels like it was made by a D&D DM who is way to excited to make their own world but isn't quite as good as he thinks he is.

The level layout feels really really videogamey. Like nothing seems like it is natural, it just feels like it was put there because it would be cool. I mean the levels look great and are fun to get around but I find myself very aware I'm playing a video game.

What does everyone else think so far?

image

Finished the first two levels so far. I'm very...confused, both in gameplay and plot terms. The almost Mario-esque platforming feels totally out of place. I may have made a mistake in going right to Ultraviolence, too, because while I've done all the combat encounters (including the secret ones and the first Slayer Gate), but I'm perpetually low on health and ammo. The lives system is also a completely baffling inclusion, though it's also the only way I've managed to get this far.

Plot thoughts:

I will double up on the ammo being kind of scarce. And the chainsaw being (literally assigned to) the reload button is a bit of an odd bit to get used to.

The level layouts been kind of a meh for me so far. Some of the arenas actually feel too open (And there's also an awful opposite case early on where you have to fight one of the new spider-dudes in a broom closet effectively).

The new platforming stuff with the climbable walls and swing bars just feels out of place and tacked on. Prettymuch fulfilling the bad expectaction I had when they said they were going to add more platforming. The swing bars in particularly seem kind of dodgy with their detection.

Melee being unable to stagger guys also is kind of annoying, taking away some of fodder aspect from the Possessed and forcing you to waste ammo on them (they don't seem to lock up moving forwards though, they're literally there to be killed for health or ammo as always)

The basic gameplay is still as solid as ever. Doom guy does feel a tad xquishier and/or the enemies are a bit heavier on leading or AoE attacks. The new tactical stuff I'm still kind of mixed on. Shooting a grenade into a cacodemons mouth is novel the first few times, but will probably get old fast. The spider-guys seeming to require a modded attack (sniper or sticky shot) followed by a different modded (full auto shotty seems to be the only thing that kills them in any kind of timely manner) attack is another kind of awkward bit, maybe it'll get smoother over time..

Ravinoff:
Finished the first two levels so far. I'm very...confused, both in gameplay and plot terms. The almost Mario-esque platforming feels totally out of place. I may have made a mistake in going right to Ultraviolence, too, because while I've done all the combat encounters (including the secret ones and the first Slayer Gate), but I'm perpetually low on health and ammo. The lives system is also a completely baffling inclusion, though it's also the only way I've managed to get this far.

Seth Carter:
I will double up on the ammo being kind of scarce. And the chainsaw being (literally assigned to) the reload button is a bit of an odd bit to get used to.

***snip***

As I said in my post, you have to learn about resource management. Use the flame thrower and chainsaw as much as you can, you see a few roaming enemies, chainsaw them, get that ammo back. I'm still getting used to it since I only rarely used it before.

Worgen:

What does everyone else think so far?

https://v1.escapistmagazine.com/forums/read/9.1057829-The-DOOM-Eternal-review-thread?page=2#24332141

(Don't know why a new review thread needed to be started, but whatever.)

Also, per what others have said, ammo does seem scarcer, and it's odd that the most basic weapon of the game (the shotgun) is arguably the most vital (it can lob grenades into cacodemons and arachnatrons). I've switched to using the machine gun as my default weapon. Also, the chainsaw. I used it sparingly original, but now, apparently it's kind of a default weapon.

Worgen:
What does everyone else think so far?

image

those guys should really be self isolating.

Theres something i may not like like focus on fantasy elements and rogue angel. but my goodness game is just masterpeice. im only half way but i can say this is second best FPS i have played after STALKER SoC.

Ravinoff:
Finished the first two levels so far. I'm very...confused, both in gameplay and plot terms. The almost Mario-esque platforming feels totally out of place. I may have made a mistake in going right to Ultraviolence, too, because while I've done all the combat encounters (including the secret ones and the first Slayer Gate), but I'm perpetually low on health and ammo. The lives system is also a completely baffling inclusion, though it's also the only way I've managed to get this far.

Plot thoughts:

I suspect all the wierd plot stuff is because that's what DOOM 2 did back in the day. DOOM 2016 is basically remaking DOOM and DOOM ETERNAL is essentially remaking DOOM 2 and that's why.

And DOOM 2 never really justified it either, especially since none of those games had more then like 3 pages of text to explain the plot. The extra content(basically a DLC nowadays but at the time it was called an Expansion Pack) had no justification. DOOM had an extra episode called "Thy Flesh Consumed" which was basically a bunch of really hard levels with pieces of bible verses used as really creepy and forboding level names, which was basically par for the course at the time

Lets face it, DOOM isn't really known for have a deep or coherent plot beyond "Here's a Gun. There are Demons. You know what to do". There's backstory in the manual explaining how the Doomguy ended up on Mars in time for the first game but nobody really cares and it affects nothing about the game itself.

Yoshi178:

Worgen:
What does everyone else think so far?

image

those guys should really be self isolating.

They've got a couple bottles of Hand Sanitizer. They'll be fine.

Dalisclock:

I suspect all the wierd plot stuff is because that's what DOOM 2 did back in the day.

Doom 2 didn't do anything near as crazy as Doom Eternal. And while the game is taking inspiration from it, stuff like Argent D'Nur, and all the associated stuff, most certainly doesn't stem from Doom 2.

The extra content(basically a DLC nowadays but at the time it was called an Expansion Pack) had no justification.

https://doom.fandom.com/wiki/Thy_Flesh_Consumed#Plot

It's an interquel between Doom 1 and 2. It fits in rather nicely actually.

Worgen:
The level layout feels really really videogamey. Like nothing seems like it is natural, it just feels like it was put there because it would be cool. I mean the levels look great and are fun to get around but I find myself very aware I'm playing a video game.

Probably one of my favorite things about it. I am tired of games trying to be realistic. I want to know that I'm playing a video game. It enhances my enjoyment.

Easily the most fun I've had with an FPS in years. It's simply chaotic badass fun, and there is nothing more about it. It's unapologetic about what it is.

Unfortunately I don't like FPs games so it's just a fun distraction for me.

Worgen:

As I said in my post, you have to learn about resource management. Use the flame thrower and chainsaw as much as you can, you see a few roaming enemies, chainsaw them, get that ammo back. I'm still getting used to it since I only rarely used it before.

Having gotten a bit farther in, yeah, there's a bit of adjustment. I'm basically having to kick in Warframe combat style whipping in the Flamethrower and Ice Bomb pretty liberally as well (Comboing the two on a group of demons basically puts them out of the fight while they churn up a pile of armour for you). Also the Blood Punch being applied liberally helps take out the smaller demons reliably.

That said I'm still not 100% sure on whether the additional tactics are entirely in favor of the core appeal of Doom. Its better then Wolfenstein Youngbloods weird junk (I mean, DE's actually works as advertised, for one, it doesn't tell you shoot enemy with X gun then have that accomplish nothing), but is still somewhat of a complication to the pace.

Hawki:

Also, per what others have said, ammo does seem scarcer, and it's odd that the most basic weapon of the game (the shotgun) is arguably the most vital (it can lob grenades into cacodemons and arachnatrons). I've switched to using the machine gun as my default weapon. Also, the chainsaw. I used it sparingly original, but now, apparently it's kind of a default weapon.

You can should grenade the cacodemons for the same effect, and the scope shot on the Heavy CAnnon takes out Arachnotrong//REvenant turrets.

Adam Jensen:

Worgen:
The level layout feels really really videogamey. Like nothing seems like it is natural, it just feels like it was put there because it would be cool. I mean the levels look great and are fun to get around but I find myself very aware I'm playing a video game.

Probably one of my favorite things about it. I am tired of games trying to be realistic. I want to know that I'm playing a video game. It enhances my enjoyment.

Same. Doom (2016) more or less killed the "realism" (when it was already wearing thin) phase in most FPS/TPS, and Doom Eternal is to make sure it stays buried in the ground. Speaking of being an actual game, DE has actual multiple save files. Sure, it's only 3, but now you don't have to use a different account or another person's console to do a fresh run on the harder difficulty without NG+. I swear, the game industry tries to find ways to make spend extra money on shit just to take away the convenience factor. Nintendo, some Japanese publisher/devs, and most of the indie crowd are the only ones I know that bother with multiple save files nowadays.

Ravinoff:
Finished the first two levels so far. I'm very...confused, both in gameplay and plot terms. The almost Mario-esque platforming feels totally out of place. I may have made a mistake in going right to Ultraviolence, too, because while I've done all the combat encounters (including the secret ones and the first Slayer Gate), but I'm perpetually low on health and ammo. The lives system is also a completely baffling inclusion, though it's also the only way I've managed to get this far.

I never start a game on the hardest difficulty if given the choice. My first runs are always for fun with a well balanced challenge. I only do harder difficulties when I'm familiar with the game. And even then, that usually applies to games like Devil May Cry. Most fps games I rarely go above Normal mode. If I started on the highest difficulty to a game I just started playing, I would not be having fun.

Worgen:

image

Here is my favorites!

image

Liking the game so far. I've only completed the first mission. I'll play more on Sunday, as work sucked on Saturday. Plus, I am tired. After I help my brother with his favor, it's back to DE.

CoCage:

Adam Jensen:

Worgen:
The level layout feels really really videogamey. Like nothing seems like it is natural, it just feels like it was put there because it would be cool. I mean the levels look great and are fun to get around but I find myself very aware I'm playing a video game.

Probably one of my favorite things about it. I am tired of games trying to be realistic. I want to know that I'm playing a video game. It enhances my enjoyment.

Same. Doom (2016) more or less killed the "realism" (when it was already wearing thin) phase in most FPS/TPS, and Doom Eternal is to make sure it stays buried in the ground. Speaking of being an actual game, DE has actual multiple save files. Sure, it's only 3, but now you don't have to use a different account or another person's console to do a fresh run on the harder difficulty without NG+. I swear, the game industry tries to find ways to make spend extra money on shit just to take away the convenience factor. Nintendo, some Japanese publisher/devs, and most of the indie crowd are the only ones I know that bother with multiple save files nowadays.

Ravinoff:
Finished the first two levels so far. I'm very...confused, both in gameplay and plot terms. The almost Mario-esque platforming feels totally out of place. I may have made a mistake in going right to Ultraviolence, too, because while I've done all the combat encounters (including the secret ones and the first Slayer Gate), but I'm perpetually low on health and ammo. The lives system is also a completely baffling inclusion, though it's also the only way I've managed to get this far.

I never start a game on the hardest difficulty if given the choice. My first runs are always for fun with a well balanced challenge. I only do harder difficulties when I'm familiar with the game. And even then, that usually applies to games like Devil May Cry. Most fps games I rarely go above Normal mode. If I started on the highest difficulty to a game I just started playing, I would not be having fun.

My point wasn't realism for the environments, but a sense of them actually existing. Like having someone say you will never catch them then sending you floating platforms you need to get to them kinda thing.

Those were good but how about this.
image

I see lot of people complaining about low on health and ammo on steam. lol. this actually give you challenge. game required tons of strategy actually.

B-Cell:
I see lot of people complaining about low on health and ammo on steam. lol. this actually give you challenge. game required tons of strategy actually.

Kind of unbelievable. It just goes to show how most gamers today are accustomed to hand-holding in most FPS's.

Adam Jensen:

B-Cell:
I see lot of people complaining about low on health and ammo on steam. lol. this actually give you challenge. game required tons of strategy actually.

Kind of unbelievable. It just goes to show how most gamers today are accustomed to hand-holding in most FPS's.

I can't believe I am saying this, but B-Cell actually has a point. Hell, must be freezing over. I remember a time when this one teenage freaked out over something that wasn't COD, and he started holding himself and hyperventilating. This was at a GameStop back in 2015 I was just looking around (my favorite local one), and tried reccomended him a game. It was Rayman Legends. The kid definitely had some type of mental condition, because it was not him putting on a show or act. Another time, at the same GS in mid 2018, a guy around my age or older was looking for an FPS. I tried recommending Doom (2016), but it's obvious the dude was scared stepping out of his comfort zone. Or that he seemed to be afraid of any challenges. He claimed to have played some of the older Dooms, back in the day, but for the most part had been playing COD/Battlefield, and sometimes Far Cry. He ended up getting Far Cry 4, if I remember correctly. Seriously, what is with certain gamers being attached to their "get behind cover, regenerate health, you only get to hold two or three weapons limit!". hat reminds me my time in trade school where some of my respective classmates claim to enjoy COD on the hardest settings, and one guy who played Dynasty Warriors on the hardest setting and all that boasting. But the moment I show them clips of Bayonetta 2 (the prologue chapter on Normal mode) and the optional bonus fight with Rodan, they all get scared and say that "it's too tough for you". Where did all that bravado go? If I can beat both Bayo games on the max difficulty you guys can too. Also, the played COD on the hardest setting did not understand the difference betweeen Serious Sam, Doom (2013), or the usual COD. Despite me explaining and showing the difference. He just did not get it. Which goes to show how out of touch gamers are with differences or difficulty.

Worgen:
snip

Not an MLP fan (I know it's Luna), but the art is neat. One more for the road.

image

Dalisclock:

Yoshi178:

Worgen:
What does everyone else think so far?

image

those guys should really be self isolating.

They've got a couple bottles of Hand Sanitizer. They'll be fine.

Plus Doom Guy has some pretty heavy duty gloves and face mask, there is no way he is getting ill.

Dalisclock:

Ravinoff:
Finished the first two levels so far. I'm very...confused, both in gameplay and plot terms. The almost Mario-esque platforming feels totally out of place. I may have made a mistake in going right to Ultraviolence, too, because while I've done all the combat encounters (including the secret ones and the first Slayer Gate), but I'm perpetually low on health and ammo. The lives system is also a completely baffling inclusion, though it's also the only way I've managed to get this far.

Plot thoughts:

I suspect all the wierd plot stuff is because that's what DOOM 2 did back in the day. DOOM 2016 is basically remaking DOOM and DOOM ETERNAL is essentially remaking DOOM 2 and that's why.

And DOOM 2 never really justified it either, especially since none of those games had more then like 3 pages of text to explain the plot. The extra content(basically a DLC nowadays but at the time it was called an Expansion Pack) had no justification. DOOM had an extra episode called "Thy Flesh Consumed" which was basically a bunch of really hard levels with pieces of bible verses used as really creepy and forboding level names, which was basically par for the course at the time

Lets face it, DOOM isn't really known for have a deep or coherent plot beyond "Here's a Gun. There are Demons. You know what to do". There's backstory in the manual explaining how the Doomguy ended up on Mars in time for the first game but nobody really cares and it affects nothing about the game itself.

This is the inevitable issue these IPs run into when they're decades old; especially ones that were meant to be basic like Doom. The devs must be in a perpetual state of "How can we make this better/different/more interesting?" every time the last one sells boatloads prompting the cash train to keep on choo-chooing onto the next station.

What fuckwit decided to make it so that you couldn't disable antialiasing without a console command?

09philj:
What fuckwit decided to make it so that you couldn't disable antialiasing without a console command?

The same fuckwits that cracked their own DRM.

It looks like great fun, but so did Doom '16, and with that game I pretty much saw everything it had to offer in the first hour or so. I used the shotgun almost exclussively without feeling the need to use anything else, and by having almost zero narrative context every combat encounter blended together very quickly. So unless Doom Enternal changes that up I'll probably skip it.

Casual Shinji:
It looks like great fun, but so did Doom '16, and with that game I pretty much saw everything it had to offer in the first hour or so. I used the shotgun almost exclussively without feeling the need to use anything else, and by having almost zero narrative context every combat encounter blended together very quickly. So unless Doom Enternal changes that up I'll probably skip it.

Well, the narrative is there, much more so then in 2016 but personally it feels like a meh fanficcy mess to me. The gameplay takes much more work then it did in 2016. Like you have to manage your resources much better, you can only hold a very limited amount of ammo especially early on (there are ammo upgrades that help) but even late game you will still need to be swapping between weapons for the best tools to use. Not to mention making constant use of your flame belcher and chainsaw. Although if you didn't like 2016 then I would wait for a sale for this one so if you still don't enjoy it then your not out as much. I don't think the 2 hour return window is enough time to get into the meat of the game for this one.

Not feeling it.

Casual Shinji:
It looks like great fun, but so did Doom '16, and with that game I pretty much saw everything it had to offer in the first hour or so.

This is not true. Doom 2016 is sort of boring in the first couple of missions until you unlock more weapons and abilities and until more enemies start spawning. Once you pass a certain point after the first few levels, it's almost entirely a different game. And Doom Eternal is different from the very start and it keeps throwing new things at you constantly. It's also a lot more punishing.

Adam Jensen:

Casual Shinji:
It looks like great fun, but so did Doom '16, and with that game I pretty much saw everything it had to offer in the first hour or so.

This is not true. Doom 2016 is sort of boring in the first couple of missions until you unlock more weapons and abilities and until more enemies start spawning. Once you pass a certain point after the first few levels, it's almost entirely a different game. And Doom Eternal is different from the very start and it keeps throwing new things at you constantly. It's also a lot more punishing.

I made it to what I assume was the final Boss, and I just kinda stopped caring. Mechanically everything felt fun and crunchy, but the shoot-outs didn't feel like it was anything other than 'shoot 'm till they glow then glory kill'. Again, I just stuck with the shotgun throughout most of the game without ever really getting forced to use anthing else. It's was fun, but it got samey very fast.

I've seen footage of the early game of Eternal, and it looks great, but I really don't know long it's going to last this time. I might just wait until it's 20 bucks or something.

It's super mario with guns and demons. Not that thats a bad thing.

Ravinoff:

Plot thoughts:

Gameplay wise I feel like there's way less ammo than in 2016 Doom, and the aiming feels off. The daemons feel faster than the aim controls, and I hit even at close range maybe 1/3 of shotgun shells. And we only get like 12 shells max. That's enough for about 6 zombies and the game throws dozens of them at you, let alone everything else.
Also can I have one of those huge titans? They're so cool looking! I wanna stompy bot my way through Hell on Earth.

Silentpony:

Ravinoff:

Plot thoughts:

Gameplay wise I feel like there's way less ammo than in 2016 Doom, and the aiming feels off. The daemons feel faster than the aim controls, and I hit even at close range maybe 1/3 of shotgun shells. And we only get like 12 shells max. That's enough for about 6 zombies and the game throws dozens of them at you, let alone everything else.
Also can I have one of those huge titans? They're so cool looking! I wanna stompy bot my way through Hell on Earth.

I had to fiddle with the sensitivity a fair bit to get it right.

The combat shotgun oddly doesn't seem to be entirely accurate at close range. Idk if thats a bug or intended.

So I'm in the endgame now, where the Slayer has to get his arse to Mars.

Honestly, this game surprised me - much better than I thought it would be. On the gameplay front, the game's a significant improvement over its predecessor. Story however? Not sure. There's been trickles of hints as to what the heck is actually going on, but it's never really come together to an "ah-hah!" moment. 90% done, and I still don't know how the Slayer or VEGA got to the Fortress of Doom - y'know, that thing at the beginning of the game. It's possible that all the plot threads will be woven together by the end, but I'm not sure. It's like the developers wanted to keep the story minimal (in terms of how often it directly features), but also wanted to expand the lore, and TBH, you can't have one without the other. Other games have used codex systems, but those games usually have a core plot. Here however, the codex is required to explain the plot. In other words, less Mass Effect, more Final Fantasy XIII.

Granted, I'm sure there are people playing this game who just don't care, so...

Hawki:
90% done, and I still don't know how the Slayer or VEGA got to the Fortress of Doom

I'm not even 90% done. But if I had to guess.

VEGA is the easy bit, his backup disc was literally in Doomguys breast pocket.

Hayden popped Doomguy away at the end of 2016, but he wasn't trying to kill him or stick him somewhere he'd lose track of. Hayden's also into Sentinel stuff, so a logical dumping place would be the inert Sentinel station.

However, since Doomguy has VEGA in his pocket (since he autonomously grabbed the backup, never mentioning it to Hayden), he uses VEGA to take over the station and get out.

You want thoughts. Ok, have some. Some a bit spoilery.

- Game looks great. Much more variety in environments. Not that fond of some of the enemy redesigns tho, but overall, major upgrade in fidelity. Runs smooth as butter too. Alien technowizard from the future John Carmack might not be at id Software anymore, but I think he's found his match in whoever is doing engine design at id right now. The game is an amazing technical achievement.

- Seems a lot of effort went into rebalancing things. Ammo is scarcer, promoting more frequent use of your chainsaw, which new regens one pip of fuel. Enemies now have weaknesses, making some weapons and/or mods more or less effective, so you're encouraged to switch more often. Helps keeps your more basic weapons relevant in the late game. Also, significantly harder than Doom 2016. I'm playing on Nightmare and my ass is getting spanked so hard. Enemies are faster, more aggressive and will gang up on you like that image of Piper Perri surrounded by those black dudes. No Rich Get Richer rune anymore either, so no cheesing it with the Gauss Cannon.

- Not really sure why the added focus on platforming. I guess for variety and providing something to do in between battles, but it's not very engaging or challenging, and if you ask me only calls more attention to how formulaic levels are laid out (arena battle > platforming/press button > arena battle > platforming/press button).

- I love the sound of the Super Shotgun. Like Yathzee once said, sounds like god slamming his car door. Most other weapons also sound beefier. Except the Gauss Cannon replacement. Soundtrack still irate as fuck, tho nothing quite as memorable as BFG Division. Love the bit of foreshadowing in the main menu theme.

Thoughts on Doom Eternal? Ok, this is copy-pasted from a message I sent a friend who was asking about it:

"It's fun, but the glory kills get repetitive and take a bit too long so they break up the action quite often. Thing is, you need to do them (and chainsaw kills) to get health and ammo as there are too few pickups in the game proper. Things get a bit better later on because a) you get a perk to speed up GKs and b) you're facing a larger pool of enemies so you're not seeing the same animation over and over like in early levels. I like the callbacks to previous iD games like the rabbit portrait in the Citadel of Doom and the Derpfish in level 2. My real complaint is that the levels are just too fucking long. The fast-paced nature of the combat needs, in my view, more breaks. Original Doom levels had par times ranging from 90 seconds to 5 minutes. The *intro* level of Eternal took me 20 minutes. It's too hi-octane for too long. Either go fast paced and short or slow paced and long. This weird combo of fast-paced but long has me putting down the controller 2-3 times a level just to do something else and take a breather."

I am enjoying it, but it strikes me as a game I'll play through until completion but then leave and not go back to. Good? Yes. Great? Meh. Perfect? Hell no.

Grouchy Imp:
putting down the controller 2-3 times

How can someone play this kind of game with a controller?

I cant really imagine. it must suck on controller. this is fast paced game.

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