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    Doom Eternal

    Game » consists of 16 releases. Released Mar 20, 2020

    The direct sequel to the 2016 installment of Doom. Hell’s armies have invaded Earth. Become the Slayer in an epic single-player campaign to conquer demons across dimensions and stop the final destruction of humanity.

    nateandrews's Doom Eternal (Digital) (PlayStation 4) review

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    DOOM Eternal is one of this generation's most stunning spectacles

    The question of “How does id Software top DOOM 2016?” is answered in DOOM Eternal. The game’s ambitions are so wildly complex that the foundations of its brilliant combat and level exploration threaten to buckle under the stress. For some, it will; DOOM Eternal’s rules for combat are strict, necessitating the use of every available tool in nearly every combat encounter. It’s an experience that could prove too restrictive and demanding, but it resonated strongly with me.

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    DOOM Eternal traffics in such an overwhelming amount of excess that perhaps its most astonishing accomplishment is making the previous game seem rather tame in comparison. Every part of that experience has been amplified drastically by id Software. It’s immediately apparent in the scale of events taking place. Whereas DOOM 2016 focused primarily on a demonic invasion of a scientific Mars installation, DOOM Eternal sees the entirety of Earth overrun by the forces of Hell. Not only that, there’s a tremendous deal of mythology tying together the history and relationships of Hell, a faction called the Sentinels, and the game’s version of Heaven. This is explored in numerous codex entries found in the world, all of which are filled to the brim with proper nouns referring to Maykrs, a Dark Lord, Night Sentinels, Betrayers… it’s unexpectedly exhaustive, and strangely reminiscent of Darksiders at times.

    I can’t say the entirety of this world building is especially compelling, although I definitely found the corporate documents from the previous game to be far more entertaining. Still, knowing that there was a ridiculously fleshed-out history underlying DOOM Eternal’s unbelievably frenetic combat is in its own way amusing.

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    The draw here, of course, is in DOOM Eternal’s level design and combat encounters. Once again, this is a campaign filled with secrets, collectibles, and bloodbaths, only more so. There's a bit more platforming here, which given the first-person perspective is immediately concerning, but it was rarely a problem. And the “combat chess” has become significantly more complex thanks to the addition of several new mechanics that introduce new ways to navigate the environment and pull resources from enemies.

    DOOM 2016 established a terrific loop, with Glory Kills on demons providing health and chainsaw kills refilling all your ammo. Both of these return, but they’re only parts of a great arsenal now. There’s a shoulder-mounted flamethrower called a Flame Belch that sets enemies on fire, and any damage dealt to them while they’re burning drops armor. Glory Kills, in addition to granting health, now refill an ability called Blood Punch, a supercharged melee attack that, when upgraded, will also drop health. There are two throwables: a frag grenade and an Ice Bomb. And the Doom Slayer can now double dash to close the gap and evade attacks, swing on monkey bars, and scurry up climbable walls.

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    It’s intense, and it took a while to even remember to use all of these abilities during a fight. But once that synergy falls into place, DOOM Eternal’s combat chess becomes remarkable. There are far more demons in this game than in DOOM 2016, including several from DOOM II. The sheer number of opponents allows DOOM Eternal to separate its villains into categories: Fodder, Heavy, and Super Heavy. Heavy demons are the main focus of any combat encounter, while the Fodder primarily exist to be the victims of resource gathering.

    This interplay between the many types of demons and combat abilities is incredibly thrilling. Every encounter is mentally taxing: over the course of a single fight I’ll find myself using the combat shotgun’s grenade launcher to destroy an Arachnotron’s turret, then the plasma rifle to detonate a soldier’s energy shield, then I might Blood Punch a Revenant and spray a group of zombies with Flame Belch, then I’m freezing another group with the Ice Bomb and blowing them away with the Ballista launcher. All this while dancing around the arena, dodging attacks, swinging and jumping to collect pickups, and hopefully not getting trapped in a corner with no escape.

    (Also playing into this are the two mods that every weapon has, although I very rarely found myself switching mods during combat. As with DOOM 2016, it definitely feels like some are better than others.)

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    Over the course of the campaign, DOOM Eternal absolutely loads you up with upgrade points. If anything, this is where the game’s complexity feels a bit unnecessary. There are weapon points, Praetor Suit points, Sentinel Batteries, Sentinel Crystals, and Runes. Thankfully, none of these are difficult to find or attain, and by the end of the campaign I had just about upgraded everything fully. But you end up spending a decent amount of time in menus choosing upgrades in every level, and the way the abilities are scattered across the different categories never seemed to make much sense.

    There’s one thing about DOOM Eternal’s magnificent combat that faltered for me. A new demon called the Marauder is introduced halfway through, and he’s just not fun to fight. The Marauder can only be damaged within a very small window, which is telegraphed quite plainly, but hitting that window, especially on a controller, can be a huge pain. He also deals a ton of damage and must be kept at medium range to avoid his close- and long-range attacks. The good news is he only shows up a few times in the campaign, but those encounters ended up being my least favorite in the game.

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    DOOM Eternal’s final triumph is in its spectacular visual design and soundtrack, once again delivered by Mick Gordon. There are some small touches during combat that are particularly awesome, like the grotesque amounts of flesh that chips off of demons as they take damage. The demons themselves have received a bit more personification this time around, with more pronounced eyes and facial expressions that make Glory Kills especially satisfying. It’s just a phenomenal looking and sounding game.

    I love DOOM Eternal. I love its horrifyingly disgusting environments, the chaos of its combat, the level complexity, the Glory Kills, the mad heavy metal riffs that accompany a Hell Knight charging forth, fists swinging. What’s not to love?

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    14 Comments

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    rorie

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    I have been really enjoying this as well! Looking forward to finally finishing it off. Thanks for the review!

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    infantpipoc

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    Guess no one likes the Maraudar no matter how they rate this game as a whole...It's shame that id turned what could have been the showdowns viewers most excited about in action movies into the least fun part to play.

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    nateandrews

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    @infantpipoc:It's interesting how the Marauder was talked about pre-release. The way he's introduced definitely sells the whole showdown bit, but the fact that he can only be damaged by shooting him one time during the brief window really doesn't make for much of a showdown. You spend most of your time on the defensive, which isn't a very Doom Slayer thing.

    @rorie: Thanks Rorie!

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    infantpipoc

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    Edited By infantpipoc

    @nateandrews: @nateandrews: And that shield cable of withholding "nuclear strikes". Holy shit! One can't even BFG those fuckers! What worries me more is that id might put the Slayer up against more than one of them during one arena fight in the expansions, as if dancing with one of those ain't tiring enough.

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    nateandrews

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    @infantpipoc: I think it might technically be possible to hit him with the BFG during his vulnerability window, but that’s just not feasible.

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    NTM

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    Edited By NTM

    @nateandrews: You can shoot the Marauder twice, at least, when his shield is down if you're quick. I've done it in each fight with him. It doesn't make the fight any better mind you but I thought you should know. It's also worth mentioning, twice I was able to cheese him. I don't know what's up with it, but when it comes to enemies, if you're a certain distance away from them, or out of sight (not sure which one), they can die. In the heaven map, I was running around trying to find ammo and health and then turned around to see where the Marauder was; he was nowhere to be found so I went searching, and once I 'found' him, all that was left was health coming my way because he died somehow. The second was when I had enough of the gore nest that has you attempt to kill him in 30 seconds; I ran away and the same thing happened and I beat the challenge. And yes, I was convinced he could just die by a BFG kill because in the last level I used a BFG on a bunch of enemies as I tried to stay away from him, and I took out most enemies, leaving only a few left, but the Marauder was gone too so I assume he died from the BFG shot which surprised me.

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    nateandrews

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    @ntm: Huh, so he can be damaged while he’s staggered, even with the green eyes gone? I just figured the green eyes was the window and after that he was invulnerable again.

    The enemies dying thing sounds bizarre. Bug perhaps? Can’t imagine why that would happen!

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    csl316

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    @nateandrews: Yes, you can shoot the marauder twice. I think about 4 parries with 2 ballista shots each will do it.

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    tricerarock

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    So the Marauder only sicks his Hound on you if you keep shooting his shield or if an enemy keeps shooting him. Just gonna leave that here.

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    baltaronsteam

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    Edited By baltaronsteam
    @infantpipoc said:

    @nateandrews: @nateandrews: And that shield cable of withholding "nuclear strikes". Holy shit! One can't even BFG those fuckers! What worries me more is that id might put the Slayer up against more than one of them during one arena fight in the expansions, as if dancing with one of those ain't tiring enough.

    Just for the record - you CAN one shot the Maruader with a BFG even on the highest difficulty... so this is just untrue.

    and yes, im playing on xbox one controller with paddles - nothing special.

    But you can totally BFG Marauders even on the ultra nightmare or whatever highest difficulty level is - ive done it a few times now cause - FUCK fighting those things.

    They ARE BS. But you CAN BFG them. Its just false to say you cant, though

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    Haz_Kaj

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    I found it to be poorly paced compared to the first. I lost interest a lot and some of the encounters especially bosses were frustrating. Still a good game but i was a bit dissapointed.

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    nateandrews

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    @haz_kaj: I’m not sure how the final boss fight is even possible on the hardest difficulty. I had to knock it down to an easier setting and it was still exhausting.

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