DOOM: Eternal

Started by Nemesis X10 pages
Originally posted by cdtm
I'm out.

Stop. Don't. Come back e_e

That pcgamer first impressions review reminds me of the journalists who were terrible at Doom 2016 when we had to watch their awful attempts on the first level before the game was out. Seeing similar deja vu as far as that too with the recent gameplay videos of this game.

Eternal's campaign is said to apparently be twice as long as Doom 2016's, so I can understand the Doom II comparison as far as length, but I didn't really have a problem with II aside from the outdated design of the final boss/level. Basically git gud and play the game in short bursts if you have to as opposed to burning yourself out.

That final boss from Doom 2 , They do alot more with it in Brutal Doom's campaign.

Originally posted by cdtm
https://www-pcgamer-com.cdn.ampproject.org/c/s/www.pcgamer.com/amp/doom-eternal-hands-on-gameplay/?usqp=mq331AQCKAE%3D

Doom Eternal on Ultraviolence, its 'hard' difficulty, is the most stressed I've been playing a game in a long time, because almost every fight had me feeling like I was on the ragged edge. It's been a couple years since I played any of id Software's 2016 Doom, the surprisingly great reboot that Eternal is following up on, but I don't remember it feeling like this. Doom was fast, rabid, and satisfying in its brutality and the ways it encouraged aggression to stay alive. You had to perform melee 'glory kills' to wrench life-refilling power-ups from enemies, and you'd pull out the chainsaw at key moments to turn an enemy into a geyser of blood and ammo refills. Eternal starts at a level of intensity Doom may have reached towards the end.

The sequel gives you those basic tools in the first five minutes, and then it keeps layering on more for the first three hours (and likely beyond). Honestly, it's overwhelming, but Eternal's goal here is to essentially give you access to superpowers and then force you to learn how to use them instinctively, or you die. It's definitely following the Crank: High Voltage playbook on how to make a sequel.

Looks like they followed the Doom II playbook of excess = sequel.

Not my idea of fun, nor I'd imagine a lot of people which is why Doom II is only really played for mods, and not the campaign. And no mod support, so..

I'm out.

That sounds amazing. The reviewer is a pussy

Originally posted by Khazra Reborn
Looks like they followed the Doom II playbook of excess = sequel.

Not my idea of fun, nor I'd imagine a lot of people which is why Doom II is only really played for mods, and not the campaign. And no mod support, so..

I'm out.

That sounds amazing. The reviewer is a pussy [/B][/QUOTE]

Haha could be.

https://www.pcgamer.com/doom-eternal-director-doom-2016-is-rock-music-this-is-speed-metal/

Much of Doom Eternal's combat design, as Martin describes it, is built around punishing players for playing "wrong." At first that description bothered me. Sometimes the best (or at least the funniest) experiences in games come from playing them in ways developers never intended, which our writer Chris Livingston has shown time and time again. But for Martin, the goal is ensuring as many players as possible have the experience of using everything in Eternal's arsenal to survive, rather than cheesing the game with a single weapon, like Doom 2016's super shotgun.

(Image credit: id Software)
Being unstoppable is fun for awhile, but it gets stale if a single strategy is the solution to every problem. This is why Doom Eternal gives players multiple guns, a grenade, a flamethrower, a dash, and even more tools in its first couple hours. This time around, it's hell bent on forcing you to juggle everything it gives you, with the view that juggling is the best way to have fun.

"How do we corral the player into playing that way? We're comfortable with punishing them if they don't," Martin says. "If I run up to somebody with a pistol and repeatedly shoot them in the chest, that demon has to kill me, and kill me fast. They will, in Doom Eternal. The demons are really aggressive if you're not doing what you need to do. That's what's keeping you engaged. If you're in the fun zone, doing the right thing, you're surrounded by a bunch of fail conditions. If I try to use the rocket launcher to solve every problem, I'm going to get myself killed, because this time around it's more powerful but it does way more self damage, and it shoots slower. Just that alone will get you to switch away from that super powerful weapon.

"The super shotgun was a very exploitable weapon in the last game. In the last game you could walk up to anybody, put the double barrel to their chest, and they die. This time... wait till you meet the Mancubus. Those days are over. Most [demons] have an area of denial attack that will knock a slow-moving player away really fast, and do a considerable amount of damage and displacement. That's like a frustration bumper.

"We think of the player like a pinball: They've hit that bumper and it pushes them right back into the fun zone, which is like, 'Hey, maybe you should use a different weapon for that particular enemy.' Or maybe you should create an opening. The grenade falters enemies, which creates an opening, meaning they can't do an area of denial attack. It's like a jab, and then you can go in and throw your overhand right, which is your super shotgun."

Martin jokes that "aggressive resource management" was the idea for Doom Eternal, as the team figured out how to follow up on Doom 2016. It doesn't exactly sound like a thrill ride, but when all those resources are guns, you apparently end up with Doom Eternal's bat outta hell combat. Its predecessor now looks almost glacial by comparison. Back in 2016 we jokingly wrote about how Doom could've been more metal, so I have to ask how Eternal ups the metal quotient, in his mind.

Resource management? Punishing "playing wrong"?

This sounds like the direct opposite of fun.

It sure don't sound like Doom, that's for sure.

And besides, I never leaned on the super shotgun, don't know what they're on about. The Gattling Gun and Plasma Cannon was where it was at. Or the rail gun for those snipes.

Originally posted by Nemesis X
YouTube video

YouTube video

Is this a Brutal Doom mod?

All they need is an ultragib setting painting the walls.

No wonder they cut mod support, they just don't want Brutal modders stealing their thunder at taking it to 11.

Wouldn't be surprised if Brutal Doom was an inspiration for these newer Doom games.

I should replay that with the Doom II wad.

Freedoom always has a few glitchy animations from the Freedoom sprites that peek through.

Haven't tried out Freedoom, I just came across Knee-Deep in ZDoom yesterday a reinterpretation of the first episode from Doom 1.

Originally posted by Kazenji
Haven't tried out Freedoom, I just came across Knee-Deep in ZDoom yesterday a reinterpretation of the first episode from Doom 1.

Well, if you ever downloaded the pre packed and ready to play Brutal Doom He'll On Earth Starter Pack from mod sites, that comes with Freedoom as the base wad.

Of course you can just get Freedoom and Freedoom II from their site directly.

I mostly used Freedoom for total conversion mods that required Doom II, ike Brutal, Complex Doom, or Death4told. Out of the box Freedoom uses its own custom sprites, but the wads are 100% compatible with map packs and mods.

It also has its own levels, which honestly aren't bad.

But now that I own Doom II, there's no need for it.

Give it a go someday, if only to see the various fan sprites.

Also have you played Complex Doom?

Sort of an alternative Brutal Doom, with a nice unique beasties and randomness where every single mob can potentially spawn a souped up "Legendary" variation.

**** Doom, the sequel we all want is Ion Fury.

That was was WAY better then Doom 2016, and for my money the best fps of the past decade.

https://twitter.com/moosemcg/status/1225141308383092736?s=21

Originally posted by Ridley_Prime
https://twitter.com/moosemcg/status/1225141308383092736?s=21

Good news if true.

Release a modding kit and I'd buy a copy just to support the communities.

Duke Nukem Forever didn't have mod support either.

In fact, even Duke Nukem 3d World Tour started out incompatible with Eduke32.

What's with this trend of anti community behavior? Don't they know a large part of Skyrims success is because of the mod community keeping the game alive well past the point people would normally become bored of it?

I mean, sure, they probably want to sell their own dlc, but user generated content and official expansions have co-existed just fine. Everyone will always open the wallet for official content anyways, no matter how good the fan maps and mods are.

YouTube video

YouTube video

😆 Brony appeal now. How low have you sunk, Doom?

Unicorns. "Customisation". "Brutal" difficulty.

More stupid gimmicks. 2016 Doom wasn't even all that good in terms of level design, and it looks like they're out of tricks, with nothing to offer but "More dakka".

A pathetic last gasp from a dying franchise.

Oh. Ouch. Someone who always says something negative about literally anything brought up on this forum is insulting something and it's not at all stale. The feels hursties, broken is everybody.