Captain Mazda wrote:Feels like they went way too cartoony with this, first game IMO nailed the balance of fun and dark.
The Hell on Earth backdrops are beautiful though, just the kind of thing I've wanted since playing Doom 2
It's not too cartoony, but then at some points it is, its a strange beast. They went "hey you guys liked Doom2016 right? Well here's all the things you liked times one hundred" and messed up the balance in the process. The core gameplay loop is still there and expanded upon, but the whole "Doomguy doesn't give an f about your exposition" went out the window, now with cutscenes and expanded lore that you're supposed to care about.
Not sure if I like that aspect but as said, the gameplay is topnotch. And Mick Gordon's soundtrack mixed in with Robert Prince's just tickles me where I like it.
Way too cartoony for the most part. How the lore and exposition was presented in 2016 was perfect, but now with cutscenes and dialogue it's a complete 180.
They made Doomguy look like some metal-nerd badass showing off his custom PC and toy collection so the reddit virgins could imagine themselves being him and having their own fortress of solitude. It's pretty cringe-worthy in some parts.
The fights are the best part so far but the expanded platforming feels out of place for a game with DOOM in the title.
I'm having fun with it, but overall 2016 felt like a better game.
Doom 2016 was 100% new and fresh. This is 40% new and fresh on account of it being 60% similar to Doom 2016. So it's 1 - 0 behind from the start.
What's strange about Doom Eternal is that it feels like on one hand they tried to flesh out a more well rounded story and more and make it flow more like a narrative driven game, but on the other hand, they made it more arcadey in terms of how it plays.
I think I prefer this one's combat over the previous one. It's a bit more dynamic. And the combat is what Doom really is about.
I actually enjoy the platforming as well. It's untypical for not just a Doom game but for FPS games in general. I think they've implemented it really well and I like how those platforming mechanics (jumppads and swing poles mostly) allow you to move around an arena section really quickly.
Now it's my turn to run into a bug. I can't place the red and blue keys in the Super Gore Nest. Have been googling this and looks like I'm not the only person with this problem. Different people claim different solutions, but pretty much every solution has someone saying that it didn't work for them. Man, this sucks
Eraser wrote:Now it's my turn to run into a bug. I can't place the red and blue keys in the Super Gore Nest. Have been googling this and looks like I'm not the only person with this problem. Different people claim different solutions, but pretty much every solution has someone saying that it didn't work for them. Man, this sucks
Ahhhh shit son
I've been lucky and not had to restart any missions so far. But I am pretty late into the game now and it's fucking difficult and somewhat annoying at times. But when the annoying stops, it's fucking mega.
Eraser wrote:Now it's my turn to run into a bug. I can't place the red and blue keys in the Super Gore Nest. Have been googling this and looks like I'm not the only person with this problem. Different people claim different solutions, but pretty much every solution has someone saying that it didn't work for them. Man, this sucks
Ahhhh shit son
I've been lucky and not had to restart any missions so far. But I am pretty late into the game now and it's fucking difficult and somewhat annoying at times. But when the annoying stops, it's fucking mega.
I ended up getting it magically fixed. Some one said it got fixed for him by walking back to the point where he picked up the red key and then back to the thing where the key should be used. I had no idea how to get back to the red key so I just wandered through the map. I ended up back at the place where the keys should be used and suddenly a bunch of Arachnotrons spawned and after I defeated those the keys suddenly worked again :shrug:
Can we just agree that the late game is pretty underwhelming?
It's a bit samey, just longer fights, save for the final two battles before the end boss. Those were intense.
The ending left me unsatisfied. Make of the story what you will, but just slapping the logo on the screen 10 seconds after the boss dies is weak. Credit roll was awesome in Doom2016 which really left you relive the overall badassery of the game, here it feels like an afterthought.
Complaining about the credit roll, really? Well no, it just adds to the fizzle that is the end. Especially compared to 2016 where the opening tutorial level starts out big and it just gets bigger right until the very last second of the game. Eternal didn't have that I feel.
Eternal wins in the gameplay department, really stepping up after 2016, but 2016 wins in terms of presentation and oomph.