Doom Eternal

the cheat codes are crazy...the fact that you can still progress the story and obtain all the collectibles with it enabled is even crazier...
Just keep in mind that you won't be able to do the slayer gates unless you already unlocked it (the required keys won't generate).

I had a cheat code enabled in a previous mission I replayed and while I didn't think it was still on, it must have carried over (even though I was moving onward in the campaign). I spent a good thirty minutes trying to find the key before discovering it would just never have generated anyway.

Very frustrating.
 
I have only final level left I think.
So far:

As for many - platforming gets boring, but I think this mechanic gets you using mobility stuff more, especially in fights, so that's good.
Also, I really like that you have to work harder for collectibles/etc. - mostly using platforming/ etc., but it's in general harder than in 2016 DOOM.
Fast travel is also cool.

Overall the game is really good, I like mechanics more than in 2016 Doom. Increased combat variety through flame/grenade, more options how to use it and more mobility with dashes (quick recharging).
I'm playing at Ultra-Violence difficulty, beginning was really challenging, I liked that. After getting some suit points/arsenal/crystals n stuff, it started to get pretty normal...

But Marauder fights? It was a real challenge even with all the equipment. Started using ol' good quickswitch for him, was dying too many times hehe. But after learning quickswitch, game became just too easy.

As for cinematic-cuts and Lore (who cares about Doom lore really?) it's way worse than in 2016 Doom. Cuts are too long, lore is just all over the place. Not that coherent and to the point. Still, it's okay.

Gonna finish final level today, been avoiding spoilers hehe.
 
I have only final level left I think.
So far:

As for many - platforming gets boring, but I think this mechanic gets you using mobility stuff more, especially in fights, so that's good.
Also, I really like that you have to work harder for collectibles/etc. - mostly using platforming/ etc., but it's in general harder than in 2016 DOOM.
Fast travel is also cool.

Overall the game is really good, I like mechanics more than in 2016 Doom. Increased combat variety through flame/grenade, more options how to use it and more mobility with dashes (quick recharging).
I'm playing at Ultra-Violence difficulty, beginning was really challenging, I liked that. After getting some suit points/arsenal/crystals n stuff, it started to get pretty normal...

But Marauder fights? It was a real challenge even with all the equipment. Started using ol' good quickswitch for him, was dying too many times hehe. But after learning quickswitch, game became just too easy.

As for cinematic-cuts and Lore (who cares about Doom lore really?) it's way worse than in 2016 Doom. Cuts are too long, lore is just all over the place. Not that coherent and to the point. Still, it's okay.

Gonna finish final level today, been avoiding spoilers hehe.

the platforming sort of pushes you towards using air control and quick dash recharge, and if you can master those and get used to using swing bars in combat you can pull some crazy stuff in the fight arenas
 
the platforming sort of pushes you towards using air control and quick dash recharge, and if you can master those and get used to using swing bars in combat you can pull some crazy stuff in the fight arenas

Oh yeah. Parkour Doom Slayer.
 
only thing I felt was a bit unfair in the game was the introduction of the Arch-vile...throughout the game you were always told that when you see those charged up fast moving demons that there was a totem nearby you needed to destroy...but for that enemy area it was totally made to look like a totem...game was trying to trick players
 
only thing I felt was a bit unfair in the game was the introduction of the Arch-vile...throughout the game you were always told that when you see those charged up fast moving demons that there was a totem nearby you needed to destroy...but for that enemy area it was totally made to look like a totem...game was trying to trick players

Only mission that I had to 'Replay Mission' for. Wasted too many lives on that Marauder before the Arch-Vile reveal and couldn't do it without an Extra Life. I brought much shame to my Doom Slayer that day.
 
That I did too learn the hard way.
Bomb the mofo first or reload checkpoint.
 
Currently playing and enjoying.

Just finished my 3rd slayer gate and it's Nightmare mode or bust for me :) Takes me quite a few tries on that setting but I enjoy the rush.

I usually have to finish the night with a more casual game though, to calm down a bit, haha
 
I ran into another enemy encounter that didn't resolve at the end of Lost City of Hebeth. It looks like a couple Prowlers got stuck in the walls and just despawned. That pisses me off because now there are two missions I have to completely play through again to get the weapon points.

The Gladiator is a far worse fight than any of the Marauder encounters due to a few things: he attacks instantly after putting the twirling mace down, falter opportunities are very rare and they usually happen when trying to deal with fodder for refills, no ability to stun lock. The last point isn't a big deal since he is a boss while the Marauder isn't.

The fifth Slayer Gate with the Marauder was easy-peasy. It was the only one I cleared on the first try, and there were even points where I was sitting at 1 HP. This was on Ultra Violence. I now getting pretty amused that so many people are still complaining about these guys.
 
I havent completed it yet, but one thing I told my son was that I'm a little disappoint, but at the same time its what was shown on the reveal. Feels kind of Arcade like and the graphics arent what I was hoping for. I dunno, I think I was wanting something that was a bit more dark and scary like doom 3(i think). But now its kind of cartoony with air dashing.
 
I'm guessing the story DLC will deal with the period of time between Doom 2016's ending and Doom Eternal's beginning...they didn't really explain any of that in the new game...the Slayer all of a sudden just has this huge spaceship
 
I'm guessing the story DLC will deal with the period of time between Doom 2016's ending and Doom Eternal's beginning...they didn't really explain any of that in the new game...the Slayer all of a sudden just has this huge spaceship
That is what I am assuming, as well.

What were the details of his escape from hell?
Where did the Fortress of Doom :ROFLMAO: come from?
Why is Sammy still an asshole even after becoming a Christ-like figure on Earth?
When are we going to be able to rip and tear in one of those bad ass mechs?

This and more on the next episode of...
DRAGONBALL Z!
 
It's Doom.
Why should lore/story matter?

It's really just pure fun killing fest.

If Bethesda is basing dlc on lore, well...
I don't like where it's going.
Doom will become another joyless cash cow.

Bethesda fucked up fallout franchise completely, milked elder scrolls Skyrim / franchise in general for too long it makes games not attractive anymore.
You get the idea.
 
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Doom Eternal looks washed out when not in HDR, in HDR it comes to life, looks rather awesome. It could look a lot better in SDR but doesn't. The in between puzzles/platforms or whatever they call them is a waste of time, fighting wise the mobility can be rather fun. Still in training.
 
Doom speedrunning phenom Zero Master just completing a casual run through Ultra Nightmare in 3.5 hours. Also reinforcing the idea that the UAC UI is the right one to use :cool:.

 
I finished the game on ultraviolence recently and I'm glad to say it was enjoyable. I maintain that 2016 was better in every way, but Eternal is not the hot garbage I thought it was after the first mission.
 
Zero Master follows up his casual Ultra Nightmare run with a real speedrun attempt, finishing the game in under 2.5 hours.

 
I'm not playing in HDR but visuals looked a lot better after I disabled Film Grain (default setting was 25)...now it looks closer to Doom 2016

First thing I do if a game has film grain... ...disable... Actually, you know, if there were some say, film-noir style games (like Nocturne maybe) then I'd probably enable it. But I don't think this has any business being in a game like Doom. I think this goes for a lot of film/video type effects. If there is a context for it, then cool. If not, skip it. I'd actually like to see a horror/psychological thriller game like Alan Wake use the shaky cam effect actually. Something like that. There are so many types of games though that should embrace being a game, and not try to be a film. If a game is sci-fi with a cyberpunk edge, then I could see using a bit of chromatic aberration as another example. Something that should look glitchy. This is something I see in a lot of games that maybe shouldn't have it though too.

Edit: I guess it doesn't hurt to have these features in the engine as options. More is better, and maybe someone does like them. As long as they can be disabled, then it's not really a problem I suppose.
 
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First thing I do if a game has film grain... ...disable... Actually, you know, if there were some say, film-noir style games (like Nocturne maybe) then I'd probably enable it. But I don't think this has any business being in a game like Doom. I think this goes for a lot of film/video type effects. If there is a context for it, then cool. If not, skip it. I'd actually like to see a horror/psychological thriller game like Alan Wake use the shaky cam effect actually. Something like that. There are so many types of games though that should embrace being a game, and not try to be a film. If a game is sci-fi with a cyberpunk edge, then I could see using a bit of chromatic aberration as another example. Something that should look glitchy. This is something I see in a lot of games that maybe shouldn't have it though too.
Camera lens effects definitely have no place in first-person games when you're supposed to be observing the world through someone's eyes, not a freaking video camera.
 
Camera lens effects definitely have no place in first-person games when you're supposed to be observing the world through someone's eyes, not a freaking video camera.

Yes! Save them for third person!

I do like a soft-wash type effect when looking at something bright in first person, just no need for lens flares etc.
 
The platform jumpy crap and swing bars just plain suck.
This isnt Quake or Unreal Tournament.
Frankly, I couldnt stand it.
Combat and new weapons are good, but cant make up for the jumpy crap.
Quit after the second level.
Doom3 and 2016 were head and shoulders better.
 
Agreed man.. I played through and was left fairly empty. Immediately uninstalled and re-installed Doom 2016 which I had way more fun with.
 
I finished the game on ultraviolence recently and I'm glad to say it was enjoyable. I maintain that 2016 was better in every way, but Eternal is not the hot garbage I thought it was after the first mission.
that's good to hear, I was about to buy Eternal and realized I never played 2016, so about half way through it and enjoying it thoroughly.
 
new Doom Eternal Archvile skin

This ‘Hipster Archvile’ skin is one of the rewards offered in Doom Eternal’s series two, which runs until May 14th...it’s a free battle pass-style system for unlocking loot, mainly by playing Doom Eternal as you normally would...the Archvile skin also features tight black jeans, some Chuck Taylors, and an annoying haircut with sunglasses to match...

https://www.pcgamesn.com/doom-eternal/series-2
 

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Bethesda fucking up a good thing, mixes the new OST with barely any input from Mick Gordon who mixed only 11 of the 59 tracks appearing on the soundtrack. Tension has brewed between Mick and Bethesda with Mick saying he'll probably never work with Bethesda again. I guess we can look forward to dubstep and mumble rap in the next DOOM...

https://www.criticalhit.net/gaming/...at-composer-mick-gordon-barely-had-a-hand-in/
 
Bethesda fucking up a good thing, mixes the new OST with barely any input from Mick Gordon who mixed only 11 of the 59 tracks appearing on the soundtrack. Tension has brewed between Mick and Bethesda with Mick saying he'll probably never work with Bethesda again. I guess we can look forward to dubstep and mumble rap in the next DOOM...

https://www.criticalhit.net/gaming/...at-composer-mick-gordon-barely-had-a-hand-in/

I had to give that a like, because I'm cracking up over your last sentence. :D This is pretty awful news, and why would they even presume to be able to handle music/audio the same way that a proven profession could. Are they going to do all the mixing the next time Jeremy Soule produces orchestral music for an Elder Scrolls game? Asinine.
 
Bethesda fucking up a good thing, mixes the new OST with barely any input from Mick Gordon who mixed only 11 of the 59 tracks appearing on the soundtrack. Tension has brewed between Mick and Bethesda with Mick saying he'll probably never work with Bethesda again. I guess we can look forward to dubstep and mumble rap in the next DOOM...

https://www.criticalhit.net/gaming/...at-composer-mick-gordon-barely-had-a-hand-in/

All I know is one of my key complaints with doom eternal is that the music wasn't as good as the last game and this objectively confirms my thoughts.
 
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Bethesda fucking up a good thing, mixes the new OST with barely any input from Mick Gordon who mixed only 11 of the 59 tracks appearing on the soundtrack. Tension has brewed between Mick and Bethesda with Mick saying he'll probably never work with Bethesda again. I guess we can look forward to dubstep and mumble rap in the next DOOM...

https://www.criticalhit.net/gaming/...at-composer-mick-gordon-barely-had-a-hand-in/

Doom Eternal executive producer Marty Stratton posted a lengthy open letter to Reddit today to explain his side of the story and defend Doom Eternal's lead audio designer...Stratton praised Gordon as a composer in the statement, saying that his "unique style and sound have become synonymous with our latest projects," and that he's "deserved every award he's won"

But he also said that the studio has had a difficult working relationship with him: "We have struggled to connect on some of the more production-related realities of development, while communication around those issues have eroded trust. For id, this has created an unsustainable pattern of project uncertainty and risk."...

www.reddit.com/r/Doom/comments/gdg25y/doom_eternal_ost_open_letter/
 
Doom Eternal executive producer Marty Stratton posted a lengthy open letter to Reddit today to explain his side of the story and defend Doom Eternal's lead audio designer...Stratton praised Gordon as a composer in the statement, saying that his "unique style and sound have become synonymous with our latest projects," and that he's "deserved every award he's won"

But he also said that the studio has had a difficult working relationship with him: "We have struggled to connect on some of the more production-related realities of development, while communication around those issues have eroded trust. For id, this has created an unsustainable pattern of project uncertainty and risk."...

www.reddit.com/r/Doom/comments/gdg25y/doom_eternal_ost_open_letter/
id should not have promised the OST with the release of the CE in that case, if it were a pattern. And Mick should not have committed to a timeline he knew he wouldn't be able to meet.
 
id should not have promised the OST with the release of the CE in that case, if it were a pattern. And Mick should not have committed to a timeline he knew he wouldn't be able to meet.

That's the problem with art. It's ready when it's ready no matter how good/realistic the schedule is up front. id Software coined the phrase (at least in the games industry) "it's done when it's done". They should know how this goes. In fact, I bet the dev studio wouldn't even care if they didn't have a large publisher like Bethzenni breathing down their necks.
 
That's how it should be. It's dumb when games don't go on sale for 2-3 years after release à la GTA/CoD. I'd say the majority of people who really wanted Eternal already bought it...the 25% off sale will push some people who refuse to pay full price over the edge, and then later the 50-75% off sales will do the cleaning up of the last holdouts. :)
 
I've struggled to even play this game. I bought it at launch, but every time I start to play it I bail almost immediately. It just doesn't look or feel right to me. I'm also not the twitchy shooter player I was 15-20 years ago either. I got mauled pretty badly on hard, which didn't help.
 
I've struggled to even play this game. I bought it at launch, but every time I start to play it I bail almost immediately. It just doesn't look or feel right to me. I'm also not the twitchy shooter player I was 15-20 years ago either. I got mauled pretty badly on hard, which didn't help.

Lower the difficulty and keep at it. As mentioned earlier, it gets easier as you get stronger and find better weapons. Plus finding that groove after a few levels.
 
only thing I felt was a bit unfair in the game was the introduction of the Arch-vile...throughout the game you were always told that when you see those charged up fast moving demons that there was a totem nearby you needed to destroy...but for that enemy area it was totally made to look like a totem...game was trying to trick players
I'd agree with this. I wasted so much time running around the map looking for the Totem.
 
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