
DOOM Eternal is good.
Like... really good!
ID Software should happily pat themselves on the back for making a game that after completing this weekend, made an already intense game, seem relatively tame by comparison. I never would've believed four years ago, that a Singleplayer Triple AAA FPS would be making me move with the same intensity of Multiplayer Arena Shooters.
Just like 2016, I had a particular moment when the game suddenly clicked, and I fell completely in love. During Arc Complex, something about the enemies, level-design, sound, weapons, visuals, gameplay, and music, all came together in an explosive and delicious cocktail.
However, I am glad to see among the hype train of people loving this game, and rightfully so, that there's discussions about just how different this sequel is.
Previously, I made a video titled after a Developer quote "You can't put gameplay on the box", however, Eternal stands as an example that gameplay footage doesn't tell you everything. Online, you'll see people mention how similar this game appears to the 2016 Reboot, some going so far as calling Eternal an elaborate Mission Pack from days of yore.

They couldn't be more wrong.
DOOM Eternal addresses almost everything about DOOM 2016 and augments it. The arsenal is built for each weapon to have a unique purpose, rather than 16's old-school weapon tier-list. The Chainsaw is a constant necessity rather than a get-out-of-jail-free card. Levels require you to be airborne, rather than planted to the floor. Levels are vast, and varied in location. Entire chunks of content require exploration.
ID Software won more accolades than Parasite, and were still willing to address nearly every piece of their game that drew criticism, from fans, critics, and detractors.
It's quite the commendable effort, it's not easy to make a Game of the Year Contender, and change almost everything.
There's two summaries of this game you can make.
DOOM (2016) makes you the Slayer.
DOOM Eternal expects you to be the Slayer.
DOOM (2016) is comic-booky.
Eternal is video-gamey.

It demands full attention from you the player, but not through the immersion of its world. Instead, immersion in the intense moment to moment gameplay.
It's the game's blessing, and curse.
Because what seems to have happened with Eternal, is that so much was sacrificed for gameplay, that the snake eats its own tail.
For instance, one of the things that makes DOOM (2016) so enjoyable, is the progression. Being naked and awoken in the bases of Mars, to fighting a Mastermind in the depths of Hell itself. Always moving forward to the next step in that epic goal.
Eternal doesn't have this, not for most of the game at least.
Instead, you jump all over the galaxy. Pursuing Hell Priests at one-moment, and assisting humans on Phobos the next. Only one of the Villains has build-up. Locations don't have a sense of progression. That is, until the game's final-act, where for reasons I won't Spoil, the Slayer's unable to Teleport back to his Fortress. That's when the game echoed '16's qualities without sacrificing Eternal's improvements. Boss battles are earned, environments transition nicely, and the music stands out too, rather than blending into the various levels that despite their varied visuals, locations, and story-events, feel similar due to their isolation.
What I question is how ID follow this up. Because no-matter what they do, I don't see a situation where everybody's satisfied. If DOOM 3 (Reboot) brings back '16's efforts to keep everything, even it's most bizarre gameplay elements, within the universe itself, I imagine those who prefer Eternal's total commitment to gameplay will be displeased, kinda like, well...

Sparkie1j
2020-03-27 21:22:28 +0000 UTCLucas Raycevick
2020-03-27 21:20:51 +0000 UTCSparkie1j
2020-03-27 21:18:00 +0000 UTC