Reply 6800 of 6978, by dr_st
- Rank
- l33t
To quote from my mini-review of Eternal:
...However, the arena combat drifted further away from the classic experience. “Forced” is how I frequently heard critics describe it, and as I got further into the game, I understood why. The game does not just gave you additional tools – it forces you to use them the way it was scripted, to stand a good fighting chance. Enemies can have specific weaknesses to certain weapons, and extreme resilience to anything else...
...The ammo capacity has been reduced across the board, which forces frequent weapon swaps, and regular chainsaw use. There is no ‘Armored Offensive’ rune, so demons must be frequently set on fire to replenish armor. To maximize the contribution of the secondary equipment (grenade, ice bomb, flame belch, chainsaw) you have to keep track of their recharge status and use them as frequently as possible. Adding the Blood Punch and the Crucible (the latter only in the final few levels), you now need to keep track of about 10 different action buttons in the heat of battle. It can be overwhelming.
So yeah, I agree with everything you say, except I actually enjoy 3D platforming, so that aspect didn't bother me.
It feels that the target audience was experienced Doom (2016) players, and the devs felt that if they give more of the same, that audience would get bored, so they thought of ways to expand and complicate the gameplay mechanics. You probably would have hated it entirely, without your prior experience with the first game.
One tip I can give - if you haven't mastered the quick weapon switch technique - do so. I only started using it towards the end and never got really good at it, and it makes things so much easier.
One thing that Doom Eternal has going for it is how mesmerizing it is to watch the top speedrunners deal with those crazy arena battles. It's one of these games that might be more satisfying to watch than to play (probably not a good thing).
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