>writing goes to shit. >gameplay improves drastically

>writing goes to shit
>gameplay improves drastically
I don't know how to feel about this.
Why are the master levels so hard anyway?

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  1. 1 year ago
    Anonymous

    >caring about writing in Doom

    • 1 year ago
      Anonymous

      2016 did it pretty well. I can't stand the whole Slayer chosen one homosexualry in Eternal.

      • 1 year ago
        Anonymous

        > I can't stand the whole Slayer chosen one homosexualry in Eternal.
        All of that was in 2016 too though. Did you forget about the Slayer Testaments?

        • 1 year ago
          Anonymous

          It was different. Just some demons telling tales of this legendary feral guy who kept slaughtering them by the hundreds. But the doom guy was still just a guy, all that meant was that demons feared him and he kinda represented human rage in face of this.
          Now it's a huge backstory with the sentinels and some knights and some priests and some betrayal and more. We even get flashbacks.

          • 1 year ago
            Anonymous

            Who cares? The lore is fun in my opinion, it's very Warhammer 40k, and can be completely ignored if you want.

          • 1 year ago
            Anonymous

            Not really. They said that Doomguy was the only one that could stand against them, and Hayden says basically the same thing at the end of the game. Not to mention him also being the only person besides Hayden to return from hell alive. They were building Doomguy up to be a special snowflake, the seeds were there

            • 1 year ago
              Anonymous

              All you said could be attributed to "he's just that angry" rather than "he joined alien vikings and fought against their fake gods who were harvesting them for soul energy or something". Also 2016 never showed his face

    • 1 year ago
      Anonymous

      Yes, nuID and unDoomgays very much care about the writing and lore in Doom. It's very sad.

  2. 1 year ago
    Anonymous

    The master levels were mostly designed like a year after the game released, where designers were far more comfortable with how the enemies all worked. They were also designed for people who have already gotten gud at the main game.

    • 1 year ago
      Anonymous

      They're pretty insane, I just barely managed to finish the first one in hard (not ultra hard) mode after like 5 hours of struggle.

    • 1 year ago
      Anonymous

      >where designers were far more comfortable with how the enemies all worked
      I'm pretty sure they were very comfortable with that long before, given how good the encounter designs were in general.
      It's more about them now having confirmed where the game's skill celling lies on the community side, and did not have to hold themselves back in fear of frustrating the players.
      Unfortunately, Old Gods eventually ran into the other problem though - the developers finally running into a celling of their ability to escalate encounters.
      That is what lead to so much of Old Gods being so fricking shit - them starting to realize that they don't really have anything more to throw at the player to keep the challenge rising.

      It's obvious the game really started still somewhat lowballing player's competence expectations, and most of it's post-release development was them catching up.

      • 1 year ago
        Anonymous

        >I'm pretty sure they were very comfortable with that long before, given how good the encounter designs were in general.
        They had some level of comfort, but they got better at utilizing those enemies. For example, the cyberdemons are total pushovers in the base game.

        • 1 year ago
          Anonymous

          >For example, the cyberdemons are total pushovers in the base game.
          Yeah, because the game was afraid that if they mix them up with too many other enemies, the players will collectively just throw the game into the bin and go cry on Ganker. Which by the way, a lot of them ended up doing anyway.
          I think base game itself is not a good illustration of how comfortable they were with the enemies, but the optional encounters may be. And they show a lot of pretty good understanding of how these enemies work in both the slayer gates and some of the optional timed challenges.
          Sure - they absolutely did learn more as the game came out and all, but I don't really think that is the biggest shift in development that happened. Eternal has - for the most part - some of the best encounter design I've seen in a while. That is the WHOLE secret of the game, it's what makes it good, and it's very obviously what 90% of all of their development focus went into.
          So when I see how they improve (and later ruin) that design capacity in Master levels and the DLC, I really see more of them being confident that they can get away with shit they would originally assume would be just too much for players. It's really clear they still were very hesitant about overwhelming the player in the base game.

      • 1 year ago
        Anonymous

        >That is what lead to so much of Old Gods being so fricking shit - them starting to realize that they don't really have anything more to throw at the player to keep the challenge rising.

        Bullshit.
        Reports stated most people could not even beat DLC on UV much less on Nightmare. I was there before Bethesda ACK-ed the forums and people were frustrated by TAG1. Even I struggled on my first run as much as I did on Plutonia because I tried to beat it in one sitting and Patch 1.1 added the Possessed Marauder to the Slayer Gate which increased the difficulty curve not because the marauder was that bad but the carcasses could not stop spawning, I spent about 15 minutes trying to kill the marauder with indirect damage because none of us could hit each other, there were too many walls even twitch streamers that had done UN were frustrated by this.

        So Id nerfed the frick of DLC2 which made everyone upset and also nerfed DLC1 in the process. They only needed to make the Carcasses and the Blood Makyrs spawn a little slower.

        If anything the reasoning from the on was to make the core game easier and the ML could whatever devious evil trap Id wanted to do. Taras Nabad ML makes excellent use of the Archviles. World Spear Master Level is a hate letter toward the community but a good one at that, everything is there to make you as miserable as possible.

        So it is not that Id could not increase the challenge but they hit they point where most people would had ragequit the game. There is a quote from Hugo Martin stated that if they wanted they could had implemented hit scanners but they felt that was true artificial difficulty.

        The real shame about Eternal is that MS and Bethesda told them to stop so we never got anymore Master Levels, BM was placed into an odd position where it needs players but the skill ceiling is similar to Quake in a bad way. Your average Slayer is hooked on speed and your average demon team got telepathy.

  3. 1 year ago
    Anonymous

    >Doom
    >Writing
    If anything Eternal brings back the cringeworthy-in-a-fun-way manly 90s badass prose between the levels. Anyone comparing it to the MCU is a zoomer, confirmed.

    • 1 year ago
      Anonymous

      2016 had some neat Mars kino. It wasn't a masterpiece or something but in comparison Eternal feels a bit off.

    • 1 year ago
      Anonymous

      You'd have a point if it wasn't abundantly clear that the makers of Doom Eternal think that all this moron shit is unironically cool.

  4. 1 year ago
    Anonymous

    >mandatory glory kills and chainsaw is an improvement
    >Simon says game design is an improvement
    >spammable magic dash button is an improvement

    • 1 year ago
      Anonymous

      Yes.

    • 1 year ago
      Anonymous

      >mandatory glory kills
      Not really, at some point the glory kills actually drag you down.

    • 1 year ago
      Anonymous

      It’s incredible how hard to say “it’s not for me” it is for you people. I fricking hated this game at first until realized I was supposed to play a specific way. I hate wasting money on games so I just touched it out but I can definitely see why some people flat out hate this game

      • 1 year ago
        Anonymous

        I had really high expectations after 2016, I wanted a proper multiplayer and a better game, without glory shit. I got a parody instead...
        I will never not be mad.

        • 1 year ago
          Anonymous

          Not involved in this back and forth but it still baffles me how new id absolutely can't manage to get multiplayer right in a Doom game 2 times in a row.

    • 1 year ago
      Anonymous

      says game design is an improvement
      this but unironically

    • 1 year ago
      Anonymous

      glory kills and chainsaw is an improvement
      This argument is a combination of ignorance and overexaggeration. Yes, it does tell you to respect fundamental mechanics of the game, but it's not mindless glorykills and chainsaw, you have to understand the multiple benefits of these attacks and use them without getting yourself in trouble
      says game design is an improvement
      There's a good range of creativity in this game; there are at least three good ways to kill a cacodemon, the prime example used to validate this shitty argument
      magic dash button is an improvement
      Spamming dash gets you killed, even platforming sections teach you this

  5. 1 year ago
    Anonymous

    >I don't know how to feel about this.
    I'm the first one to argue that writing - and narrative in general - in Doom 2016 is actually really good and even somewhat underappreciated, while Doom Eternals's narrative is such a FASCINATING trainwreck that it is fun from just "how did you frick this up so god damn hard" perspective.

    As for how I feel about it:
    Doom Eternal is an unquestionable improvement, in fact it's one of the biggest leaps forward between two entries in an AAA game I've seen in a decade, and they absolutely, 100% did the right thing by tossing the whole narrative out of the window.

    Just throwing all your attention on making an arcady, action game as fricking fun and even have a lot of depth, ESPECIALLY in AAA industry, is absolutely fricking commendable and more companies need to do this.

    We have more than enough shit in AAA gaming that is trying to chase the narrative acolades, and it can go suck a wiener 99.9999% of the time, even the best ones are still a joke compared to games like Pathologic or Return of Obra Dinn anyway, so frick that.

    More like Eternal, that is literally the best example of an AAA game being done right.

    • 1 year ago
      Anonymous

      I'm not against the idea of focusing on gameplay but then I'd rather have an inconsequential story instead of the convoluted mess we got. It kind of drags the game down. Like you said it's fricking fun and has a lot of depth, but it just feels weird after the 2016 cliffhanger and I wish they either followed on it properly or at least didn't go MUH EPIK LORE.

      • 1 year ago
        Anonymous

        >I'm not against the idea of focusing on gameplay but then I'd rather have an inconsequential story instead of the convoluted mess we got.
        Again, I'm not going to pretend that Doom Eternal's story is even redeemable. It's absolute dogshit. But I don't think it drags the game down in the slightest. It's really, REALLY fricking irrelevant and that is the best way they could handle it.

        I genuinely like the narrative of 2016. I think they put an incredible amount of effort into small details, especially the animationwork was fantastic, and what little characters there were were lot better than they had any right to be. Olivia in particular is actually a villain I really liked.
        But... it's not good enough to need sequel. It's better than similar games usually are - but that still don't fricking mean it's good enough to be mourned when they basically tossed it out of the window with Eter. It wasn't fricking Alpha Centauri, I didn't go away feeling that I can't wait to explore more of this world or the characters: they were perfectly suited to their roles in that narrative, but really didn't have more in them.
        Olivia, who was the most interesting character with most depth, was dead, Samuel was well presented but there wasn't much to him, Vega was dead, Doomguy isn't a character, and the world-building was functional but that really was it.

      • 1 year ago
        Anonymous

        It all depends on context. In Doom's case, even if there is a clear dedication to story, it's still a side aspect that doesn't have much value in the whole experience. However, if your game revolves around its story, then it's quality will matter much much more

        >For example, the cyberdemons are total pushovers in the base game.
        Yeah, because the game was afraid that if they mix them up with too many other enemies, the players will collectively just throw the game into the bin and go cry on Ganker. Which by the way, a lot of them ended up doing anyway.
        I think base game itself is not a good illustration of how comfortable they were with the enemies, but the optional encounters may be. And they show a lot of pretty good understanding of how these enemies work in both the slayer gates and some of the optional timed challenges.
        Sure - they absolutely did learn more as the game came out and all, but I don't really think that is the biggest shift in development that happened. Eternal has - for the most part - some of the best encounter design I've seen in a while. That is the WHOLE secret of the game, it's what makes it good, and it's very obviously what 90% of all of their development focus went into.
        So when I see how they improve (and later ruin) that design capacity in Master levels and the DLC, I really see more of them being confident that they can get away with shit they would originally assume would be just too much for players. It's really clear they still were very hesitant about overwhelming the player in the base game.

        I think their leniency in the base game is actually pretty justified. We have to consider that base campaign is the first approach of new players towards the game, and Doom Eternal has a lot of new and different informations compared to most FPS, so they had to find a middle ground that would also be a proper challenge for UN. Also, i think they did learn a lesson or two during the Master Levels, because enemies like Marauders, Carcasses and Tyrants are used much better even than TAG1

    • 1 year ago
      Anonymous

      >I'm not against the idea of focusing on gameplay but then I'd rather have an inconsequential story instead of the convoluted mess we got.
      Again, I'm not going to pretend that Doom Eternal's story is even redeemable. It's absolute dogshit. But I don't think it drags the game down in the slightest. It's really, REALLY fricking irrelevant and that is the best way they could handle it.

      I genuinely like the narrative of 2016. I think they put an incredible amount of effort into small details, especially the animationwork was fantastic, and what little characters there were were lot better than they had any right to be. Olivia in particular is actually a villain I really liked.
      But... it's not good enough to need sequel. It's better than similar games usually are - but that still don't fricking mean it's good enough to be mourned when they basically tossed it out of the window with Eter. It wasn't fricking Alpha Centauri, I didn't go away feeling that I can't wait to explore more of this world or the characters: they were perfectly suited to their roles in that narrative, but really didn't have more in them.
      Olivia, who was the most interesting character with most depth, was dead, Samuel was well presented but there wasn't much to him, Vega was dead, Doomguy isn't a character, and the world-building was functional but that really was it.

      I get your point about wanting to put the gameplay of doom ahead of any sort of real narrative but there are two problems with your assessment.
      1. Doom Eternal has way MORE story than 2016 in addition to being way worse, which makes it kind of hard to ignore
      2. Doom Eternal's tone isn't nearly as compelling. It's too happy, too fun. In Doom Eternal we kill demons because it's just our job and because we like collectables and secrets. In Doom 2016, we kill demons because FRICK demons. The game is a continuous murder spree and does an excellent job of bringing you into a very hateful and malicious headspace that the sequel doesn't even really try to achieve outside of Mick Gordon's score.

      • 1 year ago
        Anonymous

        Yeah, I understand that. My edgy 16 year old fantasy was that there would be a scene where Doomguy gets to experience the Angels doing some fricked up pretentious shit and you get to feel some righteous indignation and turn on them but that never really happens

      • 1 year ago
        Anonymous

        Well put.

  6. 1 year ago
    Anonymous

    I personally felt like Eternalguy moved more slowly than 4guy, maybe to balance out the dash.

    • 1 year ago
      Anonymous

      >maybe to balance out the dash.
      Nah, it's just that the levels are a lot larger in Eternal, which makes it feel like you move slower. Levels in 2016 are actually really incredibly cramped, which makes it feel like you are covering more ground in less time, where as in Eternal everything is stretched out, and scaled a bit differently.

  7. 1 year ago
    Anonymous

    honestly the thing i hate most about eternal is not the cringey writing, but it's the fact the difficulty is mostly in it's resource management, so that going back to doom 2016 feels jarring. I could never really get back into 2016 even though I know I love the game.
    Gotta say though, between the atmosphere of 2016 and the beautiful setpieces of eternal, 2016's definitely got the leg up on the soul department

  8. 1 year ago
    Anonymous

    Loved it aside from the final boss. How can such a good game end on a low note with poor mechanics and visuals like Icon of Sin ? The whole chapter was a letdown after Urdak.

  9. 1 year ago
    Anonymous

    I just started playing through this game so I'm glad this thread exists. What the frick is with this story? 2016 understood the simple appeal of doom: lone guy fighting demons. It's good stuff. How did they decide to return to the doom 3 route of storytelling, with some added lame Gnostic bullshit? I'm reading these codex entries and I'm just baffled

    • 1 year ago
      Anonymous

      You should just ignore it as much as possible and enjoy the insane mechanics like another anon stated. At least we can all agree 2016 did things in a much more satisfying ways when it came to writing and atmosphere.

    • 1 year ago
      Anonymous

      They let Hugo Martin do whatever he wanted and, as it turns out, he wanted to make unironic capeshit in the skin of Doom motifs.

    • 1 year ago
      Anonymous

      It's funny, I gobble up Gnostic bullshit with a knife and a fork in practically everything else, but I didn't like how they did it in Eternal either.

  10. 1 year ago
    Anonymous

    I'm not even trying to be a contrarian here but I found the gameplay and writing in Eternal to be worse than 2016. I actually enjoyed reading the little loredumps in the first game.

    • 1 year ago
      Anonymous

      >gameplay
      It's not the same thing, 2016 is more generic and free form while Eternal is trying to force you into a battle system where you still can do a lot of things (probably even more) but some of these things interact with each other and you're forced to something chain them properly to improve your chances. I think it's interesting because it's not some "Simon says" like anon posted, rather it just adds a layer of quick thinking and choices to be made at all times.

      • 1 year ago
        Anonymous

        Eternal is a game that forces you to interact with its mechanics, and some people just can't fathom the idea of a game having rules.

        • 1 year ago
          Anonymous

          Better that than what 2016 did with half the weapons becoming basically worthless come endgame
          I swear, I barely even used the rocket launcher because of how disappointing its damage was compared to the damage output I needed

          • 1 year ago
            Anonymous

            Rocket launcher is really good with the lock on feature.

            • 1 year ago
              Anonymous

              2016's rocket was better with remote detonation, because you can get 2 rockets for every one fired.

            • 1 year ago
              Anonymous

              the idea that you need a 3 shot burst to begin with is kind of emblematic of my problem with it
              And even a 3 shot burst isnt enough to kill a bloody revenant, let alone any of the stronger enemies
              Endgame 2016 felt like every weapon that wasnt the Gauss Cannon, Chaingun, Chainsaw or BFG was worthless

              • 1 year ago
                Anonymous

                The 3 shot burst kills the spiders who are pretty though, it's pretty decent.
                So far I feel like the basic rifle and the basic shotgun have become worthless.

              • 1 year ago
                Anonymous

                The assault rifle is usable-ish even later in the game with the micro missile mod, it just becomes redundant once you have the chaingun, which can shit out more DPS more consistently using the same ammo type

        • 1 year ago
          Anonymous

          I just don't like bad mechanics, like glory kills, chainsaw, melee doing no damage, enemies breaking the pace of the game and so on.
          I don't like dash either, for the same reason I don't like quickboost in Armored Core, a spammable magic out-of-jail button doing all the movement work for you.
          I hope I don't have to explain why cinematic finishers are a bad thing. If you like it or don't mind, good for you, but don't pretend it adds anything of value. No one liked it in 2016 but Id thought it would be a good idea to force it down our throat.
          It would be time for you to recognize Eternal is very far from perfect and most of the criticism it recieves is perfectly valid.

          • 1 year ago
            Anonymous

            I think people focus too much on the concept of glory kills than noticing how they actually work in execution. They are DE equivalent to DS rolling. You use it abuse the iframes it grants you to avoid damage and it is a big deal in Battlemode to dodge super attacks.

            I agree on melee, a good punch should deal as much damage as one shotgun blast with the downside of exposing you. It would had made Berserk power up more versatile through the game, instead Id had to be real careful where it was placed.

            • 1 year ago
              Anonymous

              The melee attack is so weak because it's more of an action button now than a true punch, and being able to bring certain enemies to a glory kill state with a single punch would make getting Blood Punch too easy.

              • 1 year ago
                Anonymous

                I would like it better if BP was removed and instead we had to find the Berserker pack to turn every punch into a charged punch that destroyed armor. Then have the D2016 / DE Berserker be another type of power up. I actually enjoy those brief moments when you get the Zerker Orb.

                I am conflicted about the weakpoint mechanic, it was placed to even the odds in the early game but it is irrelevant later on. I like the idea of damaging an enemy to the point their weapons begin to malfunction.

                I think BP is one of those mechanics that can be removed if we can have a proper melee system.
                I also liked what they did with the last wave of ML and introduced "Pistol / Shotgun Start". The issue is that the enemy placement was not balanced toward this mode so I never tried Classic Mode on UV or Nightmare.

              • 1 year ago
                Anonymous

                >I would like it better if BP was removed and instead we had to find the Berserker pack to turn every punch into a charged punch that destroyed armor.
                I like having Blood Punch be a resource you can gain, and gives glory kills some purpose aside from just refilling your health.
                >I actually enjoy those brief moments when you get the Zerker Orb.
                It's a shame the powerups so seldomly appear in Eternal. It makes so many of the fights feel samey.
                >it was placed to even the odds in the early game but it is irrelevant later on.
                Destroying weak points should give you some ammo back depending on the enemy you killed.
                >I also liked what they did with the last wave of ML and introduced "Pistol / Shotgun Start". The issue is that the enemy placement was not balanced toward this mode so I never tried Classic Mode on UV or Nightmare.
                Classic mode was great, but you're right. It was especially shit in Taras Nabad where you're given a shotgun and plasma rifle to fight that entire fog room.

                I love the stupid gimmick rooms, the medallion room and the archvile room plus the finale that was not hard and you can see the evil trap coming from a mile but I did enjoy the whole set up.

                World Spear ML requires me to file an appointment because it takes about two hours and there are no checkpoints.

                I have no problem with either of those rooms. It's the big circle area with the cyberdemons and marauders that sucks. You just constantly get stuck on random geometry because none of it was meant for fighting. Or the room in World Spear where you can't jump.

              • 1 year ago
                Anonymous

                >Classic mode was great, but you're right. It was especially shit in Taras Nabad where you're given a shotgun and plasma rifle to fight that entire fog room.

                Super Gore Nest starts you fighting a cyberdmeon with a base shotgun.
                That's the kind of crap from the original Doom I did not want back.

              • 1 year ago
                Anonymous

                Cyberdemons are pushovers in this game, at least.

              • 1 year ago
                Anonymous

                The game glitched one time and it caused the Cyberdemon to start pummeling the shit out of me with his arm canon. I have been trying to trigger that again because it was awesome. Instead of the puny mini rockets it did an attack that was like his Doom rocket attack but it was non stop.

                It happened in the UAC Atlantica Slayer Gate.

          • 1 year ago
            Anonymous

            Hard disagree, all that you mentioned actually works very well in the context of the game.
            Glory kills are brief(with a few exceptions), give you a moment of peace while controlling yyour surroundings and give you health, bloodpunch charge, and most importantly iframes and space travel that can get you out of sticky situation. However, since enemies never stop moving, a glory kill can mean death if done at the wrong time, making you think about when to use a glory kill and when not.
            Chainsaw has the same strategic advantages of glory kills with the difference of giving you ammo and the need to be managed correctly to not find yourself without ammo/escape plan.
            If punch dealt as much damage as 16 you would be in a semiperpetual state of glorykills, invalidating everything i've said above
            Dash is an ability that requires right timing to be of good use, again the goddamn platforming is there to teach you how to use your movement options

            Btw i don't think DE is perfect, but its fundamentals sure are close

            • 1 year ago
              Anonymous

              Glory kills will never be brief enough, it's garbage, I don't want to be stuck in a dumb animation taking all control from me. And I don't play master levels or whatever the frick else, just did ultra violence and nightmare playthrough and at no point it was needed to "think about how, when and where" to use GK and chainsaw, or maybe I'm naturally gifted, I don't fricking know, you tell me. Dash doesn't require any thought either, except when you have to land on the sarcophagus, only time in the whole game where I had to retry. lmao
              You could find any justification for GK and chainsaw and they would still not be okay. Am I playing a first person shooter or God of War? Press X for le epic cinematic finisher, woah.
              >iframes
              le dark souls of shooters, amazing

              The melee attack is so weak because it's more of an action button now than a true punch, and being able to bring certain enemies to a glory kill state with a single punch would make getting Blood Punch too easy.

              so melee is shit to justify glory kills' existence. Reminds me of justifications for sprint in modern shooters: no vehicles, no mancannons, base speed reduced. Useless feature that needed basic gameplay and game design to be made worse to justify its existence.
              >see melee needs to be shit so we can have glory kills!
              >you need to use glory kills for iframes because we're bad at encounter design
              >but also for health because picking up health on the ground isn't COOL enough
              >same for chainsaw and ammo!
              >also DASH DASH DASH because normal natural movement is no longer enough!
              now it would be time for the copy pasta but whatever. I need to sleep. Good night ADHD zoomers, don't forget to swap weapons as fast as possible for no fricking reason, it's cooler that way.

              • 1 year ago
                Anonymous

                take the ultrapill anon
                we have
                >actually decent melee (with the unlockable fist)
                >no qute bullshit
                >actually fun healing mechanic
                >no doing meme shit for ammo, its either infinite or it builds itself automatically over time
                >you swap weapons constantly because you actually want to and due to real mechanical advantage, not because arbitrary shit (there is a style meter but you get maximum ranks by simply playing well)
                >top tier major bossfights

                the only downside is that the game doesnt provide the hard difficulties yet, and the only place you will find actually very high difficulty is either the wave-based survival mode or the secret superbosses

          • 1 year ago
            Anonymous

            Eternal IS far from perfect, but your criticisms come off as shitter complaints.

      • 1 year ago
        Anonymous

        I totally got what it was going for and didn't have any difficulty adapting to the new mechanics, but it just wasn't fun to me. The flow of combat made me feel like I was being railroaded into a sequence of actions and animations that I ultimately didn't really have a lot of control over. I completely understood the game and wasn't unable to "fathom it having rules", I just didn't enjoy it.

  11. 1 year ago
    Anonymous

    >Armor's low, flame belch!
    >Ammo's low, chainsaw!
    >Health's low, glory kill!

  12. 1 year ago
    Anonymous

    Man, the DLC was pretty garbage.
    >let's throw 25 waves of enemies in every other room! that'll be fun!

    And I have no idea how the hell you were supposed to properly fight the boss in part 1. Nowhere to move, homing beams and enemies everywhere, and you die in 5 seconds. I just played it over and over again until I got good rng. At least the part 2 boss was kind of a fun fight.

    • 1 year ago
      Anonymous

      >the boss in part 1
      Which one?

      • 1 year ago
        Anonymous

        He means Samuel Makyr.
        It is a claustrophobic fight that comes after several tough arenas.
        I feel the design philosophy was better for DLC2 despite being generally easier.
        Simply dividing the final level and the boss fight was a good call.

        Samuel throws too much shit at you.
        The first stage simply introduces you to the evil eyes.
        Second to two spirit demons
        Third is an agility test, just a bunch of cacodemons, nothing special but allows you to rest.
        Fourth is just Samuel again
        The finale is a Possessed pain elemental and a possessed Dread knight but the true end boss are the blood makyrs that can kill you from any position. It is a shame they were nerfed, they only needed to spawn a little slower.

        Blood Makyrs are the only enemy in the game that place and enormous pressure on the arena. They die in one shoot but do massive amounts of damage, freeze you in place and their AOE attack deals damage over time. Great enemies that just needed a slower spawn rate. Nerfing them was not okay, they are not trash now but I think the initial design was fair.

      • 1 year ago
        Anonymous

        The purple winged demon, in the room with a bunch of high pillars and a teleport. The only reason I beat him was because I finally got really good rng and managed to hookshot him a couple of times in a row and kill him within seconds.

        • 1 year ago
          Anonymous

          Yup that is Samuel.
          You do not really kill him off and I think Hugo really, really wants to do Heretic and Hexen.
          Basically all of the Sentinel lore hints toward Heretic and Hexen and two of the new enemies are from Heretic.

          I know Ganker got mixed feelings toward this game but as a 90's kid I would love to see Heretic making a return for once.

  13. 1 year ago
    Anonymous

    How were you supposed to be 2 Marauders at once in a toxic room? (DLC secret mission 1)

    I cheesed one of them with the BFG

  14. 1 year ago
    Anonymous

    world spear master level might be one of my favorite FPS levels ever

    • 1 year ago
      Anonymous

      Why? I believe it is too long.
      Super Gore Nest Master Level balanced bullshit with spectacle and length quite nicely. It actually feels like an actual Doom game.

      • 1 year ago
        Anonymous

        World Spear and Taras Nabad were the weakest of the "new" MLs for me. They were overly long and full of stupid gimmick rooms. World Spear has a habit of crashing on me too.

        • 1 year ago
          Anonymous

          I love the stupid gimmick rooms, the medallion room and the archvile room plus the finale that was not hard and you can see the evil trap coming from a mile but I did enjoy the whole set up.

          World Spear ML requires me to file an appointment because it takes about two hours and there are no checkpoints.

  15. 1 year ago
    Anonymous

    >Why are the master levels so hard anyway?
    we will never know

  16. 1 year ago
    Anonymous

    >cutsceney press x to cool kills
    >keeps the simon-saysy shit, even if not as big of a degree as people claim
    >meme platforming segments
    >straight up limited ammo
    >cant combo weapons with eachother in mechanically unique and creative ways beyond very generic things
    yeah no
    for me its ultrakill

  17. 1 year ago
    Anonymous

    Its fun to me.
    will play kaiser campaign if there are no original levels after so long.

  18. 1 year ago
    Anonymous

    If Hugo Martin has another autism spasm and shits up Quake lore, I will have a serious fricking problem.

  19. 1 year ago
    Anonymous

    I'm tired of Hugo's bullshit he hates Deathmatch which is why we got this awful Battle Mode shit instead. 2016's multi player was way more fun.

    • 1 year ago
      Anonymous

      Nobody played D16 MP and if you look comments at the time people shat on it quite harshly and it was pretty bad for a while. Then an update hit that made that gamemode incredible. D16 accomplished a great deal but no one ever made anything out of features like Snap Maps that were quite fun. You could use the logic functions to stage your own encounters, A.I. behavior and custom traps.

      I have the feeling DE was intended to have more content but between COVID restrictions and Zenimax selling Bethesda a lot had to be cut off from the game. Going by the Mick Gordon story, it seems that Id was under a lot of pressure from Bethesda and Zenimax reason Stratton had to be a turbo israelite.

      • 1 year ago
        Anonymous

        It was always heavily populated I never had trouble finding games for years. Lots of intense games with good competition, Meanwhile Battle Mode is dead most of the time and the gap in skill and horrid balance is staggering.

  20. 1 year ago
    Anonymous

    at least the cringy marvel universe schtick can be skipped all together but the game just doesn't look or feel like Doom and that's my whole problem.
    I have marathoned the whole series for the first time in 2019-2020, and i liked and enjoyed the classic games more but i can still see resemblance of Doom in Doom 3 and 2016, Eternal got none of that, weird high fantasy world with marvel and Warhammer 40k aesthetics mashed together.
    and they completely thrown one of the core parts of Doom out of the window which is level design in favor of closed off combat encounters.
    I am sorry but i grow to dislike this game with each passing day, yeah the fps genre was in a horrible state but Doom Eternal added nothing to that pile of garbage.

    • 1 year ago
      Anonymous

      If Hugo Martin has another autism spasm and shits up Quake lore, I will have a serious fricking problem.

      >Warhammer 40k aesthetics mashed together.
      Pretty sure he really, really wants to do Heretic / Hexen revival which would explain a couple of things like:

      Minotaur and Gargoyles in Eternal even the Rock Imps seem to allude to this.
      Dropping the name "Heretic" in some D16 and DE codex entries in reference to Samuel Hayden.
      Samuel using the same robe as D'sparil.

      Quake is more popular but the sentinel world and the introduction to magic and dragons in World Spear plus the entire medieval kingdom vibe really hints heavily towards this.

      • 1 year ago
        Anonymous

        and he failed at capturing Heretic/Hexen aesthetics.
        this guy is literally just inserting whatever fantasies he had that day on work into the game, it's a shame that he has full control over the game.

        • 1 year ago
          Anonymous

          >and he failed at capturing Heretic/Hexen aesthetics.
          Look I liked those games like you would not believe but you are overselling them.
          Heretic runs out of things to show you by Episode 3 and the amount of ammo in Episodes 4 onward makes me angry.
          Visually there was not a lot going on. Water, villages, Ice at times, the Neptune tiles. World Spear looks about the same.
          Village, Cathedral, Mountain the usual medieval fantasy setting.

          Hexen had a lot going for it until you get past the seven portals. The Seven Portals were the highlight of the game. We do not get the same mashup of environments and traps in the full version. I mean the later enemies like the sorcerers are great and the level layout is well detailed but the next hubs are dreadfully boring, especially the forest.

          Hexen II however had time travel and was like Romero's original pitch for Quake and Daikatana. You play as buff strong characters that only get stronger and you travel through time. It was very short but it made an impression on me. Loved the Aztec levels so much. The Greek setting was somewhat boring but the Egyptian levels were kino.

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