Doom eternal imp1/23/2024 ![]() Instead, let’s discuss how, by turning low level enemies into walking ammo pickups, Id has changed literally everything about the cadence of the game. Forget the fact that ammo management is almost never fun in any FPS. The reality is that, while playing this game, I regularly ran out of ammo for every gun, and certainly every gun that I felt comfortable using, and definitely every gun that I felt comfortable using in stressful gameplay arenas while trying not to get killed and lose my extra lives and that fits the enemies I was currently engaged with.īut forget all of that. ![]() This surpasses my inability to swap weapons regularly. Losing a fight because you can’t find a goddamn imp anywhere and a boss kills you is especially not fun. Wandering around in combat, searching for an imp, is not fun. I suppose this is true, but I’m going to continue my crusade against ammo scarcity anyway. You’re playing the game wrong if you don’t swap weapons every two seconds! However, over the last year, popular opinion seems to have drifted back to positivity, with the scarcity of ammo simply being regarded as part of the game’s overall economy. It was the main criticism of the game on release: running out of ammo is not fun. In theory, I admire the notion of moving away from that stupid-ass pistol and onto something more interesting. Doing so will fill you up about 75% of the way. If you run out of ammo–and you will run out of ammo–you need to run up to an imp, possessed soldier, or zombie and press C. ![]() The infinite ammo pistol of the last game is gone now you have a slowly-recharging chainsaw. Id decided to balance the entirety of their new Doom game around ammo management. Let’s move on to what you’re really here for. The plasma rifle especially is a ton of fun to use. It’s a good thing, too, because you’re never going to have enough ammo to stick to one gun.Īnd that’s everything. Every weapon has its place and they all feel reasonably useful. Good luck taking down a baron with the plasma or assault rifles. If Doom16 has but one flaw, it’s that the early-game weapons are useless in the mid and late-game. The audio, too, is full of little touches that help you keep up with the action. I can say with certainty that this is my favorite thing about the game. Blasting bits of flesh off of Hell Knights is also super satisfying. There are no health bars, but it’s generally easy to tell how close any given demon is to exploding based on what it looks like. The art design in Eternal does a great job of communicating information to the player. Before I get into that, let’s start with the positives. So let’s convene the Nuremberg Trials and get to work dissecting. Doom16‘s raw, pure focus on gunplay has been diluted beyond recognition, and it’s mostly Quake left in its stead. The narrative components, so close to something brilliant in the previous game, are a crime against humanity. Its gameplay is effectively Quake crossed with Ratchet and Clank (yes, I’m serious). The end result is that Doom: Eternal is not Doom. Some elements were retained–the absence of reloading, the focus on verticality–but most were reworked beyond recognition. Maybe it is literally, but not spiritually.įor some reason Id decided to rev the chainsaw and cut up Doom16‘s gameplay. The prospect of receiving more–receiving a true sequel–was about as exciting as new game releases can get. You can understand, then, why Doom: Eternal was my most anticipated game of 2020. I’ve completed it on Nightmare six times and I’ve never once found it frustrating. Outside of narrative, which approaches brilliance but never quite finds it, it is perfect. Had Id opted to change literally nothing (aside from levels), any sequel to that game would be have been euphoric. There is a reason why I placed Doom (2016) second on my best games of the last console generation. Please take a moment to pay your respects for all of the keyboards that were smashed in the process. I completed this game on Nightmare without ever reducing the difficulty. Although the game has since experienced the usual, and confounding, phenomenon of “Regression to Critical Acclaim”–that is to say, now people like it for some reason–my opinion has not changed. I wrote this review immediately following the completion of Eternal back in March.
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