Azint wrote:I'm enjoying Doom Eternal so far, but I'm not particularly deep in it yet. The game is far more arcade-y than its contemporaries, and I don't mind it at all. It's a game that doesn't forget that it's a game. Your ammo pockets are a lot more shallower than they used to be, but it only encourages you to use your chainsaw more often, since scoring kills with it spawns a lot of ammo. It keeps you moving and you fundamentally have infinite ammo with that system in place.
My only real complaint about it so far is there are a lot more cutscenes, even if they are short ones. The 2016 game had very few cutscenes, and they rarely lasted more than a minute long. The ones here, to me, break that perfect flow that 2016 Doom maintained. It's just a nitpick.
But they still keep the spirit of you know what.
I personally like the cutscenes in the sense that they're offering a break from the action, which I'll say gets pretty goddamn hectic on higher difficulties. That and they're filled with dry Doom Slayer humor, which I can't get enough of.
I'm not too sure if I like the fact that every two weapons are sharing the same ammo pool, though. I get that it's there to promote chainsaw kills, but sometimes it's really difficult to find that one cannon fodder enemy that can be killed with one charge in a group of enemies that can't. Which will also leave you horribly exposed during that fraction of a second after the chainsaw kill.
That said, I think the enemy variety is a lot higher than Doom 2016, which constantly keeps me on my toes. I'm 9 hours in and still don't think I've encountered all the enemies in the game.
If there's one complaint I have is that some areas of the map can easily become crowded with enemies and create bottlenecks in tight spaces, which makes it difficult to maneuver. Especially for large enemies that really feel like they should be fought in areas twice as big.

















































