DOOM

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Platforming puzzles outside of dedicated platformers or sometimes games with parkour elements usually suck. Sometimes if they're an alternative way to get somewhere or they hide secrets (like in Doom 2016) they can be okay.

Also of the many things outside the combat that got a little worse, one thing that amused me still was the Doom guy's body language whenever he's dealing with other people. When he stares down a UAC guard with malevolent ultra-alpha-male posturing I chuckled.
 
Just finished the game.

The game really starts to pick up after what it calls the point of no return, because by then it feels as though everything is starting to kick into overdrive. It feels like something is finally happening, which is honestly a problem with most of the game. The final part has urgency where most of the game feels a bit lacking in the tension department. And in the gameplay department, these final areas are without a doubt the best fights in the game. They're tough, but by this point you have the tools to actually fight everything so it feels like a legit challenge. It's fantastic stuff.

The final bosses are also insane. The Khan Makyr boss not so much but it is a visually interesting fight. The Icon of Sin on the other hand is just pure chaos. It's like if they took the initial concept of the boss and cranked that shit up to 11. You got monsters spawning everywhere while the Icon is launching massive attacks while you try and deal damage to him. It's pretty overwhelming actually, and I can't imagine how difficult it's gonna be on UV or Nightmare. I feel sorry for the poor bastards doing Ultra-Nightmare. I always felt the Spider Mastermind was a bit too lacking in either spectacle or excitement. The Icon is seriously one of the most intense boss fights I've ever come across. It's kinda emblematic of the whole game actually.

I really didn't care for the ending though. After you beat the Icon, the Slayer just walks off while narration says his fight is "eternal." And...that's it. There's no denoument following what's possibly one of the most intense boss battles in recent memory. It feels empty. Doom 2016's ending was brief, but was loaded with intrigue like the Slayer getting banished and Hayden revealing the true nature of the Crucible. There's not really anything like that here and it feels like something is missing.

Speaking of Hayden, I was confused by his role in the story. After spending the entirety of 2016 defending the UAC's use of Argent Energy, now he's totally gung-ho about destroying it. Maybe I missed a codex entry somewhere, but it's a complete 180 for his established character and I was waiting for some sort of explanation as to why he's suddenly turned from an ardent Argent supporter to the one leading the resistance against the demons and helping the Slayer stop its production. If it's in a codex entry (and it very well could be since the reveal that VEGA might be the Father is only really speculated if you bothered to read the codex entry), then I wish the game took more time to show that within the story itself.

On the whole I enjoyed Eternal. From a story perspective, I'd say 2016 had the better story since it's tighter and you didn't necessarily need to read the codex to get an idea of what's going on. Eternal takes some time to find its footing I feel, but once it does its firefights match and in some cases exceed that of 2016's. At the same time I get the feeling Eternal's gonna be a bit controversial given the discussion in this thread, but it's still a worthy successor to Doom 2016 in my opinion and a giant love letter to id fans in general.
 
Just finished the game.

The game really starts to pick up after what it calls the point of no return, because by then it feels as though everything is starting to kick into overdrive. It feels like something is finally happening, which is honestly a problem with most of the game. The final part has urgency where most of the game feels a bit lacking in the tension department. And in the gameplay department, these final areas are without a doubt the best fights in the game. They're tough, but by this point you have the tools to actually fight everything so it feels like a legit challenge. It's fantastic stuff.

The final bosses are also insane. The Khan Makyr boss not so much but it is a visually interesting fight. The Icon of Sin on the other hand is just pure chaos. It's like if they took the initial concept of the boss and cranked that shit up to 11. You got monsters spawning everywhere while the Icon is launching massive attacks while you try and deal damage to him. It's pretty overwhelming actually, and I can't imagine how difficult it's gonna be on UV or Nightmare. I feel sorry for the poor bastards doing Ultra-Nightmare. I always felt the Spider Mastermind was a bit too lacking in either spectacle or excitement. The Icon is seriously one of the most intense boss fights I've ever come across. It's kinda emblematic of the whole game actually.

I really didn't care for the ending though. After you beat the Icon, the Slayer just walks off while narration says his fight is "eternal." And...that's it. There's no denoument following what's possibly one of the most intense boss battles in recent memory. It feels empty. Doom 2016's ending was brief, but was loaded with intrigue like the Slayer getting banished and Hayden revealing the true nature of the Crucible. There's not really anything like that here and it feels like something is missing.

Speaking of Hayden, I was confused by his role in the story. After spending the entirety of 2016 defending the UAC's use of Argent Energy, now he's totally gung-ho about destroying it. Maybe I missed a codex entry somewhere, but it's a complete 180 for his established character and I was waiting for some sort of explanation as to why he's suddenly turned from an ardent Argent supporter to the one leading the resistance against the demons and helping the Slayer stop its production. If it's in a codex entry (and it very well could be since the reveal that VEGA might be the Father is only really speculated if you bothered to read the codex entry), then I wish the game took more time to show that within the story itself.

On the whole I enjoyed Eternal. From a story perspective, I'd say 2016 had the better story since it's tighter and you didn't necessarily need to read the codex to get an idea of what's going on. Eternal takes some time to find its footing I feel, but once it does its firefights match and in some cases exceed that of 2016's. At the same time I get the feeling Eternal's gonna be a bit controversial given the discussion in this thread, but it's still a worthy successor to Doom 2016 in my opinion and a giant love letter to id fans in general.
My understanding is that Hayden is somehow related to the Seraphim that gave Doomguy superpowers. The guy in the cutscene at the end of the Arc Tower quest says his brain is alien tech and Vega says the fortress is programmed like his body, he has basically no way of knowing the shit he knows about argent energy or how to get to the third hell priest, the Makyr’s name is apparently Samul, and I’m pretty sure Daren de Paul is voicing the guy while echoing something Sam said in the last game.
 
I am pleased to report that the Marauder's shield is not omnipresent enough to block out explosive splash damage. How do I know this? It's because the boss fight at the ARC control center had me desperately expending ammo into everything but the jerk in question, mainly the ghost dog that always survives just long to take a chunk off my thigh, and further compounded by whoever's sick idea it was to give him a shield bash maneuver. That's just plain discourteous. By the time I have just enough milliseconds to point the gun back the Marauder, I'm all out of bullets and I'm left holding the rocket launcher. Much to my surprise, clearing more enemies around him with explosive rounds eventually sent his body flying into the ceiling and vanishing without a trace. Sadly, that also meant I couldn't give the bastard a proper Glory Kill...
 
My understanding is that Hayden is somehow related to the Seraphim that gave Doomguy superpowers. The guy in the cutscene at the end of the Arc Tower quest says his brain is alien tech and Vega says the fortress is programmed like his body, he has basically no way of knowing the shit he knows about argent energy or how to get to the third hell priest, the Makyr’s name is apparently Samul, and I’m pretty sure Daren de Paul is voicing the guy while echoing something Sam said in the last game.
I caught that the Seraphim said the same lines to the Slayer as when Hayden offered him the Argent. I didn't catch that the Makyr's name was also Samul. It's interesting but it's all so strange given Hayden's previously antagonistic role.
 
For classic Doom II used to play all out war 2 all the time. What a great mutliplayer mod. But Total Chaos is by far the best total conversion out there.
 
You couldn't even jump in Doom/Doom2.
I never played 2016 but I like this one. It's hard as shit but I'm enjoying those fights where you have to kill everything in the area before you can progress. I'm not getting sick of it when I have to restart a fight because I have so much fun shooting stuff.
Get 2016. It's actually the better one. More focused.
 
You couldn't even jump in Doom/Doom2.
I never played 2016 but I like this one. It's hard as shit but I'm enjoying those fights where you have to kill everything in the area before you can progress. I'm not getting sick of it when I have to restart a fight because I have so much fun shooting stuff.

Once again, platforming was a thing in Doom 64. So there is precedence.

I don't mind it in Eternal.
 
I actually like the platforming in Eternal. It feels like an evolution of the stuff we saw in 2016. People forget, but there was a lot of platforming in that one. Levels like the Argent Tower, the Kadingir Sanctum, and the BFG Division had a lot of jumping over instant-death pits but it was simplistic at best, and the death pits made it annoying (especially that one segment in BFG Division if you're trying to get the classic map). I like that they added more to it in Eternal. If there's gonna be platforming, I'd like there to be some meat on its bones and Eternal certainly adds enough to where it's more engaging. The fact you don't instantly die if you fall is also a nice bonus.
 

For me, this one track is the embodiment of the Doom series. It helps that. I couldn't get Doom 2 to work and could only access this midi file. I didn't get Doom 2 to work until we upgraded to Win 98.
 
I kinda wish they'd have used the grappling hook in the super shotgun for platforming. As it is it's not really bad besides a single place in the penultimate level. The game had a lot of places where I went "where the fuck do I go", it could have definitely could have used better map layout to attract your eye into places to progress.
Also the Makyr enemies are pretty sweet since headshotting them is really easy. I wish the runes wouldn't been so shit except the time slow and second wind (both can be annoying when they trigger when you don't want to).
 
Are there any postgame uses for tokens and batteries? I’ve unlocked all the suit abilities and opened every door in the hub and I’m only one what I think is the 2nd to last level besides the Icon of Sin.
 
Are there any postgame uses for tokens and batteries? I’ve unlocked all the suit abilities and opened every door in the hub and I’m only one what I think is the 2nd to last level besides the Icon of Sin.
not really, you have more batteries then there are doors to unlock, im wondering if theres a way to get more mastery tokens.
 
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