Is the first Doom worth getting? It's 10 bucks on PS Store
Best non biased review I have seen so far.
I'm very conflicted over this game. On the one side, the presentation is phenomenal. They really hit it out of the park with the gun models, the environments and the music.
On the other side, they've taken everything that made Doom 2016 good and made it not that way. The UI is bright and crowded. The art style is cartoony and playful. But most importantly, the gameplay is way too complicated and bloated.
From all of the press you'd think that the combat is what makes the game enjoyable. However it feels completely unnatural to play.
So let's start with ammo. There are no ammo drops (or very little of them). The entire concept of scanning the level for ammo drops is gone. Instead, you're constantly without ammo until you use the chainsaw on an enemy. This would be fine if you could do it on many different enemies and if you didn't run out of fuel. But you're constantly running out of fuel, and certain enemies simply cannot get chainsawed (like arachnotron).
Then you've got the monster weaknesses. On paper this sounds great: certain monsters have weaknesses that you can exploit. In practice it's horrific. The cacodemon simply won't die without lobbing a grenade at its face. You can unload your entire machine gun or plasma rifle at it and it won't go down. And before you get to the argument of "well technically, you need to change your playstyle" imagine that you have to get a glorykill on the cacodemon every single time. And the glorykill animation is the same (pull the eyeballs or stabbing it through the eyeball).
To make matters worse you have to pick certain upgrades to enjoy the game properly. For instance, you're basically required to pick the machine gun precision aim upgrade in order to properly kill the revenant. Wait, you chose missiles? Well too bad! The revenant will now be a nightmare. You want to use the autoshotty? Too bad! You need to lob the guns off of the arachnotron.
There's also a lot of stuff that simply doesn't feel like a good addition to Doom. Why is there so much platforming? What are all of these collectables and upgrades? So much shit is thrown at the player at once that it's overwhelming. A good reference for a complex game that continues to introduce mechanics is God of War. You never feel like the game is throwing too much your way. Instead, it feels like the game is expanding. In Eternal it just feels like too much too quickly.
And lastly, the fucking story. I really will keep this brief, but really. What is even going on? How did the Doom Slayer get a fortress? Who is the Kahn Makyr? Who is this Ghost King and what is that orb you pick up? None of this makes any sense! It's been two hours and so much has been thrown my way that I'm ridiculously confused.
I'm really, really disappointed by this game. It plays nothing like Doom 2016. And while I'm all for innovation and improvement, this just feels like a massive departure from what makes Doom 2016 good. Doom 2016 is a simple, straightforward and concise shooter. Shooting the guns feels like a dream. Upgrades are slowly drip-fed and certain upgrades are never required to kill demons. The game looks gritty and realistic, not colorful and playful. And ultimately, the focus is on KILLING DEMONS.
I can't recommend this game. This is a hard pass for me.
I'm calling bullshit that he played Doom 2016 and you're just using this "review" as a justification to let us know how much you hate a game you've never played, Ut....
There's plenty of ammo drops on the ground, the issue is the amount you can carry until you get suit upgrades.
Monster weak points: IMO this is to just let you kill them faster but for the most part the TTK is about the same for most of the monsters as it was in Doom 2016 before they went to a staggered state. Maybe a LITTLE slower, but it's definitely not noticeable. If anything the weak points just help with some ammo conservation. He also mentions it re-uses the same glory kill without mentioning they are infact positional depending on how you approach the monster.
And on Ammo: the limited resources let the chainsaw be useful and part of the game. In 2016 it was hardly used. You had the pistol with infinite ammo but was weak, but rarely ran out of ammo to need it when it mattered.
Platforming: This may be the only opinion/part of that review that i consider valid. There's a LOT of it, even for the base game. But I don't personally mind it. Different strokes/different folks
Collectables: Again I ask did he not play the first one? Codex entries, doomguy figurines, upgrade tokens, etc. All the same. How is this any different from Doom 2016 to count as a negative point for him?
UI: Not seeing his point again. I don't see anything cartoony, it may just be simplified and not to his liking. BFD? The part I'd maybe agree with is the constant tutorial popups in the game when you get something new. "Oh, new flamethrower shoulder attachment? Lets put you in a training sim to burn demons that dont move"
Weapon upgrades: Reviewer is a dumbshit acting like you are limited on weapon upgrade choices. You can swap between the sticky launcher/machine gun shotgun attachments on the fly. The game literally lets you get all of these to swap depending on the situation. It's not fucking you unless he blatantly overlooked the freebie upgrade bots. (I've actually seen a streamer do this, so reviewer may be equally retarded)
If anything I feel the reviewer played the very first level and only reviewed his experience based on that instead of everything unlocked from the word go in some press release demo.
AMEN. Unfortunately, I can't get a refund because I'm past two hours. I had hoped it would get better, but the arcade UI and the coathanger abortion of an RPG, FPS and arcade game ID has created really has me scratching my head. Gameplay is too complicated and does not flow.
i 100% agree with this review. This isn't doom. This is like if someone described doom to someone else, occasionally forgetting a few things. and that other person made it.
first impressions are everything. I'm not going to continue playing the game if this is what it plays like. Play the game and then come back to this review. There is no way I can handle another 16 hours of this kind of gameplay. It's horrendous.
Awesome review..I couldn't agree with you more Spaghet. You don't have to finish this game Bloomin Onion to know it sucks..trust me...this is an alright game, but a crappy Doom game. He nailed everything wrong with this game to the T. I could not have said it better myself.
you are right on the money. just made a similar comment, as im six hours in and i keep looking at my map with no idea whats going on, am constantly running away and hiding becuase i have no fuel and no ammo because i wasted it all on a mancubus, and tbh the only part ive enjoyed was the boss fights, as everything else feels like they left it to an intern to figure out the design
Amazing review, all of my feelings on the game put perfectly. I could have stomached the annoying new combat loop if at least the story picked up where the last one left off, but honestly this feels like there is an entire fucking game between the previous one and this. the way it just drops you the fuck in with no god damned idea what anything is, I thought they were going to pull a "six months earlier" thing part way through, but no, you just get to enjoy part 3 of a story with no part 2. Actually, it's probably more acurate to say part 3.2 since it seems this game starts you five minutes before getting mcguffin 1 of 3 without any explination of how you got there or what the mcguffin even is, making it feel like you missed an intro somwhere..
Fair enough on your opinion: Rebuttal from others.
this is a clear #coronapurchase for me.
I've only played the first 3 missions. But something about doom 2016 felt more badass. The opening of 2016 was done so well. You could almost feel that visceral crunch of smashing that zombies head at the beginning. Then throwing the console away like trash when the first NPC tries to give you dialogue seemed to be reversing the missteps of the past like doom3. The glory kills were better like ripping demons in half with your bare hands. Now you just slice them with a sword but it's nothing that hasn't been done 100 times by other games with dismemberment. The cacodemon glory kills in particular seem downright cartoonie in eternal, a huge letdown from what they were in doom 2016.
I'm not a fan of the new parkour between fight arenas. It feels like how doom 3 lost its "doominess" by adding slow combat and lore spam to be like other jumpscare FPS at the time. The parkour seems to slow up the fun of blasting demons in the face. The parkour doesnt give enough in combat to do anything in the arena fights beyond the same dash and use of portals/jump pads, but I haven't unlocked the grapple I saw in the trailers so maybe that will change how it feels. And there is a ton more lore and dialogue. The wall latch feels tacked on last minute. The doomguy snaps to walls from too far and instantly to feel connected with the rest of the world or game environment. We went from 3-4 unlockables in each of the first few missions in DOom 2016, to up to 10-15 per mission in Eternal (This is too fast). I'd hate to see what later missions are like, maybe trying to find 30 unlockables each map. I am afraid I'll end up spending half my gametime looking up youtube videos or just rotating the in game map to make sure no stone is left unturned.
I still remember so many parts of 2016 even though I haven't played it in years for the new combat feeling it gave. Doom Eternals AI is more aggressive, but then extra crap between those fights that just doesn't hold up the 2016 standard. They tried to add a lot of new stuff trying to continue to raise the bar of FPS's but I think they went a little too far in the wodl building and it makes the combat feel too distant.
I'd still recommend this game. Its fun when the game finally puts you in a big arena. Most arena's in the first few levels are too tiny so far, but I can see it getting bigger and better as the game progresses similar to 2016. It's better than most FPS's in the market, but Doom 2016 and Darkness 2 are higher tier. I'd put Doom Eternal around the level of Rage 2 and borderlands 3. Each having things they do well that the other does poorly
Trust that "review" as much as you would trust someone that only played to level 5 in EverQuest and then tried to give a fully-fledged opinion of the game. They just come off as clueless.Best non biased review I have seen so far.
I'm very conflicted over this game. On the one side, the presentation is phenomenal. They really hit it out of the park with the gun models, the environments and the music.
On the other side, they've taken everything that made Doom 2016 good and made it not that way. The UI is bright and crowded. The art style is cartoony and playful. But most importantly, the gameplay is way too complicated and bloated.
From all of the press you'd think that the combat is what makes the game enjoyable. However it feels completely unnatural to play.
So let's start with ammo. There are no ammo drops (or very little of them). The entire concept of scanning the level for ammo drops is gone. Instead, you're constantly without ammo until you use the chainsaw on an enemy. This would be fine if you could do it on many different enemies and if you didn't run out of fuel. But you're constantly running out of fuel, and certain enemies simply cannot get chainsawed (like arachnotron).
Then you've got the monster weaknesses. On paper this sounds great: certain monsters have weaknesses that you can exploit. In practice it's horrific. The cacodemon simply won't die without lobbing a grenade at its face. You can unload your entire machine gun or plasma rifle at it and it won't go down. And before you get to the argument of "well technically, you need to change your playstyle" imagine that you have to get a glorykill on the cacodemon every single time. And the glorykill animation is the same (pull the eyeballs or stabbing it through the eyeball).
To make matters worse you have to pick certain upgrades to enjoy the game properly. For instance, you're basically required to pick the machine gun precision aim upgrade in order to properly kill the revenant. Wait, you chose missiles? Well too bad! The revenant will now be a nightmare. You want to use the autoshotty? Too bad! You need to lob the guns off of the arachnotron.
There's also a lot of stuff that simply doesn't feel like a good addition to Doom. Why is there so much platforming? What are all of these collectables and upgrades? So much shit is thrown at the player at once that it's overwhelming. A good reference for a complex game that continues to introduce mechanics is God of War. You never feel like the game is throwing too much your way. Instead, it feels like the game is expanding. In Eternal it just feels like too much too quickly.
And lastly, the fucking story. I really will keep this brief, but really. What is even going on? How did the Doom Slayer get a fortress? Who is the Kahn Makyr? Who is this Ghost King and what is that orb you pick up? None of this makes any sense! It's been two hours and so much has been thrown my way that I'm ridiculously confused.
I'm really, really disappointed by this game. It plays nothing like Doom 2016. And while I'm all for innovation and improvement, this just feels like a massive departure from what makes Doom 2016 good. Doom 2016 is a simple, straightforward and concise shooter. Shooting the guns feels like a dream. Upgrades are slowly drip-fed and certain upgrades are never required to kill demons. The game looks gritty and realistic, not colorful and playful. And ultimately, the focus is on KILLING DEMONS.
I can't recommend this game. This is a hard pass for me.