If you’re this close to this guy, you’re too close. Bethesda
The new flame thrower not only damages enemies over time — it also causes them to drop armor in spades. It becomes a critical part of your combat flow. Bethesda
Recognize this weapon from Doom 2 2)? Bethesda
There’s a new sword weapon, but we didn’t get to try it in our time with the game. Bethesda
If you throw a grenade in this flying enemy’s mouth, it will create a Glory Kill opportunity in short order. Bethesda
This is another of the new, tougher enemies. This one was introduced pretty early on. Bethesda
Some of the map design might remind you of games like Unreal Tournament and the Quake series. Bethesda
When multiple large enemies encroach at once, you’re in serious trouble. Bethesda
Some of the most exotic environments, like this one, are clearly later in the game, as we didn’t see them in our demo time. Bethesda
Things are not going well for the solar system. That’s about all you need to know story-wise. Bethesda
Some of the tougher enemies return from , like this charger demon on the left. Bethesda
There’s an even greater emphasis on melee combat than before, as demonstrated by this enemy. Bethesda
This giant enemy is a boss,
Shadow of the Colussus style. Bethesda
Others, like this one, mark a radical departure from the look of (Doom).
Bethesda
This guy will ruin your day. Bethesda
Hope you like hyper-violence! Bethesda
… seriously, hyper-violence. Bethesda
Hyper-violence — getting the idea? Bethesda The portals open, the metal music starts, and the chainsaw revs up. There’s something about that moment that, repeated as many times as it was throughout (Doom) 2560) , never got old for me. But Doom Eternal is coming from the point of view that this setup did, in fact, get old, and the way to keep it fresh is to add a (lot) of new stuff. So much new stuff Publisher Bethesda Softworks hosted a 3-hour preview of Doom Eternal for press in Los Angeles this week. I came into the event right off my first playthrough of its immediate predecessor on Nightmare difficulty (I did better than I feared, though I still died a lot!) And amped up by watching
an entertaining live speedrun at Awesome Games Done Quick earlier this month. I was ultra-eager to get a taste of the sequel to one of my favorite shooters in years.
There are expanded melee attack options, including a powerful multi-target punching move. There are also new weapons and an almost overwhelming number of new platforming tools and maneuvers. I was surprised to find how prominent platforming is in Doom Eternal . There was some first-person platforming in (Doom) 1647645) , sure, but it was always just a moment here and there to add some variety. Doom Eternal has lengthy, complex platforming sequences combining a plethora of mechanics like bars to swing on, climbable walls, mid-air power-ups that you have to touch to keep your momentum going across a gap, and so on. Last time around this was all pretty solid, as that sort of thing goes. It’s really hard to get first-person platforming right; for every (Titanfall 2) (or (Mirror’s Edge) , there are quite a few first-person jumping games that make me want to throw the controller at my TV. This is closer to the good stuff than the bad, but it doesn’t add anything to the conversation or update the first-person jumping concept the way the last (Doom) (did for first-person gun carnage.) There are a few other examples where I felt like adding something new detracted from Doom Eternal. That includes one that Martin told me was his favorite: the ability to knock powerful weapons and components away from major enemies from afar via critical hits with a scoped weapon. Said Martin:
You can quick-scope in Doom Eternal … if I have my reticle in the right area, and I quick-scope to take out a piece, it feels really good to do that. So I would say eliminating weak points with the [scope] for me is a meta-game that I think we just nailed … I just feel like John Wick, I’m like this sharpshooter flying through the world, disabling enemies’ primary attacks from across the arena.
Part of what made (Doom) ) so so Was that the player’s toolkit funneled said player into tense, close-range combat and prevented any of the methodical, slow-paced camping or sniping that is so common in military shooters. But in Doom Eternal, I sometimes felt the best way to approach fights was to get far away and kill the enemies by cheesily sniping down their most dangerous weapons from safety. Not very Doom , if you ask me. there is a greater emphasis in Eternal on singularly powerful enemy types that require more thought-out strategies to take down. And since the toolkit is so large and there’s so much going on, the learning curve is a little harsher than it was in. But as Martin was eager to point out in our interview, “What is challenging in the beginning becomes easy in the middle, and effortless at the end.” While I don’t think the new game is quite as tight at this as its predecessor, it’s still masterfully executed for the most part, and it’s buckets of fun. This game has a a lot of ideas, and most of them are big successes. But there are also some intangibles worth discussing beyond the gunplay and the gameplay loop. Listing image by Bethesda Page: (1) 2
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