DOOM Eternal weekend deal! Offer ends 12 May A$74.96 (25% off)
[PC] DOOM Eternal $74.96 (25% off) @ Steam
Last edited 08/05/2020 - 19:11 by 1 other user
Related Stores
closed Comments
It's okay. They're demons.
Good Christian game
They prefer the term, "mortally-challenged".
What would Jesus do?
Any chance of abbreviating the title any more?
Nice! If you're OK with Bethesda can be had for 55 bucks
https://www.cdkeys.com/pc/games/doom-eternal-pc-aus-nz?utm_c…I don't need to even open the launcher, just made a shortcut to the exe and it loads.
quite nice as I hate the launcher for being soooo sluggishCool tip. Thanks.
Just the tip?
this might get the most negs but i really don't like eternal compared to 2016… eternal is still a good game, but i missed 2016…
I agree. Eternal is a horrid platform jumper. The shooty bits are fun but most of it is platforming.
There are 3 or 4 platforming sections in what is a 20 hour campaign.
Quit repeating some Reddit whining from people who never got past the second level and expected the exact same game re-released 4 years later after the original.Well i dont read reddit, its my opinion, and you're right i didnt get past the 2nd level, because I didnt like the platforming. I dont like platform games because I am not good at them.
I thought I liked 2016 better but it's unplayable for me now after Eternal.
2016 Doom introduced a gameplay style we have not experienced before. That’s why you have better memories of it.
If you played Eternal first, 2016 Doom won’t feel as greatNew? Shooty focused..it's been done before, but that was the best iteration of it by far.
I think most single-player FPS turned into cover-shooters. DOOM 2016 was refreshing because of its fast paced shooting, more common in older FPS (like Quake and Unreal)
@FireRunner: Yep. Exactly. Although doom was more 'arena' like. Rooms were locked and you had to kill everything to go further. Which I think only really came in with painkiller. At the time of painkiller I thought it was a huge limitation. Didn't mind it in doom.
No, they just introduced Doom to kids
I really struggled to enjoy it for the first three levels. After that I got into the new rhythm and it’s been a lot more enjoyable since. Definitely feel it has a different pace to it but and resource management seems more important than I remember in Doom 2016, especially in regard to ammo.
Still aspects I enjoy from 2016 more, particularly the tone of the game and the story.
Did you actually finish it to completion?
A lot of very vocal reviewers complained right after launch how it didn't feel the same (no sh*t, it's a sequel with vastly expanded gameplay mechanics and abilities along with much, much higher enemy counts) and how they found the larger arena battles and new enemy types too difficult, without bothering to give the game a chance past the first three levels, which are honestly just glorified tutorials for you to familiarise yourself with the incredible amount of mechanics and resources you have to manage on-the-fly during combat.
Once you actually find your groove and become proficient in the new weapons, abilities and tactics available to you, the combat becomes such an in-your-face, over-the-top, balls-to-the-wall extravaganza that Doom 2016 seems rather boring and limited by comparison.
The one aspect I like the most about Doom Eternal is how mentally-taxing it is in the best way possible. The combat in the more difficult battle arenas was described somewhere as being akin to "trying to keep a dozen plates spinning while an enraged demon is charging right at you" and that pretty much sums it up.
You have a huge arsenal of hammers for very specific nails, and switching to them on the fly for mid-air trick shots whilst dodging insta-killing enemies on the higher difficulty levels takes a toll on your concentration and mental clarity like few other games do. The later combat arenas in the campaign (especially the "Slayer Gates") are absolutely exhausting to play through more than once on Ultra-Violence/Nightmare and then you factor in all of the challenges to unlock that require many specific actions to be completed mid-combat and the weapon mastery perks, and it approaches the level of a hand-eye-memory coordination test.
The rate of tactical decision-making expected of the player coupled with the huge toolkit available to you that has to be effectively memorised and constantly evaluated for its suitability to particular enemy encounters, makes most players simply forget how to play this game properly because they just want to YOLO their way through it and vastly overestimate their skill in old-school, twitch shooters.
Going back into Doom 2016 after Eternal and not being able to do double dashes everywhere whilst double-jumping, not being able to meat hook yourself to enemies, not being able to target individual enemy weakpoints for faster kills, not being able to blood punch, not being able to harvest ammo/health/armor on demand with special attacks and having to respawn from checkpoints saved minutes ago instead of just instantly respawning where you died when you have extra lives makes it feel so much slower-paced and more grindy (which is saying something given that Doom 2016 plays at light-speed compared to your average, heavily-scripted cinematic FPS).
I'll commend you for being a committed player - I'm glad you enjoyed it, but I also agree that I prefer Doom 2016 instead.
Primarily? I came to twitch-shoot, NOT to think. I do appreciate that's what the devs were aiming for, and they nailed that goal - I just don't enjoy the "management-stress" as compared to the "reflex-stress". Everything you've said is completely accurate, but that's not what I want.
Other niggles:
- Story: I wanted to know the bit how the Doomslayer got back to earth, ever since the ending of the last one. Never explained.
- Lore: they REALLY fleshed out the history. Except for anything relating to the human side, or the UAC. I wanted to see Hayden (or anyone) as an active character with motives.
- Humour: they wrote the story too serious, and it lacked the subversive attitude of the first one. They went for gags instead, and I didn't think it worked as well.
Primarily? I came to twitch-shoot, NOT to think. I do appreciate that's what the devs were aiming for, and they nailed that goal - I just don't enjoy the "management-stress" as compared to the "reflex-stress". Everything you've said is completely accurate, but that's not what I want.
On the contrary, I think that makes the pay off far greater and all the more bitter-sweet when you do up end overwhelming the demons, instead of feeling overwhelmed.
There's a point at which your actions are based more on instinct than conscious decision-making, after enough familiarity (especially your movement), where you're focused on playing as if you're watching a speedrun or a an insane playthrough compilation, that's more about chaining together a series of aesthetically-pleasing kills than it is about soundly beating the game.
There is a learning curve and there is minimum skill ceiling you have to get past to feel omnipotent and boy do a lot of millenials who were too young for UT99/Quake Arena/Tribes completely lack that edge, but once you manage to find it, the messianic power trip that the game lavishes upon the player after laying waste to +100 demons in a single arena without dying, feels utterly intoxicating.
I'm by no means some seasoned twitch-gamer who can rack up ridiculously lopsided K/D ratios in multiplayer FPSs and even I had little trouble getting through Doom Eternal on Ultra-Violence. It's a sufficient challenge, but never unfair; it's just lacking in singleplayer FPS to such a degree that people feel compelled to complain about things like the Marauder "being too hard to kill" when it's a simple matter of timing and positioning. Or having to do those brief wall-jumping interludes. Nothing proves that gaming has become such a dumbed-down medium targeted to the lowest common denominator more than people complaining about having to manoeuvre in anything other than a straight line.
I honestly think the naysayer camp just did not have the attention span or patience to give the game a chance, which is amazing to me that someone could play a game like Doom Eternal and find themselves getting bored or impatient with the gameplay, which still has an insane amount of difficulty concessions and hand-holding built into it to give you every possible advantage to succeed.
Story: I wanted to know the bit how the Doomslayer got back to earth, ever since the ending of the last one. Never explained.
I'll agree with you on that, the story was the most unwelcome departure from Doom 2016 and I much preferred the previous game's less-is-more, silent protagonist approach that left more of the back story untold and up to the player and the community to imagine for themselves and wonder what connected the story in the original titles and the events in the newer games.
The new lore they've come up with in Doom Eternal just comes off as a clichéd and very Biblical morality tale about good and evil that somehow feels even more silly than the premise of Doomguy going on an eternal rampage because someone killed his pet bunny.
they wrote the story too serious,
Agreed. The cartoonishly bad story takes itself way too seriously and yet somehow in Doom 2016, despite less time being invested in character development or world-building, it felt more convincing, mature and sinister. I was convinced Samuel Hayden was an agent of Hell for the longest time in Doom 2016, whereas every character in Doom Eternal is a blatantly obvious, two-dimensional hero/villain archetype. I really felt the UAC's Advanced Research Complex and Lazarus labs in Doom 2016 and the Titan's Realm/Necropolis in Hell were as close as the series has come to nailing a convincingly dark and nightmarish feel, with the exception of Doom 3's Hell levels.
As above I like it, but I think you've also explained many of the reasons why people may not enjoy the game. For many games being 'mentally-taxing' and tiring is a big negative. For others the "huge arsenal of hammers for very specific nails" describes game systems that limit choice and funnel players into a particular game style that the devs want rather than encouraging experimentation and freedom. One of the big complaints from detractors is that the enemies weakness system forces players to use specific guns on particular enemies, and in a sense punishes them for using something else. Most FPS will let you ignore a weapon or two if you don't like them. I think there's a valid argument to be made that the mix of glory kills, blood punch, flame attack to replenish supplies, and 2/3 of those having cool downs, can come off as bloated and hard to track given the games pace and number of UI elements tracking those abilities.
It's pretty clear with this title that the reasons some players love it happen to be the same reason others dislike it.
I do suggest anyone that plays it sticks with it until the fourth or fifth level, and also make sure to pay close attention to any tutorials the game throws at you as the hints are generally quite essential.
For many games being 'mentally-taxing' and tiring is a big negative.
More of a genuine rush and emotional reaction is what I was inferring. Sure, having to concentrate in that manner can become tiring, but there's something to be said for a game that makes your dopamine levels peak and trough; it's a compulsive feeling that feeds into your desire to better yourself at the game.
For others the "huge arsenal of hammers for very specific nails" describes game systems that limit choice and funnel players into a particular game style that the devs want rather than encouraging experimentation and freedom.
Every weapon in Doom Eternal gets a workout.
What was particularly clear to me from watching a huge amount of Doom 2016 speedruns and playthroughs is how myopic the arsenal choices became the further into the campaign you progressed. It was literally Super Shotgun + Rocket Launcher + Gauss Cannon, plus their associated weapon mods doing all of the slaying past the half-way point.
One of the big complaints from detractors is that the enemies weakness system forces players to use specific guns on particular enemies, and in a sense punishes them for using something else.
I'd say that's a welcome change compared to the Super Shotgun being used 70% of the time in Doom 2016.
the mix of glory kills, blood punch, flame attack to replenish supplies, and 2/3 of those having cool downs, can come off as bloated and hard to track given the games pace and number of UI elements tracking those abilities.
As opposed to blasting enemies in the face for the umpteenth time with the same gun and then watching the same glory kill animations over and over again?
Doom Eternal had to go in the direction it did; there is only one way for this entire franchise to evolve in and that is to become bigger and bolder. Anything less is just going to come off as a massive re-tread of very familiar and stale territory.
There is no way for any subsequent Doom game in this new twitch-era of the franchise to have the same impact that Doom 2016 did, despite their technical brilliance and new innovations, because that novelty spell has been broken.
I think people are getting way too hung up on nostalgia while failing to realise that you can't release the exact same title after 4 years of development, it would be even more criticised by detractors than this divergent and experimental sequel was.
@Miami Mall Alien: I don’t think anyone’s asking for the exact same game. Some people just don’t like the direction this one went in and/or prefer Doom 2016. I reject the argument they couldn’t have gone in other directions, particularly with the combat flow and platforming segments. Game design is a creative field and there’s usually many directions a product could go if the developer wants.
You’ve said they aren’t the same, so surely it follows some will prefer the other one. Some people prefer slower paced titles.
Game design is a creative field and there’s usually many directions a product could go if the developer wants.
I think you're vastly overestimating the potential of a game franchise that has pretty much backed itself into a corner since day one.
The formula has always been brain-dead simple:
Story? Zip.
Characters? Irrelevant.
Environments? Chaotic.
Enemies? Numerous.
Weapons? Simple.
Music? Groovy.
Game play? Fast.
Fun? Yes.That's pretty much the first two games and the most recent two games summed up. Given the entire point of Doom 2016/Doom Eternal being a return to the series' roots, I don't see how dabbling in anything that hasn't been seen in the series before could coexist with a "purist" focus on 90s-era, fast-paced action.
We've already seen that their attempts at world-building and character development are largely forgettable and very predictable. I certainly found the story in Doom Eternal to be worse than Doom 2016, which I quite liked for its minimalism and deliberately vague clues.
What's left to improve on is:
- The environments, which they certainly have as Doom 2016's level design feels positively claustrophobic compared to Eternal's epic multi-story, sprawling arenas like those in the Super Gore Nest, plus the addition of new locales with more varied architecture and colour palettes that go beyond the standard Doom rotation of UAC facilities, Martian rock and Hell.
- The enemies, which went in the obvious direction of adding in all of the iconic adversaries from Doom 2 plus a couple of new ones that have some basis in the new lore.
- The weapons, which are still mostly the same but with some interesting new mods and mastery perks.
- The game play, with the Doom Slayer's new abilities, weapons and tactics being a considerably more well-rounded approach to dealing with the rock-paper-scissors counter-style game play.
- The expansion of the levelling, stat-wh*ring, collecting/unlocking customisation options, player ranking and dynamic online features to give it more replayability, which is somewhat nice but still fairly redundant for all but the most hardcore fans.
The series has definitely peaked with this style of gameplay and I don't really see why people would complain that Doom Eternal has more to do than Doom 2016, since if they simplified or streamlined the gameplay or kept it identical, you would be seeing complaints in favour of more differentiation between the two games not less.
Fans are just being fickle. A good sequel in the gaming industry, especially for the FPS genre, is a vanishingly rare thing and a Triple-A studio that can actually pull off a universally-acclaimed sequel that mostly improves upon its predecessor, is worthy of commendation. People are talking about Doom Eternal like it's the difference between Prey 2006 and Prey 2017; the differences are nowhere near as exaggerated as they're made out to be.
Dammit, only just bought this last weekend. First game I've payed full price for in over 10 years. Knew I should have waited haha :(
Prediction: Going to be $20 in the near future..
Happy to wait for $25.
Epic game with another epic soundtrack from Mick Gordon.
The sh*tshow resulting from the soundtrack's poor release and sub-par mixing that led to Mick and id Software parting ways is going to cast a huge cloud over the future of this franchise though. The re-imagined Doom franchise is as much about the aesthetics and presentation as it is the gameplay and without Mick Gordon's industrial-synth-chainsaw-metal I just can't see future instalments having the same impact.
Tip: try playing with the music off next game
Got quiet far without dying in Doom 2016. Doom Enternal is crazily difficult. Died about about 20 times in the second level.. Keeps running out of ammos.
Keeps running out of ammos.
It happens but becomes less of a problem the further you get into the campaign. You need to chainsaw enemies more often and prioritise your Sentinel Crystal upgrades to increase your ammo capacity for the first few upgrades.
Seems very violent…