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#179
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Eternal Doom



I really enjoyed Doom 2016 when I played it. It was brutal, stylish, dynamic, didn't get boring, and for almost the entire game, it offered some kind of progression, due to the large number of upgrades for weapons and the character; besides that, it was memorable for its good level design, especially for modern shooters, which are all corridor-like and rail-based; fortunately, the level design here was close to the original Dooms – a large map that you gradually explore. There was also a codex where you could read cool information about monsters, weapons, and various details. Overall, at that time, it was an attempt to make a brutal, old-school shooter, but incorporating all the best things that had been invented in modern shooters over the past couple of decades.

Doom Eternal initially seemed almost perfect to me – even more upgrades and collectibles, a hub, stylish levels, excellent graphics, and an awesome soundtrack. A couple of minor issues were that the progression was too slow at the beginning – for the first few levels, you run around with 2-3 weapons without upgrades for ammo capacity, you constantly run out of ammo, and you jump around like a monkey from enemy to enemy, spamming the chainsaw; also, the levels seemed too long to me.
By the middle, I realized that half of the levels were mystical ruins, temples of ancient civilizations, and hell, which made me want to puke; for Doom, I prefer cities or industrial bases.
I started on nightmare difficulty (4/4), and closer to the middle, I switched to the third difficulty because they started locking me in small arenas with a bunch of enemies that blocked my attacks and random explosions; I ran the last few levels on the easiest difficulty. Why? Because in the second half of the game, there's a boss that you kill, and subsequently, he spawns as a regular enemy from time to time. This mini-boss is supposed to be killed by catching him on his charge attacks; otherwise, he circles around you, putting up a shield. Sometimes his AI glitches, and he circles around, spams the shield/shoots at you endlessly, and you just can't attack him. Also, he has a lot of health, and zombies constantly spawn around him, which bother you (you're supposed to kill them for ammo when you run out). In general, this enemy completely breaks the fast-paced, dynamic gameplay of shooting and moving around aimlessly. He just comes out, and you have to kill him, spending several minutes on these dances with one mob, the meaning of which is not in shooting skill, movement, and assessing the situation, but in randomness – whether he will be vulnerable or not, and in testing your patience. I don't understand why they made him a regular enemy. They played with the mechanics once, let you kill him as a boss, and that's enough; they didn't need to make you get stuck in them like in a swamp. In general, I got annoyed and decided to speedrun it, especially since there are other games I can play right now.

Overall, the first impression was 86-88, but in the second half, it started to get repetitive, plus the problems described became noticeable. And the levels turned out to be quite linear-corridor-like, despite their apparent openness, which is a minus. Also, if you are bothered by excessive dynamics: jumping around like a monkey from enemy to enemy, switching between weapons and upgrades, using additional abilities, hitting enemies at weak points, moving horizontally and vertically around multi-level arenas while destroying waves of enemies, then the gameplay may overwhelm you at higher difficulties. In my opinion, the direction was very correct, but they went a little too far; sometimes, the frantic running around can be tiring.
My sword, my trusted ally, unphased by my aspect.