Doom Eternal

Is this one going to be story driven, like Doom 3? Really would like that.
Given how 2016 was praised for not letting the story get in the way of the action I doubt Eternal is going to be story driven.

From what the reviewers are saying it does however sound like it has more story/lore elements exposed during normal playthrough than 2016 did, rather that confining most to the lore section of the ingame menu.

Sounds like a great balance to me.
 
I've cleared the 1st level/stage or whatever its called (doomsday, hell on earth)

Initial impression: It's even better than D2016.

The music o_Oo_Oo_Oo_Oo_Oo_Oo_O
 
I don't mind the parkouring, it's not near as annoying as in Jedi Knight FO/that one part in DS1. The amount of detail is excellent, it makes me want to buy the artbook even more. I'm glad they've done away with "demonic level at x%", which was rather silly.

Gunplay, well movement is not so bad, but it is clearly it is not old school q3a. Some of the encounters feel like "hey you should doge long range, but we'll put you in a small box with 2x of them" or a meathouse production of sorts.

Exploration is rewarded, but it is rather simple at times. For the UI I've turned off all the hand holding e.g. go here, now go here or there is your goal. It's better than a 'facebook' doom simulator. I can't say ammo or pickups is a problem once you manage the way of the piñata or apply I'll skin your face raw :laugh:

Not too sure about the doom slayers floating superhero-watch-earth-from-space, but I suppose its tool to progress vanity/collectibles.

If I could change something, I would tone down in the zomg color immersion and size of things that clearly doesn't need to be so big (e.g. coins/shoot here).
 
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