DOOM

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or ultrakill, the dude doesn't understand games fundamentally.
I stopped following him after his dog shit review of Arkham Knight, which is not only contradictory of what he mentioned before about challenging oneself, but had the nerves to call the game out after not finishing the game.
Fucking WOW. Calling Arkham Knight, Batman porn. Playing Ultrakill and thinking the devs should change their vision to make it more appealing to him and the entire Elden Ring stream. He should just stop making videos because he's fucking awful.
 
Man, hearing so many people give praise to Doom The Dark Ages makes me feel like I'm in an insane asylum.
Whenever a (nu)Doom fan gets uppity with me these days, I just remind them that Doom now has turret sections and and marvel cutscenes nobody gives a shit about. Boy, I haven't heard this much hollering in a long time!
 
Doom: The Dark Ages, is a very okay game, it's plot is crap and added more lore/backstory to a series that needs minimal plot that shouldn't go too far beyond "we've accidentally opened a portal to Hell", the movement is somewhat clunky and much slower, the shield and parry gimmick is fun but doesn't seem to be complete with a finicky lock-on, missing UI icon for shield cooldowns, enemies that are bullet-spongy because they're based around shield use, not to mention that you can parry perfectly and still get damaged. Many of the guns see less game-time partly because a few are quite situation specific but mostly because weapon-swap is so slow and dangerous that you stick to whatever you feel comfortable with, so gameplay feels less varied. The giant robot sections are okay and spaced out well enough that they don't feel like they overstay their welcome too much.

It's an okay game with some neat gameplay ideas that aren't executed tightly enough putting it several steps behind Eternal and possibly 2016. Luckily I didn't pay close to full price.
 
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There are tons of decent DOOM 1/2 mods and total conversions. GZDoom makes excellent modern games like Selaco. They didn't have a plot and backstory then. DOOM doesn't need plot or backstory now.
 
Mayo is practically the definition of a pseudointellectual retard, so no. He has based far too much of his persona around sucking off Eternal like it was literally handed down from heaven by archangels and coded by Jesus himself, so he can't afford to 180 on the sequel. It's not like anyone with a brain takes him seriously after his fucking retarded takes on DMC where he simply could not admit that he either wasn't good or wasn't having fun and tried to basically redesign the entire combo system into one he'd be good at, anyway.
The only video I ever watched of this guy was him answering criticisms of the Marauder. I get there was way too much crying about that enemy, but the way the game instructed you to fight it actually was counter productive and one of the worst ways to go about it.
 
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Whenever a (nu)Doom fan gets uppity with me these days, I just remind them that Doom now has turret sections and and marvel cutscenes nobody gives a shit about. Boy, I haven't heard this much hollering in a long time!
See, all that would have been perfectly tolerable if they didn't turn the Doomguy into a glorified bumper car.
Many of the guns see less game-time partly because a few are quite situation specific but mostly because weapon-swap is so slow and dangerous that you stick to whatever you feel comfortable with, so gameplay feels less varied.
Fast weapon swapping was one of the best things in 2016 and eternal. Something about juggling weapons to pump out as much lead as possible just looked and felt so cool; it not only enhanced the fast-paced feel of the game, it was a unique mechanic that really set NuDoom apart from other shooters. The only thing I really disliked about it was the fact that it heavily favored single shot weapons.
 
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Given that this thread has turned hostile towards TDA
I beat it twice and 100 percented it to see how holds up on second playthrough after the new game sheen has worn off.

In hindsight (like 2 months) I think I can confidently say its the weakest of the Nu-doom games, even with all the things I take issue with about Eternal. I don't think its a good thing that despite being the one focused the most on player freedom its the one I find myself fighting against the most.

Now let me tell you a couple of three things: forget the music, forget the story that went no where, forget the forced raytracing. This games biggest issue is by far the weapon swap time. If they boosted that even just a bit the games quality would skyrocket. It doesn't even need to be Eternal levels of speed, just make it the same speed as 2016s. That gay quickswapping in Eternal is still gay, but I should be able to swap my weapons quickly when I want.

Also the arachnotron bombs cant be defused and unless you want to blow up you have to drop everything and wait for their stupid bombs to detonate GRAH I HATE THE STUPID SPIDERS IN THIS GAME

I'm also still not unconvinced that wasn't a side project that ID was working on and is more of a midquel rather than a sequel, with a possible actual Eternal sequel maybe in the works. Heck if I know.

I still stand by Its still a 7/10 though. Its not "dogshit" like people in this thread seem to think it is. I've played dogshit before and this isn't it. Its an experiment that ID tried and while that experiment failed in some aspects it worked in others. I'm just glad that ID was allowed to do something a little different this time around. As for the whole "its a failure!" based on steam charts, its a singleplayer game, that doesn't matter as much this time around, and if sales ARE bad, than for all of you who love Eternal than rejoice! I imagine MS/Beth will want something even safer next time. Truly this is Doom 3 Two. Doom 3 is better though, but I'm also extremely biased towards it.

Still not worth 70 dollars, that is pretty egregious, buy on sale.
 
See, all that would have been perfectly tolerable if they didn't turn the Doomguy into a glorified bumper car.

Fast weapon swapping was one of the best things in 2016 and eternal. Something about juggling weapons to pump out as much lead as possible just looked and felt so cool; it not only enhanced the fast-paced feel of the game, it was a unique mechanic that really set NuDoom apart from other shooters. The only thing I really disliked about it was the fact that it heavily favored single shot weapons.
I like being able to quickly change weapons, but I feel like the difference in effect or ammo cost between using the designated ideal weapon for an enemy and using anything else should be smaller. While you still can use any gun to kill any enemy, I feel like positioning and range should play a bigger factor into weapon choice than enemy weaknesses.
 
This games biggest issue is by far the weapon swap time. If they boosted that even just a bit the games quality would skyrocket.
Or, if swapping weapons just didn't leave you shieldless. I don't mind the slow weapon swap speed, but depriving you of your shield during it leaves you helpless.
I think I can confidently say its the weakest of the Nu-doom games, even with all the things I take issue with about Eternal.
I feel like TDA fixed some of the issues with Eternal, only to invent its own and then roundabout reinvent some of Eternal's.

As an example, they fixed having to disengage combat to go chainsaw an infinite-respawn fodder for ammo by adding melee weapons. Great! But then they removed meaningful health/armor generation other than low-health kills, so the safest recovery option is now to disengage combat to go kill an infinite-respawn fodder, but this time for health! Same issue, just for a different resource.

I think my biggest one overall though is that the game feels like a healthgate simulator, you either have enough health to healthgate, or you die from the next hit. You can't really build a health/armor stack, and the shield only blocks 2 hits before breaking if you use it to block un-parryable attacks.

It doesn't feel slower-paced than Eternal in the "stand-your-ground" way it was marketed, but instead you have similar enough tools that let you execute the same things differently. No dashes, but instead you can shield-charge or sprint-jump around to avoid attacks or engage/disengage. Combined with sprinting only working forwards, I feel like I'm doing the same things as Eternal, but with slower, jankier, and less direct inputs to achieve the same results. The only thing that really changed other than jankier inputs is spamming shield parries and no weapon switching (other than swaps forced by enemy armor/shield presence).

It's a fun game, but not one I wanted to replay right after beating (which I did with both 2016 and Eternal), or one that I ever want to play on Nightmare again (which I only play 2016/Eternal on).
The only video I ever watched of this guy was him answering criticisms of the Marauder. I get there was way too much crying about that enemy, but the way the game instructed you to fight it actually was counter productive and one of the worst ways to go about it.
The Marauder tutorial being abjectly wrong is probably the single worst part (for the general audience) about Eternal. All they had to do was fix the game's tutorial (which is otherwise correct/helpful for every other monster) misleading you by saying "Don't stand too close, don't stand too far away! Then attack when he flashes green!", with something more like "Stand far away until he shoots a red energy blast, dodge it, then he'll follow up with an attack that makes him flash green which lets you shoot him." I genuinely cannot believe they never patched those few lines of text. The game probably would have gone up 1-2 points overall on most reviews if those few lines of text were different.
 
See, all that would have been perfectly tolerable if they didn't turn the Doomguy into a glorified bumper car.
No, there is no universe where a Doom game should have turret sections, cinematic slop-pieces, marvel storylines and boring characters nobody gives a shit about. Doom 2016 made fun of half these things and even Doom 3 ended up incorporating story/characters in a way that wasn't intrusive. Dark Ages just shows that the devs have absolutely no clue what they're doing and that the old fanbase isn't their priority anymore, normalfags and casual gamers are.
 
TDA is Eternal's enforced weapon usage slightly tweaked with a bad pong clone attached. It's not a fun game to play and goes against what Doom has been based on. Positioning and space control is gone because the optimal play is to run at the right glowing orb and push the block button. The screen is full of garbage that can't hurt you and only exists to act as restock points while creating gore on screen.
 
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TDA is Eternal's enforced weapon usage slightly tweaked with a bad pong clone attached. It's not a fun game to play and goes against what Doom has been based on. Positioning and space control is gone because the optimal play is to run at the right glowing orb and push the block button. The screen is full of garbage that can't hurt you and only exists to act as restock points while creating gore on screen.
fUnZoN3 sTaNd & FyTe
 
My problem with it is that because of how much damage you can dump out because of the quick swap it is just THE BESTEST WAY TO PLAY.
It really didn't matter all that much unless you were doing high-level sweatlord stuff like master levels and speedruns. It was just another way of min-maxing for hardcores like Zero Master.
It wasn't an intended way to play. It was a bug that works because they wanted you to switch weapons fast to deal with their weakness system. It looked dumb
It was present in 2016, which was before the weakpoint system.
I like being able to quickly change weapons, but I feel like the difference in effect or ammo cost between using the designated ideal weapon for an enemy and using anything else should be smaller. While you still can use any gun to kill any enemy, I feel like positioning and range should play a bigger factor into weapon choice than enemy weaknesses.
It sort of was that way in 2016. Railgun/rocket was good for range, swap between the railgun/shotguns when closing in. Maybe pull out the plasma gun for the stun bomb or the rifle for micro missiles every now and then. Even then you had to stay on the move because no matter how quick you take out enemies you're still a glass cannon on nightmare.

Anyway, I thought it looked really cool. It made me feel more like a one-man army.
 
It wasn't an intended way to play. It was a bug that works because they wanted you to switch weapons fast to deal with their weakness system. It looked dumb
It was present in 2016, which was before the weakpoint system.
IIRC, the fastest way to swap in Eternal was to mix autos and single shots, hence the abundance of PB ballista or PB rocket in gameplay footage. Whether this was intended or simply a bug left in for gameplay purposes is not known to me.

One of my biggest frustrations in the early days of Eternal was that I pressed the buttons too quickly which caused the game to drop inputs. Once I learned about the specific sequences years later, I could finally swap as fast as I wanted.
 
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