DOOM

I'm not into this nerf dominant strats just so the other weapons get some love kind of approach. Will that get tryhards to deviate from PB+anything? We'll see.
The way it's worded makes it out so that they're not nerfing them so much as they're adding enemy types that force you to broaden your approach. I'm assuming with the ghost you either just kill everything else so that it doesn't have anything else to buff or get the plasma gun ready and end it ASAP. A sort of reverse Archvile for the former strategy. It being unbreakable and unstunable, combined with multiple Marauders making fighting a single one difficult, might also give us more reason to use the Unmaker for extreme single target damage.

Think about the fire room in Cultist Base, which is probably the single most dangerous thing in the game on a fresh save or UN run. It has hazards on the floor and walls to counter the movement options you'd use anywhere else, and there's a big pillar in the center blocking your line of sight. In the master level it's even worse due to the number on Mancubi being increased while the Arachnotrons and Carcasses harass you and block LOS to an even greater extent then before. The thing with it is that it's the only place in the game where the ambient bomb enemies are really important. They're a godsend for fresh runs and they thin things out a great deal on the Master Level. It's something that is underutilized in the rest of the game that shines through in a smart way at that specific point.
 
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The way it's worded makes it out so that they're not nerfing them so much as they're adding enemy types that force you to broaden your approach.
I guess I worded it wrongly, but it's the same effect in the end. Take your favorite toys away so you use the shitty ones. ALTERNATIVELY, this could be because of shared ammo - essentially that whole protect players from themselves that you hear about these days.

I never had much love for the plasma in both 2016 and Eternal. The only use I had for the Plasma in the previous game was to stun pinkies. In Eternal I could not see any tactical reason to use the plasma when PB Balista softens target for an upclose kill with Rocket SS. For all the cringey chess metaphors that get thrown around in marketing and has been gobbled up and regurgitated by r/doom, I think they succeeded: PB and Balista is like opening with e4 and d4. There are 18 other choices, but those two are tried and true go to's.

They're a godsend for fresh runs and they thin things out a great deal on the Master Level. It's something that is underutilized in the rest of the game that shines through in a smart way at that specific point.
Did those even show up in other places? They had some pretty interesting rooms in Cultist Base tho, and that seems absent the rest of the game.
 
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I guess I worded it wrongly, but it's the same effect in the end. Take your favorite toys away so you use the shitty ones. ALTERNATIVELY, this could be because of shared ammo - essentially that whole protect players from themselves that you hear about these days.

I never had much love for the plasma in both 2016 and Eternal. The only use I had for the Plasma in the previous game was to stun pinkies. In Eternal I could not see any tactical reason to use the plasma when PB Balista softens target for an upclose kill with Rocket SS. For all the cringey chess metaphors that get thrown around in marketing and has been gobbled up and regurgitated by r/doom, I think they succeeded: PB and Balista is like opening with e4 and d4. There are 18 other choices, but those two are tried and true go to's.


Did those even show up in other places? They had some pretty interesting rooms in Cultist Base tho, and that seems absent the rest of the game.
Maybe there’ll be more things like it now that they don’t have to worry as much about deadlines. As much as I hate that fucking room I can’t say it isn’t incredibly clever for how simple it is.
 
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The main thing I want added to the game is an actual horde mode (Ripatorium feels like they were trying to do this but it just feels totally halfassed) and for the Slayer Gates to be replayable from the main menu, as they are by far some of the best content in the game.

Arcade and Snapmap would be nice too.
 
Arcade and Snapmap would be nice too.
Arcade would definitely work better in Eternal than it did in 2016 because there's far less downtime. The big thing I kept getting hung up on in 2016's Arcade mode was that there was a lot of waiting around like for doors to open or for elevators to arrive, which would often result in losing my combo. Eternal meanwhile has more fights, more traversal, and less waiting. They could even factor the platforming in with pickups and bonuses to keep the flow going and to make sure you don't lose your combo during some of the longer platforming sections.
 
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So in other news, Bethesda has updated the classic Doom games to run their "enhanced versions" on PC. Essentially it allows the game to run at 60 fps, includes widescreen support, adds mouse support, and cleans up the visuals and audio. It also offers add-ons, which are WADs like Sigil and Back to Saturn. In short, it's everything the source ports have done for decades albeit now in the official release. You can still play the original DOS game and tinker with different source ports, it's just now you don't have to go through the process of downloading and running the source port if you want a more modernized Doom.

Personally, I think you're better off using GZDoom and the like because they feel better to play. The enhanced versions aren't bad by any means, but they certainly pale in comparison to the more popular source ports. At the same time, this is a nice thing to add for newcomers who might not know how to operate source ports, let alone know they exist to begin with.
 
The new release has 4-player local splitscreen multiplayer, something that most ports haven't bothered with since the Doom Legacy days, and no longer having to buy Doom 3 BFG edition to get No Rest for the Living is also nice.

One of the devs posts regularly on Doomworld and has gotten some help from other source port developers, so i'm impressed how this port went from shit to good, specially on consoles.
 
So in other news, Bethesda has updated the classic Doom games to run their "enhanced versions" on PC. Essentially it allows the game to run at 60 fps, includes widescreen support, adds mouse support, and cleans up the visuals and audio. It also offers add-ons, which are WADs like Sigil and Back to Saturn. In short, it's everything the source ports have done for decades albeit now in the official release. You can still play the original DOS game and tinker with different source ports, it's just now you don't have to go through the process of downloading and running the source port if you want a more modernized Doom.

Personally, I think you're better off using GZDoom and the like because they feel better to play. The enhanced versions aren't bad by any means, but they certainly pale in comparison to the more popular source ports. At the same time, this is a nice thing to add for newcomers who might not know how to operate source ports, let alone know they exist to begin with.
Makes me glad I panic bought Doom and Doom II at GOG when the always online bullshit for classic doom on the console happened, I have them on steam, but if Todd Howard wants to remove the DOS versions on steam you're basically SOL outside of GOG or sailing the high seas.

The addon thing, kind of raises my eyebrows as a lot of doom add ons for the past decade+ require some sort of sourceport, and specific ones at that, form time to time since they use things only that source port has or exploit bugs.
 
The Ancient Gods Part 1 released today. Since I got the Deluxe Edition I got it immediately and I've played a bit of it. What's cool is that it starts off with you already having unlocked everything. Every weapon upgrade and mastery, every rune, every suit upgrade, everything. It feels like a continuation of the main game, and I like that it doesn't force you to arbitrarily unlock everything again, and if you didn't get all the upgrades, you'll be able to play around with your full arsenal. The only thing missing is the Crucible, which makes sense given what happened at the end of the main campaign.

The DLC also wastes no time in throwing strong enemies at you. You'll be fighting upper-tier enemies like Cyber-Mancubi and Barons of Hell right as it starts, and there are a couple of Marauders thrown in for good measure. In every way, the DLC feels like an extension of the main game and I really like that.
 
The Ancient Gods Part 1 released today. Since I got the Deluxe Edition I got it immediately and I've played a bit of it. What's cool is that it starts off with you already having unlocked everything. Every weapon upgrade and mastery, every rune, every suit upgrade, everything. It feels like a continuation of the main game, and I like that it doesn't force you to arbitrarily unlock everything again, and if you didn't get all the upgrades, you'll be able to play around with your full arsenal. The only thing missing is the Crucible, which makes sense given what happened at the end of the main campaign.

The DLC also wastes no time in throwing strong enemies at you. You'll be fighting upper-tier enemies like Cyber-Mancubi and Barons of Hell right as it starts, and there are a couple of Marauders thrown in for good measure. In every way, the DLC feels like an extension of the main game and I really like that.

Have you fought any of the new celestial enemies yet? How are they?
 
Have you fought any of the new celestial enemies yet? How are they?
Still working through the first level, which takes place on a UAC facility. I'll report back when I come across them. The first level does introduce Turrets, which resemble the eyes in Nekrovol. They're more of a nuisance than anything. Shoot them with your Precision Bolt and you'll get some ammo.
 
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The Ancient Gods Part 1 released today. Since I got the Deluxe Edition I got it immediately and I've played a bit of it. What's cool is that it starts off with you already having unlocked everything. Every weapon upgrade and mastery, every rune, every suit upgrade, everything. It feels like a continuation of the main game, and I like that it doesn't force you to arbitrarily unlock everything again, and if you didn't get all the upgrades, you'll be able to play around with your full arsenal. The only thing missing is the Crucible, which makes sense given what happened at the end of the main campaign.

The DLC also wastes no time in throwing strong enemies at you. You'll be fighting upper-tier enemies like Cyber-Mancubi and Barons of Hell right as it starts, and there are a couple of Marauders thrown in for good measure. In every way, the DLC feels like an extension of the main game and I really like that.
I wonder if there’s going to be another coin for the sword or something to take its place? Did they confirm the contents of the DLC at all? My phone isn’t loading the Slayer’s club site, so I have no idea what we got.
 
I wonder if there’s going to be another coin for the sword or something to take its place? Did they confirm the contents of the DLC at all? My phone isn’t loading the Slayer’s club site, so I have no idea what we got.
All anyone knew going in was that it was going to be more difficult than the main game, that it would continue the story, and that there would be a few new enemies. Nothing yet on the Crucible.

I finished the first level. No celestial enemies, though it did confirm that Hayden is the Seraphim (to the surprise of basically no one who read the Codex). Overall it was an engaging level though it was light on exploration. Most of the secrets are Codex entries and secret encounters. That being said, I like what they did to the Slayer Gates this time around. When you finish them you get a Support Rune, which is a secondary rune separate from the main ones. The one I chose allowed you to regain an extra life if you quickly kill the demon that killed you. The real meat of these levels is the combat, which is good because the complete arsenal means the developers can go hog wild on combat scenarios.

My biggest concern right now is length. The tutorial said each Slayer Gate unlocks a Support Rune, but there's only 3 of them. Now the first level was pretty long, just like the main game's levels, and it took me roughly an hour to get through, but 3 levels sounds a bit skimpy. I get that this is only the first part but even so I hope there's enough meat on its bones.

EDIT: Thinking about it now, if this comes out to 3 hours it would be a bit beefier than your average DLC, and that's before you factor in the next part which would theoretically put it at 6-8 hours. So it might not be so bad lengthwise.
 
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