DOOM

Makes you wonder where they can go after Eternal, I mean timeline wise because the Doom Slayer pretty much defeated Satan/Dark Lord/Evil God/The Maker or whatever.

There is really nowhere to go unless TDA established something that could be somehow a worthy sucessor, which is hard to imagine (didnt play it yet tho)

Anyone else not really like Mick Gordon's music for Doom? I get that he was screwed over by Bethesda and all that so fuck them but I draw the line at people claiming that his departure was some big loss, like yeah, nah, get fucked nigger. At best his "soundtrack" was barely tolerable ear-rape, at worst it was just a straight-up annoying distraction from the atmospheric ambience of the rest of the game.

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So, it's been two weeks, and I realized... that nothing noteworthy came out of TDA. Nothing memorable. Nothing funny, stupid or cheesy. Nothing to remember it by. With Eternal, people were (somewhat rightfully) bitching about the Marauder, and the "Demonic presence level 5" became a minor meme in itself. There were these flaming Mario bars and "the longer the EYECON OV SEEN is on earth, the stronger it will become". 2016 coined the whole "rip and tear until it is done" (yeah I know the first bit originates from the Doom comic), and had "I only doodoo farted for the good of humanity", "resOOOOOOOOOOOOOlve" and probably some other things I forgot about. Is TDA really so fucking white bread, dishwater bland? Did them overly focusing on the SRS BSNS aspect of the now important story kill all the buzz?

I much prefered when a lot of the lore was rather vague and mysterious in 2016. I liked the implication that Doomguy became such an unstoppable killing machine after D64 that the demons had to literally make him go dormant to survive.

I also much prefered to believe that the Doom 1-64 universe and the 2016-Eternal universe could be the same and this is just an example of humanity causing an ancient evil to return out of desperate, especially now that Doomguy wasnt around to prevent the demons from rising again (as the ending of D64 states).

I liked the implication that Doom guy trained under this mysterious order of demon killing badass knights but now he is the only one but that they were proud of the slayer and he was one of them.

It might have been more engaging Doom Slayer escaped Hell because a group from Earth that remembered "the marine" from the first Hell invasion and summoned him through a ritual (sort of using Hell's tactics against it). It would help solidify the slayer as humanity's guardian angel of death and that they havent truly forgotten his sacrifice to remain in Hell to keep Hell from rising again.

Eternal really wanted to establish the slayer as humanity's greatest protector, this would do just that but also be a love letter to the originals (showing how the younger generations havent forgotten Doom)
 
If you introduce a parry mechanic to your game, either go balls to the walls and make EVERYTHING parriable (ultrakill, sekiro), or don't even fucking bother with that shit.

Halfassing the parry to "appeal to everyone" makes so that shit ends up appealing to no one.

People who enjoy parrying aren't allowed to actually do it reliably and integrate into their gameplay loop and people who don't like parrying are not going to like the few times you force them to engage with it ANYWAY.

The result is the mechanic sticks out like a semi vestigial limb that you can't use but aren't allowed to cut off either. For a game as tightly designed as eternal I am shocked they botched it this bad this time.
 
Halfassing the parry to "appeal to everyone" makes so that shit ends up appealing to no one.
I think that's the problem with the whole game, there isn't really any mechanic that "forces" you to act in any particular way. In Doom eternal, there was at least 3 ways to kill almost any enemy, but it had to be fast and doing anything was better than the enemy staying alive. However in TDA, outside of machine gunners, there isn't really any reason to priorotize any enemy; Agadon hunters, lizards, and barons all have ignorable long distance attacks and can't really force you into melee if you don't want to engage. All other enemies are equally lukewarm in their threat. If you feel choked too hard, running around the arena and throwing your shield at soilders is equally as valid of a response as "standing and fighting".

The difficulty in general feels like an absolute mess. Hugo's philosophy seemed to be that nightmare should be 'decently challenging', all other difficulties lead up to nightmare, but the real challenge is in the sliders; which is nuts and lead to most people playing UV and below confused as to the inclusion of certain mechanics. Like the second wind video: https://youtu.be/LR2vQO_BHC0?si=yW8GOnFhGLDHwrNp where the guy played on hurt me plenty leading to just a bunch of wrong statements about the game. For instance he claims that the rows of pre-heated sheild guys exist soley for the spectacle of blowing them up, Hugo jangling keys in front of your face; when it becomes clear on higher difficulties (playing with sliders honestly) that they act as volotile health kits, and the only consistent way to get armor back irregardless of your loadout (besides pickups i guess). Which I think is a cool series of mechanics: having rows of shield people block heavy demons, or having fully lit up shield guys behind imps and hellknights so that you can't just throw your shield to get easy armor back, honestly just a lot of setups to fuck with the players shield throw when they probably want health back.

BUT THE AVERAGE PLAYER NEVER FUCKING FELT THAT BECAUSE OF HOW PAINFULLY FORGIVING THIS GAME IS. "Finding the challenge" in TDA is like pulling fucking teeth, and the worst of the worst is the fucking "speed up" slider, which feels about as satisfying as using 'rewind' on an emulator. This fear of making casual players try too hard is like a tumor that spreads through every single aspect of the game; and is likely the reason the game hasn't and won't get a cult community like eternal. There isn't anything to really try for.


Nightmare SHOULD be the worst of the worst. Instead its basically a tutorial for the sliders. The preset difficulty is way too easy, for instance the damage to player on nightmare is 250%. After playing on 500% for so long, 250% is basically permanent god mode, if you have even a vague idea of how the game works you MIGHT die once per level. It should be changed to at least 350 if not 400. Resource values should be dropped across the board. They want every gun to be good, fine. They want the game to function like classic doom, fine. Every weapon is pretty viable for everything outside of slaugther in og doom; the only reason you switch weapons is to maximize your resource economy. As such, Ammo and Health resource sliders should be seperate, and the base Nightmare gained ammo value should be on the far end of generous, not second to lowest like it is now. The fact that the base Nightmare resource values are only second to lowest is mind boggling, what the fuck are you spending health and ammo on at 50%? 70% ? 100% ?

The ammount of ammo you gain back on the lowest resource value should be the standard across the board (impaler should just get empowered shots, no ammo back). There is literally nothing holding back this game being more challenging, fun, and engaging like the overinflated ammount of ammunition you get back.

Second immediate change to make the game better is changing the parry system. Halfing the parry window across all difficulties, make parriable attacks rarer, make failing to execute a parry do much more damage. Like these are "hell surge" attacks, make some in lore justification for why they can be parried instead of absorbed by the shield is because they are "too powerful and reflect back" or some shit. Enemies that only punch and have pariable melee like Hell Kights, Agadon Hunters, and Barons should all have combos or base attacks were their hits aren't parriable. Force you to pay attention to what they're doing. Like maybe after you stun them they gear up to make an attack while that circle is over their heads, if you dont hit them with a melee strike in that time-frame, their next attack can't be parried.

You shouldn't be able to parry the mancubus at close range, I swear this only exists to further empower the SSG, but its dogshit and you shouldn't be apporaching them period. Their area of denial attack is pretty deadly, and walking a little closer to them shuts them down completely. They stop shooting their annoying attack, they enter an animation to lift their arms, and do a close range attack that has literally never damaged anyone (fire arms or slam attack). While they are at it, they should make the green fart gas on the floor that damages you (from the mancubus and vagary demon) red fire on the ground so you can see were it is, and the area being denied should be much bigger. It would be like the mancubus launching molotov's at you :).

Also make the health gained on Nightmare the standard across the board (idk if it is or not) and have health gained on Nightmare nerfed by like 75%. Also have the ships that you chase in the dragon levels fire back at you every once in a while to try to throw you off (you would have to quickly enter aiming mode, dodge, then leave and sprint again to try and catch up)

Inshallah! if they implement my ingenious designs TDA will literally be incalculably better and its reception 10 times more positive; as it stands, most people play UV, get bored and assume it has something to do with "parryslop" o algo. Thank you for reading my manifesto.
 
P.S. they are stealth patching the game with a bunch of innefective "nightmare only" constrictions:
-Fucking with the invulnrebility window (when you should die it drops you to 5 hp, this is on cooldown) leading to more people dying to shit behind them
-Making parries like 5% more punishing on nightmare only
-Making the SSG put Hell Knights into the purple state instead of just atomizing them
-Giving plasma guns more ammo (for what fucking purpose, punch once and you have enough to kill a mancubus)
-Adding more stealth imps throuought the level
tldr: its over and it will never come back
 
I feel this is worth posting. I know people HATE shorts format, but...

This guy did a test, and it takes 110 punches....TO KILL A FUCKING IMP.
I'm going to be honest, I DROPPED doom eternal after playing the start because of this.

To sum up my experience, I jumped in, first zombie I tried punching to death because, its JUST a zombie, I punched him like 3 dozen times before eventually dying to a stray blow. I shrugged, and chalked this up to tutorial scripting or some shit, I've seen stuff like that, where it says, "kill this enemy with pistol" and you can blow them up, burn them, air strike them, and they survive, because the script says you MUST use a pistol. SO whatever, dumb, but I figured it was temporary.

I then moved onto the first REAL fight room cleared it out besides a single zombie who only had melee, and tried again....same result, DOZENS of blows, and its barely effected.
Dropped the game after... And that video shows just HOW bad that is, 110 for an imp. I have no fucking idea how much the bigger monster would take, but safe to say, that video is pretty damning on how shit melee is, and I can't even fathom why. Would 11 punches, 10 x damage be "too strong" for Bethesda or something?

I probably will play it again sometime, but discovering that the first time is like looking up at fireworks in awe, but then a bird takes a shit in your mouth.
You dropped a game that is sold and advertised as 100% gunplay because you couldn't melee zombies?

Do you also boot up pornhub then complain that there are tits everywhere?
 
I didn't mind the parrying in TDA. But my favorite think to do with the shield was charge into enemies and make them explode. This only happens with the weak ones. But parrying an enemies attack back at them and then and finishing them off with a melee attack was really cool.

I can't remember where I saw this but there is a mod that makes Doom and Doom II look like Doom64. I have been playing it and it's pretty fun.

If you turn on texture filtering in GZ Doom it makes it look like Doom64 even more.

 
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You dropped a game that is sold and advertised as 100% gunplay because you couldn't melee zombies?
No you fucking illiterate, I dropped it because melee was unnecessarily NERFED INTO THE FUCKING GROUND from the previous games which is basically the same formula. Its also not even "can't melee" its "you can melee its just BEYOND FUCKING POINTLESS, so don't even bother using it except for this SPECIAL powerup you get later that everyone raves about but don't EVER bother using normal melee because we hate people who do that, and we will punish you with a melee LESS EFFECTIVE THAN DUKES MIGHT BOOT because FUCK YOU". And NO, that wasn't fucking advertised.

I already explained but this is literally just shitty planning of controls to make it consolified. They didn't want stupid faggots wasting blood punch trying to do normal punches and then whining about it, so what do they do?! Make blood punch a double tap? Make it a hold press? make it a double press of melee and fire? Make a fist weapon and make it work on the alt fire while normal punch is still normal?! Make it pair with dash with dash + punch = blood punch!?

NO!!! The stupid fucks said lets make the punch SO FUCKING USELESS that nobody will EVER FUCKING USE IT because we are TOO FUCKING RETARDED to fix an input issue!!!

I fucking HATE when shit is made objectively fucking worse than previous games FOR NO GOOD REASON. It ABSOLUTELY disgusted me with gta5 removing crouching for no fucking reason, and it did here. Not because lacking a crouch function or decent melee is "game breaking" for any game, but because if something is such a fucking staple of everything else in the series, WHY THE FUCK WOULD YOU REMOVE IT?! APPARENTLY because the people at ID are TOO FUCKING STUPID to figure out how you could POSSIBLY EVER SWITCH between blood punch and normal punch. THATS IT, THAT'S their reasoning, THATS the entire fucking explanation of WHY its gimped.
 
I don't know how to break this to you, but someone probably should:

You're not supposed to be meleeing enemies in eternal.

The entire gameplay loop is tuned and balanced around gun swapping. There literally is no point or sitiuation in the entire game during which you are supposed to be meleeing enemies.

This is literally the most autistic complaint I have ever heard. Its like playing chivalry and complaining that there's no rocket launcher. You're not supposed to be using a rocket launcher, its a fucking medieval simulator.
 
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You're not supposed to be meleeing enemies in eternal.
You weren't SUPPOSED to in doom2016, or 3, or doom64, or doom2, or ultimate doom OUTSIDE the berserk pack or DIRE desperation. THAT SAID, you COULD do it, and while objectively worse to other options, you COULD dispatch a handful of imps just fine for kicks with around a few dozen punches. IT WASN'T ideal, it WASN'T optimal, it WASN'T a wise battle strategy, it was the game letting you have kicks by intentionally USING an inferior weapon just to dunk on them. THATS LITERALLY all I wanted with that. Damage on par with 2016. Want to know how many punches it took to kill an imp in there? IIRC about 4-5. ENOUGH that its REALLY NOT FUCKING IDEAL, and I'm fine with that, but it WASN'T a fucking Sisyphean task to kill an imp that made the doom guy look like a PANSY FAGGOT who punches like a toddler (unless enemys turn shiney because fuck consistency)

And faggots who defend that change always talk like you. "its a gun game broooo, its shooting brooo, just use guns broooo(just ignore fatalities, they don't count LOL)". So did doom 2016 suck because melee was too good? did doom3? did doom64? did doom2? did doom1? Because it being on par with those is literally all I fucking asked for. A punch that KINDA sucks, but can kill a BASIC MOOK in less blows than I have fingers.

And you CANNOT fucking tell me they did this for any other fucking reason than being too stupid to figure out a control scheme. THATS IT. NOBODY was saying punching was "too strong" in 2016. That was the ONLY motivation here.

This is literally the most autistic complaint I have ever heard. Its like playing chivalry and complaining that there's no rocket launcher. You're not supposed to be using a rocket launcher, its a fucking medieval simulator.
No, its like asking to use a TREE BRANCH in chivalry with worse reach, speed, recovery, stam game, ect, but NOT a tree branch that does 1 fucking damage, but instead like....15? 10?! its already fucking worse than everything, it DOESN'T NEED to be turned from a horrible disadvantage to an outright fucking MEME challenge to get a SINGLE kill with. Even worse when you realized they did it because they are basically fucking incompetent

Stop making this about "style". I don't care if its a fist, gun, or doomguy slapping people with his fucking cock, they nerfed a weapon to 1 fucking damage to disinsentivize using it BECAUSE they were too stupid to code a way to choose between the normal version and powered up version. This is like if unreal made the ASMD rifle FUCKING SUCK ASS and do 1 damage UNLESS you were using the amp because "well we don't want stupid niggers to accidentally WASTE the amp, so we will make nobody ever want to use it WITHOUT the amp." Because they made the amp immediately used on pickup and stored in the ASMD as like a dozen "SUPER POWERFUL SHOTS". I would be calling the people at unreal retarded niggers for that too. Its shit game design, its fucking up the player experience PURELY to save a coder a couple hours making a fucking solution, AND OR a symptom of PC games becoming explicitly fucking worse because you gotta develop it for consoles first.
 
And you CANNOT fucking tell me they did this for any other fucking reason than being too stupid to figure out a control scheme. THATS IT. NOBODY was saying punching was "too strong" in 2016. That was the ONLY motivation here.
The punching was nerfed to put focus on the blood punch mechanic. It would have been way too easy to charge if you could just 2-tap the infinitely-spawning fodder. You could argue that fodder could have given less/no charge, but they didn't. Everything in the game was designed with a purpose. That said, a weak punch is a dumb hill to die on and I doubt you would have played the game anyway even if the melee did damage.
 
For the zero people who actually care, here's an update on my playthrough/opinions on TDA (currently on chapter 14-

The game is a slog. Every encounter feels more dragged out than the last.

Every time I get to an Atlan or dragon section, I shut the game off for the day because it breaks the flow of the game.

Each succesive shield rune feels like an upgrade, which means actually upgrading any of the previous runes feels useless.

Every new demon feels the same, it's only a "deal more damage" kind of thing. Just fought the Komodo and it feels the same as fighting the Agadon Hunter.

The weapons suck.

The shield demons and armor system are ass.

Not a single soundtrack has left an impression.

Hunting for secrets is a pain.

There's a problem with enemy attack telegraph. I have died more times than I can count to enemies attacking me from the side/ back. More than I can remember in eternal/2016

The story/chapters do NOT flow together at all. They all feel like disjointed levels and I don't know how the slayer gets from one place to another.

Lastly, I just don't feel a drive to go to the next level. It feels like I. getting through the game just to get through it.

I said the game was a 7/10 before, but it's trending towards a 6/10 at this poin.t

While I can appreciate some of the stuff they did with the game, and it almost feels like a nostalgic 360 game, the execution isn't there and it does not feel like a successor to the last two games.
 
And faggots who defend that change always talk like you. "its a gun game broooo, its shooting brooo, just use guns broooo(just ignore fatalities, they don't count LOL)".
Yes. It is a gun game. Yes it is just shooting. Yes, fatalities are part of the designated gameplay loop. And? What's your point? Do you not comprehend the concept of a "different videogame"?

How do you think fatalities are somehow an own when they serve a clear purpose in th gameplay loop anyone with more than 3 seconds of gameplay would comprehend?

Like are you so retarded you don't understand the concept of a different videogame?
So did doom 2016 suck because melee was too good? did doom3? did doom64? did doom2? did doom1? Because it being on par with those is literally all I fucking asked for. A punch that KINDA sucks, but can kill a BASIC MOOK in less blows than I have fingers.

And you CANNOT fucking tell me they did this for any other fucking reason than being too stupid to figure out a control scheme. THATS IT. NOBODY was saying punching was "too strong" in 2016. That was the ONLY motivation here.
it DOESN'T NEED to be turned from a horrible disadvantage to an outright fucking MEME challenge to get a SINGLE kill with.
I don't care if its a fist, gun, or doomguy slapping people with his fucking cock, they nerfed a weapon to 1 fucking damage to disinsentivize using it BECAUSE they were too stupid to code a way to choose between the normal version and powered up version.
I'm sorry but are you genuinely autistic? Do you actually genuinely not understand the concept of a "different videogame"?

Doom Eternal is not a remaster of doom 2016. It is not a remaster of doom 64, it is not a remaster of doom 2 or doom 1.

It is a seperate videogame with seperate design, seperate combat and seperate gameplay loop.

The motivation in nerfing the melee was that eternal would have a seperate more focused gameplay loop of weapon juggling.

This is why they nerfed the melee. You are not supposed to be getting kills with it.

They nerfed it because you are not supposed to be using it. It is the same reason they removed the handgun. You are not supposed to have a fallback safety weapon. You are supposed to juggle all your primary guns.

Literally everything in the game's design is based around that, swaps cancelling firing aftercasts, reduced ammo capacity, no melee, no handgun, regenerating saw ammo, etc.

I have genuinely never met someone so autistic they had to be sat down and explained the concept that seperate videogames are not the same videogame.
 
7/10 in my opinion for the Dark Ages, main criticism is, it's trying to do all things at all times, it's trying to be a melee-shooter dark fantasy Lovecraftian horror all at the same time with both medieval looking and science fiction guns all at the same time. It's incredibly experimental but disjointed here. This would have been better split up into two games
1) Melee focused dark fantasy
2) Lovecraftian focused shooter.
 
They nerfed it because you are not supposed to be using it. It is the same reason they removed the handgun. You are not supposed to have a fallback safety weapon. You are supposed to juggle all your primary guns.
Hot take but this was by far the gayest thing Eternal did. TDA doubly so. Like I get it but still, that's kinda gay but, hey.

Having a pistol is ingrained into Doom's DNA for me at this point.

1) Melee focused dark fantasy
2) Lovecraftian focused shooter.
These sound so familiar but I can't put my finger on it...
 
I dropped it because melee was unnecessarily NERFED INTO THE FUCKING GROUND
Oh man, it was almost the exact same thing for me, except I didn't drop the game, I finished it and then uninstalled. For me the earliest rage-inducing event was right at the start of Eternal. I met the first Arachnotron and I was out of ammo. My first thought was: "What the fuck, is this really all the ammo I can carry? I'm already out?!" So I tried to rapidly punch its brains with zero damage, obviously got killed that moment. Then I also noticed that no ammo zombies spawned anywhere in that area, I don't know why. It was the unpatched first version of the game. Anyway this shit drove me up the wall, I was fucking so goddamn mad. First they took away the unlimited ammo blaster pistol and then they gave me a completely useless melee strike. What the fuck?!

Also later on I had massive problems with the first Marauder, because I was playing on lowest settings (old PC back then) and his eye glow before striking was almost impossible to see and the game always skipped a few frames when he lunged at me.
 
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