This blog is basically just my gaming journal at this point but that serves an important purpose for me: capturing what I felt about a game at a particular time. I couldn’t tell you how many times I’ve thought about a game many years after I’ve played it, figured I had kept the same opinion about it only to then go back to the blog post I wrote to see how differently I actually felt. This has taught me an important lesson about a lot of things, chief among them is that time brings with it new experiences, opinions and it tends to colour our past with its own brush.
I tell you this as with DOOM Eternal, as it has been with many games and genres of late, I felt that I had drifted away from the intense action that I seemingly loved in the original DOOM in 2016. Talking to my mates about it they were all loving it, whilst I was struggling to really find something to enjoy. That changed over the course of my playthrough but even after finishing the game I feel like something fundamental has shifted in my tastes over the past few years and I don’t find myself agreeing with my opinions of the past.
DOOM Eternal takes place 8 months after the original and Earth has been overrun by demonic forces, wiping out two thirds of the planet’s population. What remains of humanity has either fled Earth or have banded together as part of ARC, a resistance movement formed to stop the invasion, but they have all gone into hiding after suffering heavy losses. The Doom Slayer, having previously been betrayed and teleported away by Dr. Samuel Hayden, returns with a satellite fortress controlled by the AI VEGA to quell the demonic invasion by killing the Hell Priests. These priests serve an angelic being known as the Khan Maykr who seeks to sacrifice mankind in order to save her own world from destruction. So continues the saga of a man too angry to die, hellbent on saving humanity no matter the cost.
This DOOM, like many before it, brings with it an update to the id Tech engine, taking it up to version 7. The list of improvements in brings in are mostly focused on the backend for the most part although it does claim to bring with it 10 times more geometric detail and higher texture fidelity than when compared to the previous engine’s iteration. Comparing some of my screenshots against each other the differences are pretty hard to spot, save for things that honestly could just be down to aesthetic choice. The addition of “destructible demons” is definitely noticeable although it’s honestly a bit of a gimmick considering you’re not going to be spending long looking at them. To id’s credit the game runs perfectly well on my now aging hardware, something I didn’t really expect without having to make a few tweaks to it. I’m sure there’d be a more stark contrast between the games if I’d upgraded my rig in the interim. All this being said DOOM Eternal is still a very good looking game, especially some of the later levels like Urdak.
At a fundamental level DOOM Eternal is very similar to its predecessor, copying and pasting all the core elements that made the original as good as it was. The progression system has been revamped significantly though, breaking up various elements into their own systems most of which can be progressed through simply playing the game and doing the usual hunt for secrets. There’s definitely been an investment in quality of life improvements to take the edge of the original’s more frustrating elements, making overall progression a bit more predictable. All this being said that if you liked the original then you’re probably going to like this one as well, that is unless you’re like me.
Fundamentally I think keeping the same combat loop was probably a good thing as it shook up the established formula enough to make things interesting and that hasn’t really changed in the interim. I couldn’t tell you of any other games that have tried to emulate DOOM’s style with most corridor shooters instead keeping true to their namesake. So DOOM Eternal then still feels like a fresh perspective even though it isn’t given that everyone else has stuck true to their roots. However for me I think there’s one key element that made the first 30% or so of my playthrough not as enjoyable as I would’ve liked it to be.
That would be the game’s unrelenting intensity.
I remarked in my review of DOOM 2016 that I couldn’t really play for more than one level at a time due to how exhausting it was to play and nothing has changed in that regard. My first few hours with DOOM Eternal were split between multiple sittings because I was mentally exhausted at the end of them and I didn’t really feel like putting myself through another level until I’d had some time doing other, less intense activities. Perhaps it’s an artefact of the times we’re living in now as it’s far more common for me to be mentally exhausted at the end of the day, what with all the video conferences and calls I have to be on given that we’re now all working remotely. Whatever it was this meant that I struggled to a) spend time with the game which meant that b) I just couldn’t find much about it to like.
This steadily changed as I was able to progress a little more and gain a few more upgrades, things that didn’t make the game that much easier but did make me feel like I had more options available to make up for any mistakes I might make. This got me through the middle third of the game pretty easily and for a good while I figured it was just that I wasn’t used to the real challenge that DOOM Eternal was throwing up when compared to other FPS titles of recent memory. However after a while the addition of certain enemy types (like the Marauder and Doom hunter) and the extended fights which were just more waves of the same enemies made the game a right chore to churn through. The final boss is probably the best example of this, effectively making you repeat the same bullet sponge fight twice over.
This was made all the worse by the fact that the various progression mechanics don’t feel as effective towards the game’s latter points. Half of the suit upgrades are effectively just quality of life improvements and once you’ve settled on a decent rune combo you likely won’t be changing it at all for the rest of the game. The weapon mastery upgrades are also pretty lacklustre, the initial upgrade points necessary to offset the downsides of the particular mod and the mastery usually just making things a little more convenient to use. At a base level there’s really no way to increase a gun’s overall effectiveness, meaning that every enemy is basically as challenging from the first time you meet it until the last. I get why that’s done from a game design and challenge perspective, but it would’ve been nice to be able to more easily deal with trash monsters rather than them being an continuing annoyance throughout the game.
There were no noticeable bugs or glitches in my playthrough, even in the few times where I was trying to deliberately break things in order to cheese my way through a section. I do have some qualms with some design decisions made about certain interactions (like not being able to dash past certain enemies or terrain of a particular height) but those are obviously intentional so I don’t really count them as a bug. The id Tech 7’s focus on simplifying the codebase seems to be paying off in spades here as I remember the original DOOM needing a little more polish than Eternal does.
Now the story is, to be blunt, completely opaque should you not spend an untold number of hours reading through all the in-game lore pickups. To start off with it’s not made clear at all how you ended up hovering over earth in a spaceship that’s built like a castle and it’s even less clear as to why (or how) the demons are invading earth. To be sure your character’s motivations are made clear enough but there’s no reference I can recall to the 8 month gap between the end of DOOM and the start of Eternal. Towards the end of the game they do a better job of revealing the game’s plot elements without resorting to walls of text but it’s honestly too little too late. Of course you don’t need to understand the story to enjoy the game but it certainly doesn’t help if the game’s narrative is actually detracting from what’s happening on screen.
This puts me in a bit of an odd spot with DOOM Eternal. On the one hand there’s dozens of improvements made to the original DOOM that I think are for the better and the core elements that made it great are still there. On the other though I really struggled to enjoy a good chunk of this game which made those improvements feel less innovative than they really are. Even looking at reviews things are mixed with no real agreeance as to whether or not DOOM Eternal is as good, better or worse than its original. For me I’m definitely in the worse camp, but the things that made that experience worse for me are the same things that I thought were great all those years ago. So honestly I don’t know and all I can really say is that those who enjoyed the original seem enjoy this one too. Objectively I think it has all the hallmarks of a great title, I just didn’t enjoy it as much as the review score might indicate.
DOOM Eternal is available on PC, Xbox One, PlayStation 4 and Nintendo Switch right now for $99.95. Game was played on the PC with around 10 hours of total play time.