"Doom Eternal" Review - B.F.G. (Brilliant F***ing Game)

Available for: Playstation 4, Nintendo Switch, Xbox One, Google Stadia (hahahaha), Microsoft Windows
Reviewed for: Playstation 4

"In the first age, in the first battle, when the shadows first lengthened, one stood. Burned by the embers of Armageddon, his soul blistered by the fires of Hell and tainted beyond ascension, he chose the path of perpetual torment. In his ravenous hatred he found no peace; and with boiling blood he scoured the Umbral Plains seeking vengeance against the dark lords who had wronged him. He wore the crown of the Night Sentinels, and those that tasted the bite of his sword named him...the Doom Slayer."
In 2016, Id Software released a reboot of perhaps the most famous first person shooter of all time: Doom. This 2016 release was the ultimate power fantasy game in its year, casting the player as a man so religiously feared by the denizens of Hell that the demons put together borderline biblical accounts of his rampages (such as the one quoted above). In it, your goal was simple: be as unrelentingly cruel to demons as possible, and do so swiftly. There was a surprisingly deep story, but it ultimately took a back seat to the carnage. In the days up until its release, I, being the pretentious little termite that I am, immediately wrote it off as the kind of thing that only neanderthals who complain about cutscenes could enjoy (and, well...the critics of today's review topic haven't exactly proven that statement wrong, but I digress). 2016 was a year where I was trying to broaden my horizons as a gamer and expand my craft as a critic, however, so I picked up a copy fully expecting a good guilty pleasure title at best. Little did I realize that Doom 2016 (henceforth referred to as Doom, while the original Doom will be called "the original Doom", because it's all confusing) would completely change the way I viewed gaming. Suddenly, I came to expect extreme freedom of motion in my games, making me progressively less and less of an RPG guy and more of the kind of neanderthal I'd spent so long raging against. In the years prior to 2016, I'd awarded game of the year to the following games: Mass Effect 3 (a story-based RPG), The Last of Us (a story-based stealth game), Dragon Age: Inquisition (a story-based RPG), and Undertale (a story-based RPG). In 2016, it was Doom. To say that Doom was an eye-opening, game-changing (no pun intended) experience for me would not be an overstatement, so when Doom Eternal was announced at E3 two years ago, I automatically put it down on my list of things to look out for. The contrast between the days leading up to the release of Doom and Doom Eternal is striking. As Doom Eternal loomed on the horizon, I found myself counting down the days and consuming as much of the existing lore as I possible could, so great was my excitement for this game. And yet, there was still a bit of hesitance in the back of my mind. See, the demos and marketing materials shown before the release all gave me the impression that they might be trying to do too much new stuff. They showed off new weapons, new abilities, new demons, new tools, new movement systems, and I couldn't help but wonder how the game was going to balance it all. The closer we came to Eternal's release, the further into the back of my head this hesitance went, but it was still there. Well, at the time of writing, I've played through Doom Eternal's campaign three times (once on Hurt me Plenty, once on Ultra-Violence, and once on Nightmare) and am currently doing Extra Life mode on "I'm too young to die" difficulty for a trophy, and I believe it's safe to say the honeymoon period is over. I wanted to take the time to painstakingly outline this review before starting it partly because I wanted this to be as comprehensive as possible and partly so that it would allow for the honeymoon period to pass. Now that I'm done outlining and have been with the game for long enough to have come down from the initial high, is Doom Eternal good?
Well...it has cutscenes that I can easily skip and it has jumping and the slightly more "game"-y art style means that the combat doesn't look as gorey as it did in Doom even though it's objectively gorier, and also I have to have a free Bethesda.net account that I literally never have to manually sign into again after the first time booting the game up, so 0/10 worst game ever made and it has cutscenes....
Obviously I'm being facetious and mercilessly making fun of the inevitable 0/10 user reviews on Metacritic, because some people only exist to be made fun of. I find that a good test of a game's objective quality is to look at the kinds of things people have to resort to complaining about to give it a 0/10. Sometimes it's due to very real problems that people just blow out of proportion...other times, it's "this game has cutscenes." If you take a small stroll through the 0/10 reviews, you'll find this complaint alongside such obviously mentally stable statements as "Doom is supposed to be BRUTAL why is there jumping?" or "Doom is supposed to be BRUTAL but these graphics are cartoony!"(always with BRUTAL capitalized). It's a similar kind of reaching wannabe-masculine insecurity that you see in the metal music community. I remember being a big fan of the metal band Trivium back in high school and seeing people absolutely flip out over the fact that their upcoming album had "notes" in it. That album turned out...not great after all, but the only thing metalheads were concerned about was the fact that nobody would think they were a satan-worshipper if they listened to it in public. But I digress. Enough people have made fun of these edgelords already, the horse doesn't need to be beaten any further. So what's my actual answer to the question I posed before starting that tirade?
Simply put, Doom Eternal is the single best first person shooter ever made. Less simply put, Doom Eternal sets a new standard for combat versatility, player empowerment in the face of seemingly impossible odds, and absolute Godlike power fantasy. It's a game so good that I legitimately don't think I could possibly play Doom again having now experienced it. As we'll go on to explore, Doom Eternal isn't perfect...but it's damn near close. So load your super shotgun, punch your nearest rock, and allow me to just kind of gush and rant for a little while about why Doom Eternal is good.

Because story isn't really the focus of any Doom game, I'm going to start off with it. I'm also going to take this moment to mention that this will NOT be a spoiler-free review, I WILL be discussing major plot events here and at certain points later on...that being said, Id Software puzzlingly actually spoiled everything that happens at the end in their marketing materials, so nothing I say will actually constitute that much of a spoiler unless you're clamoring to go through the many codex entries provided in-game. With that out of the way, Doom Eternal takes place a number of months after the events of Doom, wherein the cyborg scientist Samuel Hayden betrays our hero, the Doom Slayer, taking the hell crucible for himself and teleporting the Slayer to some undisclosed location. At the start of this game, Hell has begun an invasion of Earth, and has claimed approximately 60% of the planet. The three Hell Priests of the Dreagic order (a group of priests from the human-like realm of Argenta, where the Slayer's story truly begins, but we won't get into that) are performing a ritual to keep the consumption of the planet going. Watching over their progress is the game's main villain: the Khan Maykr, who can best be described as the archangel (there's only one in this universe) of Heaven. However, the Slayer arrives in a giant floating space fortress called "The Fortress of Doom," and makes it down to the surface of the planet to stop their plans. The best way I can think to describe the story is that it's as wide as a puddle, but deep as the ocean. Not much actually happens over the course of the plot, but the amount of lore and worldbuilding details that come to light here is astounding. Right off the bat I'll say that the Khan Maykr was one of the reasons I was looking forward to this game so much. In spite of the fact that she can come off a bit like a Marvel villain at times, the sheer thought of a potential boss battle against an archangel was the coolest thing (I mean, look at her in the picture above! How can you not look forward to a boss fight against that)! As the Slayer embarks on his quest to kill the hell priests and stop the Khan Maykr, we as players come to understand how things got this way. The most important pieces of the story are shown in the game's much-bemoaned cutscenes, so you'll get the gist of it without reading the lore entries you pick up, but all of that lore is there and easily accessible if you want it. And this lore...it goes to some truly interesting places. It would've been easy to just stick to a biblical interpretation of Heaven and Hell, for instance. This developer has nothing substantial they want to say philosophically, after all, so that would be the easiest way to go about things, but instead, they delve into the...I'm not sure if metaphysics is the correct word, but it's what I'm going with...of certain theological points. I, as a person with a literal degree in the study and dissection of religion, ate that up. For example, the concept of Hell as a place of torment makes sense from a "scare them straight" perspective, but theologically it amounts to little more than a way of characterizing eternal absence from God to a Roman Jewish population who, until the coming of the eccentric preacher Yeshua (who we know as "Jesus"), had no true concept of life after death. But Doom Eternal actually elects to stick to the traditional interpretation of Hell while simultaneously providing an explanation: Hell is powered by the human soul, which cannot be extracted from a human body while any trace of humanity is left, so humans must be made to suffer immeasurably until they're broken enough to keep the lights on. Beyond that, they also completely break from established theology in intriguing ways. Perhaps the most striking example is the fact that, in Doom Eternal, Heaven and Hell are allies in the destruction of worlds. A yin and yang of imperialist shenanigans, if you will. For much of the runtime, this isn't explained. There are vague bits of details listed in the codex, and towards the end we begin to learn the specifics of the realms' arrangement, but still, nothing is explained, and then the second the Slayer steps foot into heaven (in the second to last level, thank you for spoiling that in all of your marketing material, Id!), we finally learn what caused the arrangement in the first place. I'll be touching more specifically on heaven when we get to the technical section, because the first couple minutes of that level are some of the most impactful gaming minutes in recent memory, but for now, back to story. The lore leverages the average person's theological knowledge to great effect: anybody knows that in the bible, angels have "gone bad" before (depending on which stories you take as canon, more than just 1 did so). Even a fundamentalist knows it to be a possibility, though not the rule. Then the game poses the question: what if one day God (or "the father" as he's known in this universe) was stolen away from the angels? What if their only source of guidance and the only source of life for their world was one day removed from heaven by a traitor in their ranks? What if all this happened, and suddenly the archangel had to take the reigns of an entire realm? What depths of depravity, what pits of despair, what evils would they now find themselves having to resort to just to survive? The last thing I'll say is that Eternal sets up some interesting stakes for the next game. I won't spoil the revelations that set up these stakes, but there's enough exciting new plot twists to whet the appetite of anybody who remotely cares about the story. Now, don't get me wrong: this is an exciting story, for sure, but it's far from a...quality one. Remember how I mentioned that Doom ended with the Slayer being betrayed and sent to an unknown destination? Yeah, Eternal just kind of ignores that and gives him his giant floating man cave with no explanation. Furthermore, the actual moment-to-moment plot on display here has so many holes in it that it would neither float in water nor blow away with a breeze (your AI companion, Vega, seems to have the ability to open up portals just about anywhere...which...dooooeees end up making sense towards the very end if you're paying attention for reasons I won't say, but for most of the runtime it's nonsensical). Beyond even that, the revelations made about certain characters are super exciting, but they do seem like the developers were like "wooooooooaaaaaaah, wouldn't it be dope if we made it so that this guy is actually this guy from the lore? Duuuuuuude!" It's all very exciting and intriguing, as I've made a point of hammering home, but it's definitely a story that knows nobody is playing the game for it, so exciting and intriguing is really all it has to be.

But you know what's exciting, intriguing, and objectively good at the same time? Eternal's combat. That's where the meat of this game lies. Remember how ridiculously chaotic and breakneck-speed the combat in Doom was? What if I told you that Eternal makes Doom look like an old school JRPG? I feel like the best place to begin would be to address my aforementioned hesitance from before the release. There is, indeed, quite a bit more to Eternal than there was to Doom.
The first of these additions I'd like to touch on is the new roster of demons. The usual suspects are all there (imps, cacodemons, soldiers, etc), but a combination of brand new demons and demons from the original games that haven't yet been implemented in the modern series bring the demon count up to insane levels. There are the arachnotrons, which are similar to the Spider Mastermind, the final boss from Doom. There are the tyrants, which are similar to the Cyberdemon, the first boss from Doom. There are gargoyles, whiplashes (belly dancing snake demons with powerful whips), dread knights, prowlers, as well as a couple ultra-powerful recurring demons. The first one of those that I want to discuss is the one that seems to dominate all conversations surrounding Doom Eternal: The Marauders. Marauders are former soldiers in the elite army that the Doomslayer once led, now consumed by hell. In other words, they're demons with strength and speed on par with the slayer, and as such, they've garnered a reputation for being supremely difficult. Marauders are immune to all the game's "super weapons" (which we'll discuss shortly) and have different tactics depending on their distance from you. Get too close and they'll shoot you with a shotgun, get too far away and they'll throw their axe at you. You have to make sure to keep a Marauder at about mid-range to bait them into starting a melee attack. When they begin the attack, their eyes will flash green alongside an audio cue, and that's when you shoot them to essentially "parry." Parrying will give you the ability to shoot them for a limited time before they recover. To defeat a Marauder, this must be done a few times, and in some later-game arenas, they'll be surrounded by other demons, making the game of distance cat and mouse more complicated. Oh, and to make matters more complicated, that parry window is the only time you can shoot them. Try at any other point, and they'll both raise a shield just in time to avoid damage and summon a flaming wolf familiar to chase you. Sounds difficult, right? Well, if you listen to most people on social media, yes. It's a different kind of battle strategy than you typically have for any given wave of enemies, but it demands that you control the battlefield even more efficiently than you're used to. This enemy famously killed popular YouTuber Markiplier something like...200 times? I didn't see the video so I don't have the count, but it was something ridiculous like that. However...I've only died to any one Marauder once or twice across all my playthroughs, including nightmare. I wanted to take the time to talk about them because they're an interesting lore concept alongside an interesting gear thrown into the proverbial works, but I didn't actually find them to be the difficult monster the internet believes them to be............................................that honor belongs to the other demon I want to discuss: The Archvile, which is new for the modern saga, but a returning demon from the original games. I had my ass handed to me by Archviles enough times to make me understand the feeling that most people feel when they see a Marauder coming at them. Archviles are essentially bullet sponges that summon waves of buffed enemies (enemies that are both stronger and twice as fast as their regular counterparts), call waves of fire from beneath you, erect shields of fire around them, and teleport to the opposite side of the arena on a whim. I died in Archvile encounters more times than in the many levels before they appeared combined...and they don't even show up until like 5 levels before the end. Lest I be accused of being overly braggy for not having Marauder troubles, I figured it would be good to mention that I did have a nemesis in Eternal. Thankfully, unlike the Marauder, Archviles can be taken out by super weapons, so it's just a matter of getting over the mental hurdle of, as lead director (and face of this game) Hugo Martin says, "dropping your nuke."
On the subject of weapons, before I go too much further into the flow of combat itself, I think it would be good to dissect those first. Like in Doom, you have your set of standard-damage-larger-capacity weapons: The combat shotgun, the heavy cannon, and the plasma rifle, all of which share ammo pools with their larger-damage-smaller-capacity counterparts: The super shotgun, the chaingun, and the ballista, respectively. The ballista serves the same purpose as the Gauss cannon from the previous title, and the rest are pretty much the same weapons. In terms of standard weapons, finally, there's the rocket launcher. Each of these weapons have two unlockable modifications each (except for the super shotgun, which only has one). Each mod has a different use case, and you'll likely find a use for each of them as you play. To give just a couple examples, the sticky bomb mod for the combat shotgun and the precision bolt mod for the heavy cannon can both be used to swiftly destroy enemy weak points. Likewise, many of the heaviest demons are easily sent into a pain recoil animation through use of the chaingun, so both of its mods, while slowing down your movement speed, have use cases: the mobile turret mod makes it so that you're putting out about three times the firepower (possibly staggering enemies quicker), while the energy shield mod gives you a bit of damage protection to offset the slowed movement in case you don't want to gamble on the extra firepower. But by far the best mod in the game is the one mod attached to the super shotgun: the meat hook. See, the super shotgun comes with a grappling hook that pulls you towards the enemy you use the mod on, only that isn't exactly the right way of describing it. It's more like the grappling hook makes the enemy you use the mod on into an anchor, as if you don't move the thumbsticks you'll get pulled toward the enemy, but you can also swing around them instead if you wish. The mod has one more use case to touch on, but that's for a slightly later paragraph.
As with Doom, the focus in Doom Eternal is freedom of movement, as that grappling hook for the super shotgun probably implies. You have to constantly be on the move, looking around and jumping out of the way of demon attacks. Demons are fast and aggressive, and this time around their AI is much smarter than in Doom, with certain enemies seeming to predict which ways you might move and aiming fireballs accordingly, so remaining 100% on top of your movement is crucial. To give you a fighting chance against AI that are this smart and aggressive, Eternal introduces a dash mechanic that wasn't present in Doom. It's pretty much exactly what it sounds like: an instant "blink" in whatever direction you choose. You can perform a max of 2 dashes at a time, and they refill very quickly, but not so quickly that you can spend every waking minute dashing. The key is to use these dashes as emergency tools. For instance, if you see that a demon has predicted your movements and a fireball is headed straight for where you just jumped to, the dash can be used to get out of the way right at the last minute. Similarly, if you misjudge the distance a heavy demon can jump to punch at you, you can chain both dashes to get out of range before the hit lands. It requires some practice and getting used to, but eventually, correct use of the dashes becomes second nature. But the dash, in spite of what a godsend it is, isn't enough to make this game a walk in the park.
See, while the devs were kind enough to give the player a couple of new tools to manage combat (we'll be touching on those tools after this), they also decided to ramp up the challenge in order to force the player to truly master all the new tools they've been given. A key change made in the transition from Doom to Eternal is that the maximum amount of ammo for each weapon is cut almost exactly in half. In addition, the infinite ammo pistol from Doom is gone, so all you have are ammo-consuming weapons, and the amount of ammo they can carry after maximum upgrades is half what they could carry in Doom. Furthermore, the sheer number of demons and the specific loadouts of demons in a given arena are...baffling at times. The level of chaos in Eternal's battles by around the 5th mission easily puts the chaos in Doom's FINAL level to shame, and it just keeps increasing from there. On multiple occasions during my first playthrough, I'd find myself putting some distance between me and a demon to get my bearings and get a sense of who else was in the arena, and upon seeing just what I was up against, I'd think "b-b-but that's impossible!" So many battles in this game, I'd find myself absolutely letting loose in desperation after seeing how much I had to overcome (even before the halfway point), but I'd almost always get through without dying and feeling like an absolutely unstoppable badass! The game does a good job of starting you off in an encounter at a level of chaos just high enough to make you think that was it, and then saying "heh...not bad, player...you made me use 10% of my power!" like it's an anime villain or something, and doing it just inconsistently enough that you don't start predicting it. A fine example is one of the boss encounters. I'd finished a grueling battle against the boss in question and was feeling accomplished before moving on into the next room, hearing the villain of this level say "We are NOT! DONE! YET!" and spawning two more of the boss I'd just killed. Quick side note: Normally I'd save this point for the paragraph on bosses, but I feel like it's a relevant point to bring up to prevent discouragement in anybody reading this: For all bosses that have multiple "stages," Eternal has multiple checkpoints. So, if you die to a boss in its second stage, you don't have to do the first one again. I bring this up to remind the reader that Eternal is tough, but completely fair.
In addition to the mid-boss checkpoints, Eternal is also fair in that it gives you a bunch of extra tools to use to manage the chaos. The most immediate tool is the chainsaw that first made its functional appearance in 2016's Doom. Like in Doom, using the chainsaw on a demon grants a slight refill for ammo. A change to the chainsaw in Eternal is that it recharges after a little bit of time, so you'll almost always have a use when you need it, which helps offset the overall smaller ammo supply you have. However, the tradeoff is that it only refills to one use, and unlike in Doom, the maximum fuel of the chainsaw is 3. This means that the chainsaw can no longer be used as an instant kill on something very heavy like a Baron of Hell. You can still use it to kill mid-tier demons like the Mancubus or the Pinky, but the fact that you're going to be using the chainsaw more often in Eternal means that you'll very rarely have the fuel to pull that off. So, you'll be using the chainsaw quite a bit, but it's only a get out of jail free card when it comes to ammo. Similarly, in Eternal you have three super weapons! There's the crucible blade (a giant laser sword), the Unmaykr (which I'll be discussing later on), and of course, the series staple super weapon, the B.F.G (Big F***ing Gun). So you have multiple "nukes" that you can drop to make things more manageable, but like with the blessings added to the chainsaw, it comes with one drawback. In Doom, the B.F.G. had a maximum of three shots that could be refilled by finding its specific ammo within levels. In Eternal, the B.F.G. and the Unmaykr share an ammo pool, and the ammo pool amounts to just two B.F.G shots. The crucible blade has a maximum of three uses with its own ammo, but each use can only kill one enemy, and if it's an enemy with multiple "stages" (for example, a boss that returns as a standard enemy later on), then each use can only take off one "stage". Ammo for both the B.F.G/Unmaykr and the crucible blade are supremely limited as well. Furthermore, as previously stated, none of these super weapons work on the Marauders, so each super weapon can work wonders for crowd control, but you can no longer afford to make it a casual decision.
Now, up until this point I've only been talking about new tools that come with major new caveats, but there are new tools where the only caveat is a bit of recharge time as well! In addition to your standard frag grenades, you also have a new ice grenade which freezes enemies in place to give you some breathing room. Then there's the "flame belch," which sets fire to enemies, causing them to essentially bleed armor pickups. Then there's the "blood punch," an all-powerful melee attack that is charged by performing glory kills (attacking an enemy until they flash blue and then melee attacking them for a violent kill animation, just like in Doom...I didn't realize until just now that I'd forgotten to mention glory killing, that's how much there is to talk about with this game) and sends a shockwave out to kill enemies and gain a little extra health. And all of that is before upgrades come into play. By locating Sentinel Crystals in levels, you can eventually make it so that shooting frozen enemies causes health pickups to drop, the flame belch causes even more armor to drop, the blood punch causes enemies killed by the resulting shockwave to drop health, and by fully upgrading the meat hook on the super shotgun, you can make it so that this grappling hook sets enemies on fire as well! The amount of ways you can get enemies to drop health and armor in this game is astounding, and what's more, none of them are mutually exclusive! You can freeze an enemy, then use the flame belch on them, then shoot them to get both health and armor pickups, how crazy is that? Before I go on to discuss the final tool, which segways into other combat topics, there's Extra Lives. If you've ever...played a videogame before, you know what they are. Essentially, you find extra lives in levels, and if you die with at least one stored up, you instantly use that life and get all your health back. It can be a Godsend in the right context, and at other times you'll get almost all the way through a boss fight, lose your last life, and have to start over again with only the one life. I was initially going to take a little bit off the score for this lack of control, but then I remembered that literally every game with a lives system is like that. So...if you're like me, you haven't played a game with lives in a long time, and the last one you played was Sekiro: Shadows Die Twice, you'll want to get out of that particular mindset.
The final tool to discuss isn't so much a tool in your arsenal as it is something you can exploit. Certain mid-tier enemies have "weak points" that give them more powerful attacks. For the Arachnatron, it's the little turret on the top of their frame, and destroying it means removing their rapid-fire capabilities. For the Mancubus, it's the arm cannons, and destroying them means giving them wimpy little fireballs instead of giant ones. For the Revenant, it's the cannons on its shoulders, and destroying them means taking away their long-range combat capabilities. As discussed in the paragraph about weapons, the best tools for destroying weak points are the sticky bomb mod for the combat shotgun and the precision bolt mod for the heavy cannon, but you may be thinking "precision aiming in a Doom game? What gives?" I thought that too when I was reading early reviews. After all, in a game all about constantly being on the move, the idea of making sure you're aiming at exactly the right spot on a demon probably seems counterintuitive. However, the game makes it work by adding just enough aim assist on these mods to make it that you can quickscope these weakpoints fairly easily. For me, even on Nightmare difficulty it was simple enough to quickly bring up the precision bolt mod and shoot off a Mancubus arm cannon in a millisecond. Now, there are a couple of "tiers" of demons. I bring this up as a way of showing how the game gradually gets the player thinking. Fodder tier demons such as imps and zombies are weak to everything, so they require no tutorials and not much thought, but starting with the heavy tier, you start to see demons that are strong, but they have weak points to concentrate on. You start off just facing fodder, then towards the end of the first level of Eternal, you meet your first demon with a weak point. For each demon with a weak point, you get a brief tutorial about it before you fight them for the first time, ensuring that you know how to ramp the challenge these particular demons bring down. As the game progresses, you gradually move through the heavy tier, and the demons that don't have weak points still have weapon types that will make them go into a pain response animation, so even without a specific point to aim at, you still know of a specific weapon that will help in fighting them. Finally, starting at about the halfway point, the game begins introducing the super heavy demons. These are demons that either have no specified weak points or weapon weaknesses, or if they do, they're strong enough that they'll be a challenge even if you act on these weaknesses. The tips for these enemies have little to no detail about how to kill them, rather, the game will give hints like "you can break through the shield with this," giving you a small bit of survival knowledge in a pinch, or in the case of the Tyrant, "shoot at it until it dies," giving you no help at all. All of this is to say that the game gives you knowledge on specific ways to handle most of the demons, and for the really hard ones you're left to approach them with nothing but your knowledge of how to handle the chaos. As the game gets harder and harder, your specific instructions become more and more vague, thus combat becomes a melting pot of strategies you've been using for the early levels and your own ideas you end up coming up with in the heat of battle.
But for all the talking I've been doing about chaos this and chaos that, I don't think I've actually given an example of how combat might go. So, excuse the incredibly poor grammar in the following sentence as I attempt to simulate what your thoughts in a given combat encounter might look like if you go in with your health, armor, and ammo full:
"There's an arachnatron, pull out heavy cannon, swap to precision bolt mod, quickscope at the turret, missed, quickscope again, got it, I've lost 75% of my armor but I'm ok, pull out super shotgun, use flaming meat hook to get in close to arachnatron and shoot it right up close to kill it in two shots and get some of my armor back with the fire, run back to the start of the arena to look at what has spawned now, turned too late, a hell knight just knocked off all my armor and now I'm at 75% health, pull out chaingun, swap to mobile turret mod, fireballs from imps and gargoyles have knocked off even more of my health now, but they're all right behind the hell knight, ice grenade the crowd, flame belch the crowd, drop two frag grenades in the center of the crowd while at the same time deploying the mobile turret mod for the chaingun and firing point blank at the frozen hell knight, hell knight is still alive and unfrozen but I got almost all my health and armor back from that, hell knight is jumping at me now, dash backwards twice and fire just the chaingun without the mod, it's stunned now, dash forward twice and launch into a glory kill, powering up the blood punch, now there's a cyber mancubus and a whiplash, the cyber mancubus will poison the floor, meat hook the cyber mancubus and swing out of the way of its guns at the last second and blood punch its armor off the second the meat hook breaks off, dash backwards twice to get out of poisoning range while simultaneously switching to the rocket launcher, fire once and dash to dodge the whiplash's attacks and the cyber mancubus' poison, fire twice and rinse and repeat, fire a third time and kill the cyber mancubus but now I'm low on ammo, run across the battlefield to escape the whiplash and find an imp or gargoyle to chainsaw, chainsaw it, a baron of hell and a couple shield soldiers have spawned in my area, plasma rifle, swap to heat blast mod, blow up soldier's shield while building up heat, unleash heat on the baron of hell, dash backwards to avoid attacks, swap to chaingun, swap to energy shield mod, deploy energy shield and open fire on the baron of hell, whiplash has entered the scene and the ice bomb still isn't charged yet, swap to super shotgun and meat hook the whiplash, swinging out of the baron's way, shoot the whiplash, dodge back twice and wait for meat hook to reload then do it again, glory kill the whiplash, swap to chaingun, low on armor, other enemies by the baron, flame belch the crowd with energy shield up and while shooting, baron is staggered, glory kill it, blood punch the burning crowd for a slight health bonus."
Reading that pretty quickly, I calculated a read time of about two minutes. In the flow of gameplay, everything I just wrote down would've taken place over the course of maybe 20 seconds if you get caught on something or accidentally switch to the wrong weapon first. And it's just the first wave of the battle, and it's the least hard wave of enemies you're going to face. The full battle will take maybe 3-5 minutes, with the tactics getting even more and more hectic as the battle progresses. Even then, this was just what my brain could come up with. In reality, the 20 seconds that this scenario would've played out over would've had even more going on than I said. With all that I've said about controlling the chaos, I hope that this meager example of what might happen in a battle is enough to show how you'll be constantly switching weapons and utilizing tools for specific use cases. However, on higher difficulties, even that isn't going to be enough. There's also...an attitude adjustment that must be made. During my time on Nightmare difficulty, I found that the chaos of battle was even more chaotic with the greatly increased enemy damage, and while thought still had to be involved, I found that embracing the Doom Slayer inside myself was really the only way to survive. I remember coming to a point in literally the second level where I had my ass handed to me something like 10 times. The encounter started on a cliff overlooking the arena, and I could see a couple enemies with weak points down below. I was well out of their range, so I (being the thinking person that I am), every time, would start the battle off by sniping the weak points off from afar, then leaping down to fight fair. After about the tenth death, I flew into an almost controller-throwing fit of rage that I haven't experienced in a long time. I would be a terrible streamer/"Let's Play"-er because I never vocalize my internal thoughts when I'm alone, but my internal thoughts went something like this after that death: "F*** IIIIIIIT! AAAAAAAAAAAAAAHHHHHHHH!!!!!" and I leapt down into the arena without taking the time to snipe off weak points. Instead, I just starting trying my hardest to just....friggin kill everything in sight. No real rhyme or reason to it other than taking off a weak point when I could, just blasting everything I could and using as many tools as I could at a given time. Eventually I tracked down a gargoyle and after sawing through its body with the chainsaw, I turned around and mentally screamed "WHO'S NEXT?!" only to find that I'd just won the battle. Then, in a later level, I had a similar problem, only there wasn't any sniping opportunity involved. I simply just kept dying and dying and eventually I launched into another fit of nearly controller-throwing rage. Rather than mentally screaming this time, I simply had my teeth clenched and, according to my dog, was letting out a low growl the whole time. Once again, I won the battle. It was then that I paused and wondered what the actual lesson here might be. After all, having to go into a fit of rage for every battle was going to give me a lot of headaches, and if I came to the conclusion that you had to be growling in order to win, I'd basically be no more secure in my masculinity than your average 0/10 reviewer or metalhead. Eventually, I realized that the secret was actually given by one of the hell priests as he addressed his followers on how to kill the Slayer: "Your hate must match his will." It was never about me being angry like the Slayer is, it was about both wanting to win more than anything and specifically wanting to kill everything in sight. It's the difference between the passive desire to win that comes with any game and the active desire that sees you using absolutely every method you can think of. To win battles on the harder difficulties, you simply have to show brute force. It's mindful brute force that sees you using the kind of force you need to regain this resource or the other, but it's brute force either way. It's a lesson you might think you understand while playing on normal or hard difficulty, but until you get to Nightmare, I wouldn't be so sure. I can only imagine that it's even more important a lesson on the permadeath "Ultra-Nightmare" difficulty, which gives me a headache just thinking about it.
All of this is to highlight just how chaotic and ridiculously fast-paced the combat of Eternal is, which brings me to my actual final point on just vanilla combat. In a shocking turn of events, it's a point that just about everyone in the Doom community agrees with: there is no shame in playing on a lower difficulty. The point of any Doom game is to make you feel like a God, an unstoppable demon-slaying badass, and the fact of the matter is that you'll probably be challenged on even the lowest difficulty. I'm the kind of person who gets an insane adrenaline rush from clearing an incredibly hard challenge like some of the battles on Nightmare difficulty (to the point that I've scared my dog far too many times from leaping up and shouting "YES!" when I succeed), so it's a matter of playing on the difficulty that gives you the challenge you need to feel awesome, and in the age of "git gud," it's shocking to me that the Doom community is supportive of the easier modes...but perhaps it shouldn't be. Doom players seem to understand the point of Doom, and with that understanding comes the knowledge that you can't feel like a badass if you're being discouraged by difficulty. I've seen people get made fun of in places like the Doom subreddit for complaining about the lower ammo capacity or for not adapting their strategies for the Marauder, but when it comes to playing on the easier difficulties, the attitude overall seems to be "yeah man, play on that mode if it's good for you!" So, I'm here today to mirror that sentiment. Even though the easiest difficulty is named "I'm too young to die," ignore that...or maybe reimagine it from the whiny tone it seems to imply to more of a stern delivery followed by cocking your shotgun. If all my talk about the hectic nature of gameplay is making it seem like it might be too difficult or too nauseating for you, I'd still ask you to give it a shot, even if on the lowest difficulty. Best case scenario, you're a little challenged and feel awesome when you clear a room of demons, worst case scenario, you're mowing through demons right and left with no challenge at all and feeling like a God for doing so. In the introduction, I mentioned that I'm currently playing on the easiest difficulty for an extra life mode achievement, so you can take my word for it: even coming off the incredibly-challenging-incredibly-rewarding heels of nightmare difficulty and facing absolutely no challenge in easy mode, I do still feel incredible on this difficulty, and I have, in fact, felt more like a badass when completing certain battles on this difficulty than in nightmare difficulty strictly because of how much more stylish certain encounters turned out without the higher level of resource management. In any case, no matter what mode you play on, you're getting the kind of experience the game wants you to have! I've probably harped on this point for longer than I need to, but when you love a game as much as I love Eternal, you want people to experience it no matter what form that experience takes. And unlike last year's excellent Sekiro: Shadows Die Twice (which gave me the same adrenaline rush Eternal does), there actually is some degree of accessibility, so you'll likely find an experience that works! So that's all I'll say on difficulty from an accessibility and flow of normal combat standpoint.

However, I still have something to say about difficulty as it pertains to this game's boss battles (flawless segway!!)! In my original review of Doom back in 2016, I only took points off for two things. One of these things was the fact that the final boss was lame. Not only is this rectified in Eternal, but there are more bosses at higher quality than there were in Doom. There are four "official" boss fights as well as two fights that aren't treated like bosses with health bars or anything, but who could technically be considered as bosses (such as the first encounter with the Marauder). The worst of the "official" bosses stands on par with the best boss from Doom, such is the level of quality on display here. But I opened up this paragraph with a note about difficulty, so let's circle back to that. Every boss in this game (save for one of the unofficial bosses) is a fair challenge. The short way of describing why? Because they all have minions running around their arenas. Normally that's the kiss of death to a boss fight, but you'd do well to remember some of my notes from the previous section. Minions in Doom Eternal are walking health, armor, and ammo dispensers. So, on one hand, you have more than just the boss to contend with in any given boss encounter, which is usually annoying. But on the other hand, it means that, at any time, you can break away from the boss to rack up sizable resource refills. Like any other combat encounter, it's a delicate balance of aggression towards the most dangerous players on the field and cruelty to the smaller players. And just like in regular combat encounters, the developers give you a couple tools for the job. The first is that at the start of the boss encounter, you're told how to damage it. Some might say that it's a negative change from Doom, where you had to figure out how to damage bosses on your own, but as I hope I've gotten across, in Eternal, knowing is barely half the battle. The second is that, if you die to a boss enough times (I think 3 is the number), you're offered "sentinel armor," a buff that greatly decreases the damage you take for this one fight. The game makes it clear that accepting the armor won't affect your progression, and while the game does not let you know what I'm about to say, the armor doesn't make the battle a cakewalk. Even using sentinel armor on a difficult boss, I found myself still needing to play the resource game, it's just that the added resistance gave me a bit of breathing room that happened to make the difference. So, just like with the difficulty, there's no shame in accepting the buff, because all it does is give you that tiny bit of breathing room, and you'd be surprised what you can accomplish with just that. The third and final tool is something I've already covered: the mid-boss checkpoints. Once you've proved you're enough of a badass to take out the first phase of the boss, the devs are satisfied and they don't ask you to prove it again, in other words. So, in spite of the fact that every phase is going to be a challenge, the usual stress of "If I die in phase 2 I have to start all over" isn't there. Before I move on, I want to address how Eternal rectifies my complaint about the final boss in Doom. It's really quite simple: The last boss you face, the Icon of Sin (which they spoiled in their marketing materials...they literally spoiled the final boss before the game even came out, thanks Id!) is one of the most ridiculous boss battles I've ever taken part in. Do you remember the Old Iron King fight from Dark Souls II? Imagine that boss was good....and spawned constant waves of the most dangerous below-boss-level enemies in the game. Now, again, that would normally put the kiss of death to a boss fight, but...well, to elaborate on why it isn't in this case would be to spoil even more than Id Software already did, so you'll just have to take my word for it.

Now, I've spent a great deal of time talking about combat and chaos and bosses and tools and this and that, but it's worth noting that combat isn't the entirety of gameplay this time around. In another break from Doom, Eternal also features a bit of platforming (much to the displeasure of the types of Doom fans who mirror that one guy who was behind me in line for a Sevendust concert a year or two ago who was wearing a shirt that said "I love c**ts" and was bragging about how many times he'd been to jail). But, you know, even though I literally just finished comparing people who complain about the platforming to a guy who stripped almost all the way down in the middle of the crowd and violently, violently moshed to the early 90's melodic hard rock (not even metal...hard rock) band we were there to see, platforming actually was something I worried about in the leadup to Eternal's release. Doom had some degree of precision jumps that you had to make, and you died every single time you fell off a cliff or whatever. With Eternal promoting an increased focus on platforming, I couldn't help but feel like it was probably going to end up frustrating. Thankfully, though, Eternal modernizes the platforming in that you just lose a bit of health or armor and respawn instantly back where you left off if you fall. It isn't exactly as thrilling as platforming in, say, Uncharted, but it does feel nice and it adds a bit more flavor to the levels. Speaking of levels, do you know what the other thing I took points off for in my Doom review was? Lack of variety in the levels. In Doom, levels were either orange Mars landscapes, orange Hell landscapes, or laboratories. In Doom Eternal, however, not only are the levels themselves varied, but the ways they're designed have a great deal of variety as well! You go from various places on Earth (including around the New York area, the arctic, central Europe, etc), to vast sentinel cities on other worlds, to vast Hellscapes ripped right from the pages of Dante's Inferno, and more! Hell, some levels even span more than one of these planes of existence! Within each level, there are vastly different kinds of platforming that need to be done, different obstacles between you and your objective, etc. One level might see you at times trudging through purple sludge that prevents you from dashing or jumping, whereas another might place you in sections of an area that are toxic, making traversal a race to refill your radiation protection, you just never know what you're in for when you start a level! So now I've touched on both of the drawbacks from Doom and addressed how Eternal rectifies them...unfortunately, in Id's push to rectify this particular problem, they did create one of the few problems I have with Eternal. To say that it's a minor thing would be a massive understatement, but in an otherwise pristine game, even a minor problem tends to stick out. See, I have a saying: "In any game that has racing in it, the racing is the worst part." Eternal does not have racing in it, but there's an unspoken followup to that saying: "If a game has swimming, but no racing, the swimming is the worst part." There are a grand total of two levels in Eternal that feature swimming: one through toxic water and one through regular water. And it's the worst part of the game. The act of getting out of the water is simply too inconsistent, and going anywhere but directly in front of you just isn't as intuitive as it should be. Now, again, this worst part of the game is a tiny piece of two levels, so that should tell you how big a deal it actually is, but I did find myself actively frustrated by it, so there you go. So, that's how you'll spend a lot of your downtime in levels (excluding the extra stuff, which will be discussed in a later section), but there is additional downtime in the game in the form of the Slayer's giant floating castle: The Fortress of Doom.

The Fortress of Doom is essentially your little hub between levels. After certain levels, the Slayer will return to his fortress, and each time he does, you have the option of going ahead and starting the next level, choosing a completed level to play again, playing a "master level," or exploring. Let me start with the master levels. These are essentially remixes of levels with even more ridiculous enemy loadouts. Currently there are only two of them, and I only played the first one, but I can say that it's an incredible adrenaline rush. There isn't any incentive to do them, no special rewards, they're just there if you want the extra combat. If that seemed super rushed and disjointed, it's because I had master levels as their own paragraph later on in the outline for this review, discovered I only had that much to say about them, and needed to put the discussion somewhere. So, there you go...on to exploration. One of the items you can collect in levels is "sentinel batteries" (not to be mistaken for sentinel crystals), which can be used to unlock rewards in the fortress. Some rewards are skins for the Slayer, some are weapon mods, some are upgrades to health/armor/ammo, and you'll find these unlockable rewards scattered throughout the fortress if you choose to go exploring. That's all well and good, but the real draw of the fortress is that it's the Slayer's ultimate man cave. Want to kill some things without having to commit to a level? Just go down to the basement and enter the "Ripatorium," and you can dish out some punishment on the demons that the Slayer has locked up down there. Want to jam out? Every collectible bit of music you find in levels is hung on the walls of the fortress and can be played as you explore or just hang out. Want to just revel in how much fun the developers had in making this game? Just go to the Slayer's "room." There, you'll find a couple gaming PCs, a series of brutally-styled electric guitars on the wall (unplayable, unfortunately), a giant regal portrait of the slayer and his canonical pet bunny (Daisy), the Slayer's "punching rock" (which is exactly what it sounds like), the full collection of toys you've found in levels at the moment, the full collection of weapons you've acquired at the moment, and a bookshelf full of books with specially-crafted titles ("The Cacodemon in the Rye" comes to mind) that'll get a small chuckle out of just about anyone. The fortress isn't a vital part of the game by any stretch of the imagination, and you can pretty much ignore it for the most part, but I have to stress that it's a joy to explore, and you'll find some kind of lovingly-crafted detail around every corner.

With all that talk of unlockables in the last section, it's time to actually talk about the extra things you can seek out in any given level. I'll confess, dear reader, that I've really been looking forward to getting started on this section because there's so much to discuss and it's all really exciting! I guess the place to start would be with the level-to-level collectibles. In addition to bits of lore, weapon mods, suit upgrades, and armor/health/ammo upgrades (all of which are self-explanatory), you can also find toys, music, and cheat codes! Doom featured a line of toys, but they're nothing compared to the toy line in Eternal. Every enemy in the game has a cute little toy that corresponds to them, and they're all charmingly designed to the point where I would literally buy the full set if Bethesda were smart and decided to actually produce them. The music comes in the form of collectible vinyl records hidden around levels, and each record contains one soundtrack piece from a previous Id Software game, so in addition to tracks from all prior Doom titles, you'll also get tracks from the Quake series as well as the lesser-known Commander Keen series. Finally, the cheat codes serve as a way to make replaying levels more interesting. You can activate as many as you'd like anytime you go back to replay a level, and the results can be amazing! You have codes like "confetti" (which replaces some of the gore effects with confetti), "infinite lives," "one-hit stagger," "Quakecon mode" (which gives you a cheering and gasping audience as you play), and many others! If you want to master all the weapon mods, chances are good you'll find yourself coming back to earlier levels, so the devs put these discoverable cheat codes in there just in case you find the task daunting. Beyond unlockable collectibles, there are also extra combat sections in just about every level. There are usually two timed challenges per level, wherein you have to take out a certain loadout of demons within a set timeframe, testing your chaotic ability and rewarding you with an additional weapon upgrade point if you succeed. But the real meat of the additional combat sections is the 6 "slayer gates." These slayer gates pop up once every couple of levels, and they're essentially extreme challenges hidden behind purple doors that can only be unlocked by finding a purple key somewhere close by in the level. Once you enter the gate, you interact with a gore nest in the center of the newly-unlocked area, and you're transported to one of a few combat arenas. From there, you'll have to hold your own against some of the most insane enemy loadouts you can imagine, and just about every slayer gate puts you up against multiple enemies that you wouldn't have yet met in the story. If you successfully clear a slayer gate, you're rewarded with three additional weapon upgrade points and one "Empyrean Key." Collect all 6 Empyrean Keys, and you can unlock "The Unmaykr" in the Fortress of Doom. As you may recall from my section on weapons, the Unmaykr is one of the game's three super weapons...it also isn't worth the price of admission, I'm sorry to say. I unlocked it in all of my playthroughs because it's cool to have, but you'd think a reward for beating the six insane combat challenges in the game would be...useful. I'm sure there's some use case for it, but let me put it into perspective: In this chaotic arena shooter where you're surrounded by absolute hordes of enemies, you have two super guns that share an ammo pool. One of them shoots a green ball with tendrils that will kill just about every enemy in its wake and seriously harm those it doesn't kill. The other shoots a bunch of red lasers at a single target. Which are you more likely to use? Well, I'll give you a hint...The Unmaykr is not the one that shoots the green ball. Like I said, I'm sure there's some use case, but as it stands, the Unmaykr is a pretty disappointing reward as a super weapon. If it were another plasma weapon to share the plasma rifle/ballista ammo pool, that would be something, but as a super weapon, it just falls short.
Now, that isn't the end of the extra stuff in Eternal. As you progress through the campaign, completing optional challenges and just making progress, you'll earn all sorts of rewards: weapon skins, slayer skins, podiums that the slayer stands on in the main menu, skins for the demons you can play as in multiplayer, victory and introduction animations for the slayer or demons that you can play as in multiplayer, icons and titles for your multiplayer profile, etc. There's a lot of focus on multiplayer-centric rewards, obviously, but the weapon and slayer skins are all pretty sweet. But that's not the end of it. At the end of every level, you receive a certain amount of event experience and Doom Level experience. I'm not sure what contributes to either of those pools, but I digress. As you earn more and more event experience, you unlock even more of the aforementioned rewards. It took until a night or two into my fourth playthrough to reach the final tier of rewards, and I figured that was probably it when I started writing this very sentence not too long before this got published, but then, the next day, I noticed that a full 13 new tiers of rewards had been added, so it looks like the rewards are just going to keep coming! Not only that, but if you have an Amazon/Twitch prime account you can get access to a whole other series of rewards for free! I linked my prime account to my Bethesda account and got myself the much-lauded "Doomicorn" skin, but it turns out that wasn't all that came with it, as I gradually unlocked more and more unicorn-centered rewards as I played that weren't directly advertised with the skin! There's been a lot of buzz in recent years regarding games as "live services." Usually that's a tactic used by the lizard people at EA or the snail-eating lizard people at Ubisoft to justify ridiculous in-game monetization that continues to provide more paid content in the game the player already spent the full $60 on. But Doom Eternal shows how great a "live service" game can be if you take the unhindered greed out of the equation. It's like no matter what you do, Id Software intends to reward you for it. Oh, you went back and replayed that level? Have a reward! Oh, you're playing the campaign again? That's great! Have a reward! Oh, you're still playing a couple weeks after the game released? How does a reward sound? Oh, you opted into getting this cool free skin with your amazon account? How about even more rewards you didn't know came with the package AND access to some more collections of rewards as the months go by that you didn't know you were gonna get access to when you collected that skin?! Oh, you stuck with multiplayer for this long? I spy with my little eye, something that starts with re and ends with ward! You're constantly being rewarded for doing nothing other than playing the game and having fun. Being rewarded for playing the game, imagine that in today's game industry! In case this isn't clear by now, there are no microtransactions, no loot boxes (or "surprise mechanics"), no "time savers," absolutely no way to get any of these rewards with actual money (you might argue that isn't true with the Doomicorn skin because it requires an amazon prime account, but I digress), absolutely no way to get these rewards without just playing the game. The example that comes to mind the most is the gold slayer skin and the corresponding gold podium. These items are only earned by completing the permadeath "Ultra Nightmare" mode. Companies like EA would leap at the chance to monetize something like that, but not Id Software. The only way to get that rarest of rare skins and rarest of rare podiums is to beat the game on the hardest difficulty in a mode where if you die even once, you have to start the whole game over again. When you get that skin (as I likely never will), you get it because you earned it, and if you go up against somebody with a gold podium in multiplayer, you know that they don't have it because they paid, they have it because they accomplished this great feat!
Oh, I'm sorry, did you think that was all? Well, think again! See, you don't just get rewarded with cosmetic stuff. Once you beat Eternal in any save slot, you unlock something extremely special. After beating the game and returning to the fortress, if you go back to the Slayer's room and interact with his retro PC, you'll find you're now able to play the original Doom (the one from the 90's that started it all) in its entirety. If you beat Eternal, you unlock another full game.
Oh, I'm sorry, did you think that was all? Well, think again! See, next to the icon for the original Doom on the Slayer's retro PC, there's an option to enter a password which can be found on the bookshelf. Enter that password, and you'll be able to play Doom II: Hell on Earth in its entirety. If you beat Eternal and enter a password, you unlock two full games.
Ohoho, I'm sorry, did you think that was all? Well, think again! This one isn't really a surprise and it can't be played within Doom Eternal, but Doom 64, the Nintendo 64 followup to Doom II comes with Doom Eternal for free. So, to recap, if you buy Doom Eternal, you get a fantastic game as well as three other full games. Four games for the price of one! COME! ON! You wanna talk about bang for your buck, well here it is! Hopefully by now I've gotten across that this is a game that wants to be played and thanks you for doing so! At this point it's also probably pretty clear that I really loved this game, but how much did I love it, exactly?

Well, I loved it so much that I actually played a couple rounds of multiplayer, which is here called "Battlemode"! I hate multiplayer! The presence of another human being in any game other than Dark Souls actively takes away from my experience, that's how much I loathe multiplayer. And yet, I both sought out and enjoyed it in Eternal. I say all that because Battlemode is actually the part that's been criticized the most, but I don't play multiplayer games so I don't have many points of comparison. Multiplayer in Eternal is an asymmetric affair, with one person playing as the Slayer and two people playing together as one of a few demon types. Over the course of a maximum of 5 rounds, the players try to achieve victory in 3 rounds. For the demons, victory simply means defeating the slayer by using their own demonic abilities, summoning additional demons onto the battlefield, and using various debuffs to keep the slayer from, say, gaining health from glory killing fodder demons. For the slayer, victory is a bit more complicated: the slayer has to kill both player demons in quick succession, as a player demon will respawn within about 20 seconds. If the slayer kills both demons without either one respawning beforehand, the slayer wins that round. I played two rounds of the multiplayer, and I never even tried to play as a demon because that would mean someone might try to talk to me, so it was the role of the Slayer for me both times. Before I go into specifics, you may have noticed that I brought something up in the last section that I didn't elaborate on: Doom Level experience. As you progress in the campaign (or succeed in multiplayer), your "Doom Level" gradually increases, and because I didn't do multiplayer until like a week into the game, I didn't see what purpose it had. It didn't seem to feed into rewards, so I wondered why it was a thing. Well, my first round of multiplayer, I figured it out. See, in my first multiplayer match I was at about Doom Level...24? Something like that. The pre-match started and I saw my opponents switching through demons and settling on ones they wanted. But then, the doom levels started popping in, and I saw both player demons frantically switching to the Marauder (you know, the one that people freak out about and think is super hard). Then I noticed that both of them were at doom level 1 or 2, and it clicked. Your Doom Level is a badge of honor, it shows how much you've played and how much of a badass you are. It's a direct representation of how much your enemies should fear you, and it impacts how you're perceived in a match. For instance, can you imagine the sheer adrenaline and joy those player demons must have felt when they mopped the floor with me, a player 22-23 levels above them? So yeah, I lost the first match I took part in and didn't try again until after starting my 4th playthrough, by which point I'd achieved Doom Level 50 or something. In that match, I was up against two demons at doom levels 8 and 53. One significantly less experienced than me, one slightly more experienced. And I bullied that level 8 player relentlessly, aiming for him first and killing him off within seconds every round because I knew that even if I didn't kill the level 53 one in time, I could still off him quickly. We went through all 5 rounds; I'd win one, they'd win one, I'd win another, they'd win another, but in the final round I succeeded! So yeah, multiplayer in Eternal is actually pretty fun! It's still multiplayer so I don't see myself coming back to it often, but it's fun for what it is!

And that brings us to the technical side of things. Like Doom, Eternal is a technical juggernaut. The framerate is a consistently smooth 60fps while supporting killer graphics and hitherto unachieved levels of on-screen chaos. I experienced no in-game texture pop-in (oddly enough, there was some with the graphics on the challenges menu, but that doesn't affect the game), audio glitches, or crashes. In spite of this technical strength, however, there were a couple bugs I encountered. For instance, in the master level I played, a combat encounter didn't end and fodder demons just kept spawning. I looked it up and evidently it's a common issue, and all I had to do was look at the ceiling to see where the last enemy had accidentally spawned. In addition, there's a still unaddressed bug regarding getting out of the menu. If you exit it via the circle button, you'll dash forward like you normally would by pressing circle. If you exit it via the center button, you won't be able to move for a second. It's been a constant, small thing. Neither of these bugs are anything earth-shattering, but when a game is this technically strong, small issues are brought to the front of the class. Beyond the basic stuff, Eternal also succeeds in its sense of feedback. Every gun in the game feels powerful and meaty, and this is further compounded by the fact that bits of demons go flying off wherever you happen to shoot them and the fact that there's a satisfying metallic sound when you destroy an enemy weak point. On the subject of sound, a small bit of praise I'd like to give is that the "lost soul" demons aren't ear-piercingly loud like they were in Doom. Also on the subject of sound, a LARGE bit of praise I'd like to give is to the incredible Mick Gordon, who has outdone himself with the soundtrack for Eternal. The ost for Doom was already a heavy metal dream come true, but Gordon's latest work is even better! The most immediately obvious reason for this is that there's significantly less techno influence this time around. Instead, there's an increased focus on both metal and ambiance. In the heat of battle the metal music is more varied, swift, and crunchy than ever before. Outside of battle, though, Gordon lends palpable atmosphere to whatever level you're in, as if he was told exactly what the lore behind any given location was and he composed accordingly. For instance, two of the late-game levels take place in the part of hell where the torture happens. The levels sport the usual brand of PG-13 torture chamber scenery (blood on the ground, meat hooks, etc, but nothing too specific) alongside an Inferno-esque bit of imagery (walls upon walls of cages with humans absolutely stuffed inside them with their limbs hanging out, feebly moving arms and legs and a cacophony of moans). Sounds evocative, but not exactly disturbing, right? Well, surprisingly, my first time in these levels I was feeling a little unsettled. Eventually, I realized it was because of the semi-metal ambient music Mick Gordon had put together for these sections. The tempo was slower, more punctuative and less syncopative, with plenty of metal *clangs*. Unlike most metal music, there was extreme order and intentionality to this piece. It hit me when I realized that the twirling pylons of spikes and meat hooks were moving at the tempo of the music: the music sounded like a torture chamber. There was no chaos, no haywire drums and squealing guitars, just pure industrial, almost conveyer belt-esque rhythm. Pretentious? Yeah, but I defy you to prove me wrong. It's like the torture chamber segment of Amnesia: The Dark Descent, where, upon entering a room with a device in it, you'd hear the sound the device would make. No screams, no squishes, just the sound the device would make. It's simply a fact that nuance in sound makes all the difference in these types of scenarios, and Mick Gordon seems to understand that. The other example I wanted to touch on is the one I've been alluding to since the story paragraph: Heaven. The second you step foot into heaven, if you're like me, you'll end up getting goosebumps. Before you even see outside of the room you teleported into, you'll get a sense that something is very, very wrong here, and this feeling only gets worse as you step outside and gaze upon the sheer grandiose wonder that is Eternal's science fiction interpretation of the realm of paradise. I find it's a similar feeling to the opening of Bioshock, where your submarine floats over a series of rocks to reveal the city of Rapture for the first time. You can see the beauty and scale of it, but you just know through the music that something is wrong. Again, this is almost entirely due to Mick Gordon's choices. It isn't just that the ambiance he put together is creepy, it's that it's creepy in such an unwelcome, completely alien way (to the point where there was a day or two after playing the level where I'd wake up at like 4am in a sleepy haze, suddenly remember the opening of the piece, and shiver before coming to my senses). In fact, I'm going to link the piece here, so that you can see what I mean. Returning to the Bioshock analogy, this level starts out with something like...3 minutes without combat? Just you exploring this gigantic, yet empty, city. It's a similar kind of feeling when looking at the city of Rapture. It's wondrous and expansive to the point that it makes you feel small, and still, in spite of how empty it feels, you know that you're not really alone. This is a city in which all survivors have fallen to a hitherto unfathomable depth of depravity, and juxtaposed with the grand regal order of the location, it makes for a chilling experience. I've seen it said that if you reverse the voices in the heaven soundtrack piece, it sounds like the voices are saying things like "leave," "now," and "run," and while I can't confirm that (and it would be even more pretentious to proclaim it as the truth), it would make sense given everything I've already said. But anyway, all this is to say that Mick Gordon is back and better than ever with his compositions for Eternal, and I look forward to seeing what he comes up with for the next game!

By my count, this is one of the longest (if not THE longest) reviews I've ever written, so I hope it's come across by this point that I loved Doom Eternal and think you ought to play it. The story is excellent for what it is, the combat sets a new standard for the FPS genre, the sheer amount of stuff you get just for playing is mind-boggling, the music is headbang worthy, every single issue I had with Doom is rectified and improved upon, the graphics and sense of feedback in the moment-to-moment gameplay are *chef kiss*, and the multiplayer is accessible if you're a multiplayer-loathing person like I am. There are a couple little technical oddities that haven't been addressed yet, and the few swimming sections involved in the game aren't great, but these are all microscopic complaints rendered even more microscopic by the sheer quality of everything else! I literally don't know what might keep one from playing Eternal outside of things like financial situations, physical inability to play, or being a consumer of Fox News! You're not good at action games or you don't like hectic arena play? There are difficulties tailored to you that'll make you feel awesome! Haven't played any of the other games? Save for returning characters from 2016, this is practically its own thing and the story doesn't really matter despite being good anyway! Buy it and play it, you won't regret it. It's only April, so it's obviously far too early to tell what my Game of the Year is going to be........but everything else that comes out this year is gonna have its work cut out for it!

Let us review:
Technical oddities - 0.1
Lackluster swimming sections - 0.1
Unmaykr is kinda lame - 0.1

The final score for Doom Eternal is...


9.7/10 - Nearly Perfect
Excellent work, Id Software, excellent work!

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