It’s astounding how many different enemies there are, and how various combinations of enemy types change the feel of each encounter. The ability to control the pace adds a lot, giving you the space to put on the brakes and assess the situation on the fly: which demons to prioritise, where to aim, what weapon to use, and where to head to keep yourself out of the firing line without getting boxed in. When the speed throws off my aim, I can run into a bounce pad, fly into the air, hold alt fire, and rain down a missile barrage in bullet-time. Once I’ve done that, my movement speed doubles for a few seconds, allowing me to create some distance - fair warning, this game is fast anyway and this makes it feel like you’re controlling a Bugatti. If I’m under assault, I can zoom-snap to a damaged target to take advantage of the invincibility frames of a Glory Kill more easily - as ever, these kills provide you with health that spills from your enemy’s mutilated body. These three runes let me dictate the flow. My preference is one that speeds Doom Slayer up after executing a Glory Kill - those gory finishers you can trigger after sufficiently damaging an enemy - another that allows me to snap to Glory Kill target from further away, and one more that slows down time if I hold alt fire in mid-air. Everything is faster than before.Īs well as your arsenal, there are a variety of runes you can equip to tweak your gameplay style, and you can have three active at a time. It drip feeds new enemies, new tools, and new tactics constantly. Most of the weapons you find are floating pickups that you run over, automatically pick up, admire, then unload on a demon within seconds. The dial starts at 9 and turns up to 999, I need a doctor. Then there’s your shoulder-mounted grenade launcher. You also have an assault rifle, which itself has a scope and rocket silo you can swap out mid-battle. Within the first hour, your shotgun has a detachable grenade launcher and a rapid fire mod, and you can freely switch between the two with a button tap. It starts with a short cutscene and you’re straight into Hell on Earth with a shotgun loaded and ready to go. You don’t even start with a pistol this time - there isn’t one. This sequel is about delivering more of that stuff you loved, faster than before. Doom Slayer is rage personified - a mute Kratos, an agent of blind vengeance who doesn’t listen to anyone. It’s about meticulously designed arenas that you can navigate backwards at breakneck pace, always shooting. if those chunks of meat can be called a corpse. Combat is about pushing forward instead of holding back, running at the thing that’s killing you and using it as a resource, taking what you need from its bloodied corpse. That’s because id Software, for the most part, understands what gives Doom its own identity in a world filled with samey first-person shooters.ĭoom Eternal is self-aware - angry with a cheeky wink. In fact, at one point, the game gave me an achievement for punching a gate. It’s completely in character for Doom Slayer to punch inanimate objects like an angsty teen. Interact is on the same button as punch in Doom Eternal, just as it was in Doom 2016, and it means you’re constantly smacking things by accident. Remember jumping whenever you tried to open a chest in Dragon Age: Inquisition? Bad. In most games, interact being on the same button as something else would be a complete no-no. So why, oh why, do I keep accidentally punching every computer terminal, door, and switch I see? All of this happened fluidly, in one smooth motion, in the space of a few seconds. When it exploded I dashed forward, jumped, swung again, and stabbed that fucker in its bulging eyeball. I just leaped at a pole, swung, span 180 degrees and fired a sticky grenade into a cacodemon’s mouth before hitting the floor.
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