I just jumped the pole, swung it 180 degrees, and fired a grenade into Cardman's mouth before hitting the floor. When it exploded, I rushed forward, jumped up, swayed again, and pierced the idiot into its raised eyeball. All this happens smoothly and smoothly in seconds. So why, why do I accidentally punch every computer terminal, door and switch I see?
Interaction with other buttons on the same button is completely taboo in most games. Remember when you tried to open your chest in Dragon Age: Inquisition? Bad. No, developer, stop it now. Stop quickly. In Doom, it's actually good.
Hear me out…
Just like Interact in Doom Eternal, Interact is on the same button as the Hole Punch in Doom Eternal, just like Doom 2016, which means you Often accidentally lose something. I like it. Doom Slayer can punch inanimate objects like angry teenagers. In fact, at some point, the game gave me a breakthrough. This is because id Software understands Doom's unique identity in most of the worlds full of the same first-person shooter games.
Eternal Doom is self-aware-angry at cheeky winks. Fighting means going forward instead of flinching, running what kills you and using it as a resource, getting what you need from a bleeding corpse … if these pieces of meat can be called corpses. This is a well-designed arena where you can navigate backwards at an amazing speed and always keep firing. Doom Slayer is the embodiment of anger-Kratos the silent, blind avenger, and does not listen to anyone. He can hit a door if he wants. The game welcomes this. Hell, so is the gate. This is an honor.
This sequel is designed to deliver more of what you like faster than ever before. This time you don't even start with a pistol-there is no pistol. First have a short cutscene, and then you will go directly into the hell of the earth with a loaded shotgun, ready to go. In the first hour, the shotgun is equipped with a detachable grenade launcher and a fast firing module, and you can switch between the two with the click of a button. You can also use an assault rifle. The assault rifle has its own scope and rocket silo, which can be replaced in battle. Then your shoulder grenade launcher. The dial starts at 9 and goes to 999. I need a doctor.
Most weapons you find are floating pickups that you can swipe over, pick up automatically, admire, and then unload the demon in seconds. It constantly injects new enemies, new tools and new tactics. Everything is faster than before.
In addition to your arsenal, you can also equip multiple runes to adjust your game style, and you can have three runes at once. My top pick is to speed up the Doomsday killer after performing a glorious kill-those bloody terminator that can be triggered after enough damage to the enemy-another person who can let me grab the glorious kill target from a distance, the other can Slow me down and keep high fire in the air. These three runes made me decide the process.
If I get attacked, I can zoom in on the damaged target to make it easier to take advantage of the invincibility of glorious killings-as always, these killings give you health that overflows from the enemy's incomplete body. After doing this, my movement speed increased by a few seconds, which allowed me to keep a certain distance-a fair warning, this game is very fast anyway, just like controlling Bugatti. When the speed deviates from the target, I can hit the springboard in ballistic time, fly into the air, set fire, and shoot down the missile barrage. The ability to control your footsteps has increased a lot, giving you the space to brake and dynamically assess the situation: priority demons, targeted targets, weapons used, and firing lines without boxing towards you
What is shocking is how many different enemies there are, and how different combinations of enemy types change the feeling of each encounter. Whenever you see a squid flying nearby, your first instinct is to deal with it quickly. If they approach, they may turn you around and tear at you with a vicious bite. A grenade in your mouth (whether fired from a high-altitude fire shotgun or a launcher on your shoulder) will prepare them for a "honor kill", but when you adjust your target to fit the sky, you may Will forget other demons around. Fortunately, the new tool "Meat Hook" attached to the supershot shotgun allows you to gain air superiority by grabbing and pulling towards the enemy. You can use it in combination with the above runes to slow down the crawl time, move forward during the moment of feat, slow down, headshot, and then land immediately.
The core marksmanship of Doom has never been better. The new demonic downgrade system adds weight to each shot, and each bullet burns the enemy's flesh. Now, we are tearing and tearing, not only when we divide the devil into two with our hands. I can't underestimate how satisfying the new sound effects are for the exploding head, just like a child popping his cheek with his finger. popular! The sound design here is a perfect blend of gun feel and extraordinary effects, supported by Mick Gordon's coveted soundtrack, and now a heavy metal choir has been added. Combined, you can enter the area, which is the best all-around experience with headphones.
Like those demon-like drops, each enemy has a weakness, and you can take advantage of these Achilles tendons to reduce their effectiveness. Pass the charged little finger, rotate and shoot its tail. Anti-aircraft fired directly at the electronic pistol, or rushed in with blood fist, sm smacked, and seized its armor in one fell swoop. Snip the turret from an arachnid. Fire a plasma rifle to blow up the energy shield, destroying any stupid demon standing nearby. Just like Doom 2016, each type of enemy has a tool and tactics, but now there are more nuances-you have to switch your brain to calculate lethality like a killer supercomputer.
Even other new adjustments (such as the flame beam) (a small beam of flame from a shoulder-mounted weapon) have increased the level of encounters. Set up a group of enemies to burn, and every bit of damage you do will cause them to bleed armor fragments that will congest you. Glorious kills the health, the torch kills the armor, and the chainsaw is there to cut off the demons for ammunition. Later, a new melee weapon called the "Crucible Blade" was unlocked, and despite its limited range of use and constant refueling, you still had a chance to kill most enemies. BFG has also paid off, although it is now on the radial weapon menu instead of a devastating smart bomb with a dedicated panic button. Although the fact that you automatically switch to the last weapon you used after you ran out of ammunition does occasionally cause you to accidentally fire the weapon and waste this rare resource, it still works in most cases.
In addition to expanding your arsenal, id Software offers levels from Doom Eternal. Doom 2016 was criticized for its predictable structure when it was released, with players moving from the corridor to the arena and from the corridor to the arena. Here, the arena feels more organic, like a part of the environment. They are more open, more layered, have more routes through them, and need to consider more environmental hazards. They are big enough and have enough paths to pass through, feeling endless, but still flowing. These spaces certainly have edges, but they fit the environment in a more natural way. Portals, swing bars and springboards make the route through them fun. Sometimes the game creates a demon at close range, offsetting the expansive stage, forcing you to adapt and think quickly before the situation gets rid of.
There is even more visual diversity here. You will walk through the long-dead Titan weapon into the chest of a murdered giant. You will cross the lava lake, ascend to heaven, look into space, and see the hell on earth from the ruined cities and the North Pole-hell is actually frozen. The interior is luxurious and interconnected, and is decorated with exquisite details: statues inlaid with gold inlays, reflective materials flashing in the lights, delicate door mechanisms and mechanical devices, which can be quickly rotated. This is a visual ascension, a Doom with a view. The story presented throughout the journey is also stronger. It is placed on a heavy foundation through optional knowledge, there are more cutscenes, and it covers more characters of Doom, links the modern Doom to the past, and creates extended Destroy the Universe.
You will go to places named "Terordome", "Super Gore Nest" and "Slimy Gut Land"-one of them is made up of me and I let you decide which one. You will solve puzzles, fight, jump, and-in the most wrong development decision I have seen in a while-will swim. Let me solve this problem: Doom Eternal doesn't need to swim. They can easily become the trough of the entire game. They are short and rarely used, but swimming is awkward and annoying. One more thing, you have to swim in radiation, and you can only survive for about ten seconds in radiation protective clothing. Not rad at all. This word rhymes with rad (worse, obviously). I also want the new tentacle enemies emerging from small holes in the ground to explode-they are not challenging, just nasty.
Although there are many places, platformization is not as much as I fear. It helps to break the movement, but sometimes the complexity of the environment makes it difficult to determine where you want to jump, and the ability to fly in the air means that you often judge distance by trial and error. Satan is grateful that you will not die when you fall, but some platform tests may test your patience towards the end of the game. It's kind of "It's me, Doomio".
Other than that, I encountered some small errors, such as in an arena, enemies will spawn indefinitely until I reload the checkpoint (this is not because of Buff Totem, this is a new addition, it will generate enemies Until destroyed, or Archvile with the same function). I was once trapped in a certain geometry, and the last boss was locked in the animation, so he couldn't complete his task without reloading. That's all I have for 15 hours of gaming time, but – Doom Eternal is buttery smooth, slick and smooth in most cases. Even the loading screen is dirty.
When you're on the right track, hobbling around like a group of walkers, methodically and efficiently wasting rubbish into hell at 900 gigabits per minute, the most powerful warrior of destruction ever . This is the 2016 Doom battle, it expands in a clever way, and is structured in layers, such as the skin and muscles of the demon that deletes its large pieces every time you trigger. Playing is like venting, a modern virtual wall punch.
Tested version: PS4 Pro-Bethesda provides a copy of the review. At the time of writing, new multiplayer games that offer combat mode are not yet available, but once released, we will give you some impressions.
This is the eternal unlock time of Doom, and you are ready for launch.