Because of this, the platforming becomes a tedious exercise in trial and error as you try to meet the exact requirements the game asks of you. On console, both that game and this new DLC bookend combat arenas with platforming sections that stall the pacing to a crawl and ask for a level of precision they just don't give their players. Anything but speed is antithetical to the experience it's pitching its players. And to be fair, this is a problem in Doom Eternal, too. The whole point should be to become a blazing fast blur of blood and guts. The last thing I want from Doom is to have my momentum slowed down. I love it.īut then The Ancient Gods throws one of these damn platforming sections my way and I consider tearing my hair out. It's so fast and so vicious, and I have no clue why I'm doing what I'm doing in the game. I'm constantly switching through my weapon wheel, running, jumping, and evading the literally dozens upon dozens (honestly, it could be hundreds, I'm not sure) of enemies it's throwing at me in any given encounter. I'm having a blast in the new levels, and the emphasis on difficulty has been a great test of my skill. The new Doom Eternal DLC, The Ancient Gods, is more Doom. At almost every point, it never wants to get in the way of your fun. The fact that Doom caters to this, I think, is what makes the game excel. It's a lot of unnecessary work before doing what you actually want to do. For me, paying attention to Doom's story feels like reading the phonebook before calling your crush. But I couldn't care less about why Doom Guy is doing Doom Guy stuff. There's plenty of story and lore there, but it's unobtrusive and easily skipped. I'm just running and gunning through the hordes of demons in front of me.ĭeveloper id Software knows this is what you want to do. I'm not considering whether Doom has a grand message it's trying to convey. Once I hit start, I'm going to go fast, I'm going to kill everything in front of me, and it's going to feel amazing. There's never any mystery or surprises when loading up a new Doom game. But also technically solid enough to be some of the best-playing games in recent memory. They're pure and focused experiences, self-aware enough to get away with their should-be-gross-but-so-ridiculous-it's-actually-funny levels of gore. I think that's what makes them fantastic games. They know exactly why you're playing: to rip and tear. Doom (2016) and its sequel, Doom Eternal, don’t try to be something they're not. For what my money's worth, the new Doom games are some of the best of this generation.
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