Doom Eternal
Doom Eternal is a first-person shooter with elements of action, platformer, and RPG. The first game in the new Doom franchise, created after the successful 2016... Read more
Doom Eternal is a first-person shooter with elements of action, platformer, and RPG. The first game in the new Doom franchise, created after the successful 2016 reboot, the extensive single-player campaign of Eternal serves as the backdrop for explaining the vast game universe (lore). The game also features several multiplayer modes.
The confrontation between the Doom Slayer and the forces of Hell continues with new intensity on Earth, which, at the start of the story, is being overrun by hordes of demons. All planetary defense forces have been defeated, and humanity's only hope is the Slayer. The idTech 7 engine offers excellent optimization even on older machines, with improved graphics and effects, supporting partial destructibility.
The Doom Slayer is back! Just like in the original, he tears demons apart without mercy, aided by:
- runes — passive perks that increase movement speed after finishing moves, provide more armor and health after kills, slow down time, and so on. You can equip three runes in a loadout;
- boosts — temporary power-ups scattered around the map that increase the main character's speed, strength, damage, or health;
- diverse weapons, which have become more powerful and heavier, retaining two firing modes. The familiar roster "from chainsaw to BFG" has been expanded with a super shotgun (double-barrel with a grappling hook) and a ballista (sniper rifle).
- launcher — a shoulder-mounted device that allows freezing enemies, throwing grenades, or dousing them with napalm from a flamethrower.
- melee combat with wrist blades (retractable blades on each hand of the Doom Slayer, enabling new finishers) and the "Crucible," a powerful anti-demonic sword that can slice demons into pieces.
Since Doom , the gameplay has changed significantly. The demons in Eternal are more aggressive, faster, and "tougher," with twice as many on each level. Demon models are destructible and tied to vulnerable points. For example, you can shoot off the rocket launchers on a Revenant's shoulders or the arms of a Mancubus, rendering them defenseless. Chunks of flesh fly off demons even with regular shooting, and there's plenty of blood and gore in the game.
Boss battles are more challenging, divided into several phases, and also require knowledge of vulnerable points. The mechanic of stunning and finishing demons with fatalities is retained, and melee combat with blades has become slightly more varied.
In Eternal, there are significantly more opportunities and ways to "take apart" each group of demons, but to win, the player must move like a whirlwind, using their entire arsenal, burning, freezing, finishing, and chainsawing demons.
The game features a new movement system reminiscent of obstacle courses: the Doom Slayer climbs vertical walls, jumps farther with an improved jetpack, uses trampolines, glides in flight, grabs onto bars and chains, and uses instant strafing in any direction. The grappling hook allows flying over the level, attaching to walls or demons.
Eternal presents a cohesive Doom universe, explaining the beginning and development of the game world long before the UAC discovered argent energy on Mars, as well as the essence of the conflict between angels and demons. On this basis, one can expect sequels and prequels featuring the Doom Slayer in the lead role.
In a distant era, the world of Argent d'Nur, inhabited by humanoid beings, conquered one dimension after another for higher purposes under the aegis of angels, until it accidentally encountered the dimension of Hell. Even the most steadfast warriors — the Night Sentinels — buckled under the blows of demon hordes until the Doom Slayer appeared.
By carefully reading the materials of Eternal, one can learn about the epic battles of the Slayer with the hordes of Hell, against which the events of Doom are merely a private episode. The new lore explains how argent energy appeared, where the Doom Slayer came from, the origins of demons, and their hierarchy.
During the playthrough, the player travels between various dimensions — Hell, Heaven, and Earth with Mars. The design of the locations has changed: instead of maze-like levels, there are spacious arenas regularly filled with demons. The detailed design of the locations remains top-notch: "verticality," many secret passages, and hidden secrets. Platforming elements will require looking around, finding places to grab onto, jump down/up to, using chains, bars, and a grappling hook for acrobatic stunts.
A new feature of Eternal is the Fortress of Doom, a spaceship, home, and main base of the Doomguy. With its help, he travels to different dimensions, stores collected items, tests his weapons, replays missions (as intended or with cheat codes), learns new things in the Codex, can play DOOM 2 or train on demons in the Ripatorium.
Several years have passed since Doom. Closing the portal to Hell — thanks to which the Doomguy stopped the demon invasion on Mars — led to the cessation of argent plasma extraction and the disruption of argent energy supplies to Earth, causing an economic and social collapse. UAC tried to establish extraction directly on Earth but failed after an attack by Hell cultists.
Using an analog of the argent tower, the cultists once again launch a demon invasion on Earth. The planet quickly turns into a branch of Hell: most of the population is killed, cities are destroyed, cyclopean Titans roam them, bones literally litter the ground, and everything is overrun by both familiar and new monsters. Stopping the invasion is once again the main goal of the Doomguy.
There is no overarching narrative, no secondary characters, missions are standalone and almost unrelated. The player is thrown into the thick of events right in the middle of the invasion, offering to figure out on their own who the cultists, Argent d'Nur, priests of Hell, Night Sentinels, Khan Maykr, and the Makers from the world of Urdak are. One will have to look for notes on levels, read messages at the base, and re-read the Codex.
In the spirit of the times, Doom Eternal offers multifactor upgrades: three different ways to improve weapons, two ways to enhance the Doom Slayer's characteristics, such as ammo capacity, health, and armor, and over time the Praetor Suit also develops. A significant part of the playthrough will be spent searching for secrets, collecting crystals, and medals. Along the way, various challenges need to be completed. Some upgrade elements are passive. After each mission, the player is given a rating showing the efficiency of grinding enemies.
The demons in Eternal come in three types: зомби (искаженные под влиянием ада люди), демоны (классические обитатели Ада), кибер-демоны (улучшенные или созданные UAC или культистами монстры). Весь бестиарий Eternal изменился внешне, получил новые виды атак и улучшенный ИИ. Новые демоны:
- Арчвайл — пытается сжечь Думгая адским пламенем и постоянно призывает усиленных демонов;
- Элементаль Боли — парящий в воздухе усиленный вариант какодемона, метко бросает огромные сгустки горячей плазмы;
- Арахнотрон — неповоротливый, но шустрый кибер-паук с мощной плазменной пушкой на спине и ракетницами по бокам;
- Плеть — невероятно верткая и быстрая демонесса, атакующая Палача в ближнем бою со спины;
- Мародер – бывший солдат Ночных Стражей, юркий, проворный, использующий демонический топор и супердробовик;
- Охотник – летающий танк, увешанный самым разным смертоносным оружием, опасен на любой дистанции.
Разработчики учли критику, высказанную фанатами относительно сетевого режима Doom, и придумали необычные PvP-режимы:
- Battlemode – два игрока выбирают демонов и, помимо обычных атак, могут призывать миньонов из Ада. Третий игрок в роли Палача Рока, со всеми своими способностями и оружием, должен их завалить. Победит тот, кто одержит больше побед за пять раундов.
- «Вторжение» — в духе мультиплеера Dark Souls игрок в роли демона вторгается в чужую сюжетную игру с целью разорвать несчастного Палача Рока или пасть от его руки.
- в кат-сценах камера от третьего лица, показывающая Палача Рока со стороны.
- новые, необычные режимы прохождения игры, еще больше пасхалок и секретов.
- полностью настраиваемый интерфейс – оригинальную кислотную гамму можно изменить на что-то более приятное глазу.
Store Offers and Discounts
System requirements and PC test
- 64-битная Windows 7
- CPU: Intel Core i5-2500K
- RAM: 8 GB
- Free Space: 50 GB
- VRAM: 4 GB
- Video Card: GeForce GTX 1050 Ti; Radeon R9 280
- Широкополосное подключение к интернету
- Keyboard, Mouse
- 64-битная Windows 10
- CPU: Intel Core i7-6700K
- RAM: 16 GB
- Free Space: 50 GB
- VRAM: 8 GB
- Video Card: GeForce GTX 1060; Radeon RX 480
- Широкополосное подключение к интернету
- Keyboard, Mouse
Reviews and ratings
To me, it's like Quake 3 in the skin of Doom. Hysterical running around with shooting and finishing. You constantly need to finish off and saw. At first it's cool, but then it gets boring quickly. And still, Doom 2016 is more pleasant to my eyes and soul. I will note, as always, the excellent voice acting. She pulls out this game.
Как по мне, то это словно Quake 3 в шкуре Doom. Истерическое беготня с пристреливанием и добиванием. Постоянно нужно добивать и пилить. Сначала это круто, но потом быстро надоедает. И все равно мне приятнее и глазу и душе Doom 2016. Отмечу как всегда великолепную озвучку. Она вытягивает эту игру.
top-game! cool game, LOTS of references to other games.
graphics - beautiful
gameplay - well... it'll do
plot - cool and fresh
a lot of new monsters, different fighting styles
added a lot of new gameplay
worth playing
top-game! крутая игра, КУЧА отсылок у другим играм.
графика — крас
геймплей — ну ... сойдет
сюжет — прикольно-свежо
много новых монстров, разные стили поведения боя
добавили много нового геймплея
стоит поиграть
The game is very different from 2016's DOOM. At first you feel the drive, and then everything somehow starts to become boring... The same type of finishing moves, according to the system of cutting/cutting into two... It became a bit boring. But the game is still good.
Игра очень сильно отличается от DOOM 2016 года. Сначала чувствуешь драйв, а потом всё как-то начинает приедаться... Однотипные добивания, по системе распили/разрежь на два... Стало скучновато. Но игра всё равно хороша.
How I liked this game, DOOM is not a game or a genre, IT IS THE MEANING OF LIFE!!! The atmosphere from Doom 3 and Doom 2016 is almost completely gone, but it's still a very beautiful game. The story can still be fixed, the gameplay can still be improved, the ammo space can still be freed up, the nonsense can still be eliminated, with additions DooM Eternal can still be a good and enjoyable game for smart people. Or maybe it won't
Как же мне понравилась эта игра, DOOM — это не игра и не жанр, ЭТО СМЫСЛ ЖИЗНИ!!! Атмосфера из Doom 3 и Doom 2016 почти полностью пропала, но это все равно очень красивая игра. Сюжет еще можно починить, геймплей еще можно улучшить, место для патронов еще можно освободить, от бреда еще можно избавиться, с дополнениями DooM Eternal еще может стать хорошей и приятной игрой для умных людей. А может и не стать
I recently completed the game, It is very different from Doom 2016, the graphics have become more cartoonish, Doom should evoke different emotions. It’s like they mixed Quake and Doom, why couldn’t they make two different games? Also, these jumps are constant. After 8 hours of playing, it becomes same type and begins to get boring.
Прошел игру недавно,Она сильно отличается от дума 2016, графика стала более мультяшной,дум должен вызывать другие эмоции.Они будто смешали Quake и Doom, почему нельзя было сделать две разные игры?Еще и прыжки эти постоянные.Спустя часов 8 игры ,она становится однотипной и начинает наскучивать.