In Doom Eternal, everything is somehow less natural, unnatural, plastic in appearance and feel compared to the previous game DOOM 2016. The monsters even began to behave somehow more primitive. Imps no longer jump, clinging to walls or pillars; once I only saw an Arachnatron standing on the ceiling like a fly, and that was probably scripted. Movement animations have become faster, but somehow more primitive. Made on purpose, as a new gameplay solution, according to the developers. For a more dynamic game. There are arenas in arenas all around, and between them there is climbing and jumping and flying. At times it resembles a platformer, only in three dimensions. Intermittent cannons that shoot fireballs. There are even fiery rotating sticks, like in Super Mario bro's, in the palaces of the armored dragon Bowser, these were most often found. Chemical protection suit for walking through toxic liquids. This is already a classic of the first games remembered. All sorts of secret and not-so-secret places are highlighted with monotonous cracks, sometimes even illuminated. So as not to search for a long time and immediately see where to hit. As usual, you shoot all sorts of zombies and demons, despite this, you rush from them more than anyone else like hell, you always use finishing moves, as if the player’s weapon is weak and you can only finish off those who are beaten down manually. As in the last part, but here this is elevated to the absolute, it is no longer possible without this, because there are few lives, and they pop up more and are easier to pick up, in addition, during the finishing move, the player is, as usual, invulnerable and it is easier to evade demons, thanks to special skills, obtained as a result of leveling up the player's character as he progresses through the single-player campaign. Mandatory use of grenade or freezing cryogrenade equipment. It just helps a lot to survive. And it is absolutely necessary to use a shoulder lighter in close combat so that the armor of the set fire monsters falls out. That's the only reason it's needed; there's no point in it anymore. He made her respect her and couldn’t have come up with a better idea - it’s about her, about the lighter. And there is also a gadget called “bloody blow”, it works on the “use” button, it’s also finishing off, it’s also hitting. Sometimes it works instead of finishing off. Looks like a strong blow that deals heavy damage. Weak enemies are simply meat and giblets. All this crap, almost necessarily important for the game process and survival, by the way, requires different times to recharge. Well done, developers, they tried their best. A shooter is a shooter, but everything was thoroughly thought out to force melee combat. The same hook for a double-barreled shotgun is worth something. Well, there’s not enough ammunition, so using a chainsaw here is mandatory, and not optional as in the last game. Moreover, if you suddenly forget to use it on the first small monster you come across, then there may simply not be enough fuel for large ones. This is fatal, in this case you can’t do anything, and you usually have to take down the monsters. Reload the checkpoint. (I had the carelessness to screw up like this more than once when playing for the first time. It’s best to watch the ammunition in the weapon selection circle. And, fortunately, as before, time in the game slows down a lot, it even looks like cheating a little.) Instead, the player will not saw, but why -then the shmorgal will pull, after which the saw makes a corresponding sound and does not start. To saw, you no longer need to take out the saw with a separate button, admiring its model in your hands, like other weapons. Now you can saw with one button, on my PC it’s instead of the sit down button, by default it’s “C”. And the player now does not crouch at all, so this is not needed anywhere on the maps. Like slow walking on “Shift”, for me it’s not needed in the last game, except maybe in a network game, as usual, so as not to stomp. Instead there is now a jerk. On the side of the chainsaw there is a funny image of a “dopfish” from the cartoon Commander Keen 4. On one of the cards there are models of this bug-eyed green fish. There are also references in other games from id Software and not only in the form of images or 3D models.
In additions to the main campaign of Doom Eternal, in some cases they are forced to use starting weapons, or, as it seems to me (and probably the developers too, most likely), less popular modifications to weapons. Moreover, using only them. This may complicate the game, but, in a sense, I think it is an interesting and correct gameplay decision. Not like before, when more powerful weapons appear, the previous one becomes unnecessary and unused, but still takes up space in the inventory. Moreover, in those places where it is usually easier to reach the numbers above the main WASD movement keys. Therefore, it is now more convenient to only use the weapon selection circle or reassign keys, which is less convenient. And it’s good that the developers tried to move in the direction to compensate for this shortcoming, approaching it creatively, diversifying the gameplay. Well, the arenas have become more diverse. Simple running around with shooting sometimes became more varied thanks to interesting decisions on the map, where the player is put in an awkward position.
In the single player game there were almost no errors noticed, except for several times I found myself outside the limited arena. I had to reload the checkpoint. And that’s extremely rare.