Thanks for the review. It's funny... I haven't played DOOM since I was a kid. I think I played them up until DOOM 64? I loved it, but it became so ridiculous (and while enjoyed the 64 a lot, I never liked the controller; maybe it was the version that turned me off). I realized I wasn't a fan of a "straight shooter" on a controller... so I moved to QUAKE. I played a LOT of QUAKE and loved it. I might be weird, though... Q3: Arena came out as a demo. It took me a long time to download and install that; it may have been days. And that was my last, true shooter: Q3: Arena Demo. I loved the pace, and it ran as silkily as possible on my PC (that I built, ahhthankyouverymuch). I haven't had a computer to game on since, either... I loved WASD and a mouse. The video of the game you posted and your commentary made me decide maybe DOOM: Eternal is for me. A lot was the framerate, though, honestly. It just looks so smooth, and shooters HAVE to be smooth. And that makes me double;TL;DR with this: 1. I'd buy D:E... but I have a lot of trouble supporting Bethesda right now. I'll either wait for it to discount, or buy D16. 2. That laptop looks badass. I want one. If all my US dollars don't depreciate any more, I'll get one in a bit. World's tough right now.
Hey, because of the marauders in eternal. The game is a matter of focusing and picking out enemys. You should keep fodder around for reccources and big ones you should focus. If you have too many defensive enemys like archvile and revenants, you get them first etc. Marauders are ment for you as the last deamon. They do shotgunblasts if too close and always dash after you. If their shield is down, one projectile, from the axe, will shoot and then they attack you. This is a repeated pattern. You can get off 2 super shotgun shots in one swing.
I can definitely understand when you say some will love and others will hate the limited ammo. I personally like it a lot, despite thinking it sucked initially. I came off a CRAZY battle that dragged on for 10 or so minutes, and it forced me to use nearly everything available to me while swapping guns furiously to exploit certain enemy weak points. After that battle, I realized "I never did ANYTHING like that in 2016" Don't get me wrong, I love that game as well, but I feel ID's push to use certain weapons on certain enemies really elevates you to a new level of play. I felt good in 2016, but I feel like a God in this one after I overcome a huge engagement.
exactly the same, it almost feels natural now to cycle through your entire arsenal in matter of seconds and make big pile of demon corpses in mere moments, especialy certain arenas (last couple of Slayer gates) are adrenaline rush of degree I never experienced in Doom 2016.
Agreed. Just got the Platinum on PS4 and I will never forget the multiple times my body was consistently producing dopamine in those later levels. Like, to compare DOOM (2016) to Eternal makes the first game feel like a game for children closing you in with tons of ammo, and usually sticking with the Gauss Cannon and Super Shotgun the entire game. In Eternal I was using all of my weapons to attempt to make the harder fights easier by exploiting enemy weaknesses. Even after getting all the achievements I still want to go back and try to beat the game on Ultra Nightmare because the combat was just that much better than DOOM (2016) for me at least.
This is something not enough people are recognizing, and just to preface i'm not shitting on anyone who does not know, so please take this as advice from a friendly stranger. The chainsaw in this game is much, much different than in 2016. In DOOM 2016 the chainsaw was pretty much optional because the game kept pumping you with loads of ammo anyway. It was even more so obsolete because you could equip a rune that doubles the value of ammo drops around the levels. In DOOM Eternal if you want to succeed and play well, you NEED to use the chainsaw, because you will quickly run out of ammo, that's why the chainsaw now automatically refills 1 ammo. Now it could be argued that this new mechanic is pointless but in my own opinion, I think it's great and only adds to the carnage and as Hugo Martin put it: "The Doom Dance". the only reason you are given extra fuel and a total of 3 ammo ticks is if you want to spice things up and try see what chainsawing heavy demons are like. But if you want to play really well, then I recommend you reserve your chainsaw for fodder demons only.
15:00 You are objectively wrong about marauders. -Firstly, the dog only spawns when you shoot their shield (or enemy friendly fire triggers it) -Their catchup mechanic guarantees that their next action will be their melee attack; get far enough away, and even if they throw one of their _extremely slow_ axes, it won't hit you if you keep moving. 16:35 Wrong. They push and reinforce Doom's core design to the limit. You just don't understand them. They force you to do what you always do when you play, but do it _better_ or the marauder will catch you. The chess game _continues_ with even less room for error. --When you get good enough, you will be able to tell when you've gotten far away enough to induce their charge attack, at which point you have a melee enemy running directly at you in a straight line and can shoot him. --Get him into a hallway, and you can guarantee stagger him with _off center_ remote -detonated -rockets, combined with ballista shots. This allows you to completely circumvent their mini game. You literally can just alternate between the two and kill him the same rocket ballista combo Nightmare players use to kill Hell Knights. *The Marauder is nothing more than a Hell Knight* that you can't take potshots at while you run away. Nothing about that is antithetical to Doom or any of that nonsense. This isn't your true complaint; this is only how you try to bolster the next section... 17:20 You are bad at dueling him. You are standing way too close, and complaining that he is shotgunning you. You don't have a good sense for the range of _your_ super shotgun... he has the same range. If you don't feel comfortable playing with that distance, just run away to induce his charge attack and get a guaranteed straight-line shot into his face. This is why you're upset, you don't understand how to fight him properly The marauder is not an objectively bad enemy, you are objectively wrong. He is not antithetical to Doom, and you have personally demonstrated, on film, that you don't understand the mechanics of his attacks, nor how to create opportunities to engage him _while surrounded by other demons_ .
I would actually argue that the marauder is one of the easier heavies. he’s completely predictable. keep distance from him, easily dodge his axe throws, never worry about the dog because you shouldn’t be dumb enough to shoot at him without the opening, and when he does open up (which he is guaranteed to come and do if you keep a distance from him) ssg and ballista to the face, and he’s down in a few moments. people who have a problem with him just don’t like to be challenged, and funnily enough they’re the same people who prefer 2016 because they want to cakewalk through everything.
@@willbournerv2259 I mostly agree with what you have said, but I do believe these people enjoy a challenge... it's just that they don't understand what is happening, and the enemy therefore becomes much more difficult. It also doesn't help that people have inadvertently been mislead into thinking they must maintain a specific distance from the Marauder, due to the tooltip. It's possible this fuss over the marauder would have been much more muted with that hint, because people might have been more inclined to simply observe the marauder, rather than thinking "I must avoid axe throw at long range."
It's because these type of reviewers try to get out the review as fast as possible without gettin too deep into the game's mechanics. I am on my third playthrough on Nightmare and I have no trouble with marauders, it's a dumb complain that slowed down his review and he was upset, that is classic FPS and no cod bullshit here. This game improves on the previous in literally every category and no this is not my opinion this is fact.
I honestly and genuinely enjoyed a lot of the parts that you said hampered the experience. I thought the story for this game was better and just a lot more of what Doom 2016 offered but in greater detail. I enjoyed the moving and platforming quite a bit but honestly my least favorite part of the game are those stupid areas with the purple sludge where you're forced to move extremely slowly
Nick Polachi I haven’t finished it yet, but it definitely feels like more of an evolution of a FPS. The architecture and locals are perfection. To make a long story short, the game reminds me more of Metroid prime than doom 16.
I agree. The moment he said the story is a step back from 2016, I felt that he didn't really understand what fans wanted. Most doom fans I talk to were really excited about the story.
They tried to make it like to classic Doom games, where Demons just showed up in certain levels. Same with the redesigns of the demons. What I HATED was when the challenges (Key challenge thingies) spoiled new demons.
@@TheRealSlimShady509 Well you see I could get better at a game that I hate. Or I could not play it. Also If I wanted to be punished for not using the correct weapon for every fight i'd go play wolfenstein youngblood instead. I've died to platforming more times than any of the bosses I've fought. Those extra lives and secrets were a waste of time because I didn't know the perfect jump patterns. I've out maneuvered not been touched by enemies? good thing I died to random traps in arenas that are giant cone of constant damage in giant circles that don't go away lazy as fuck design. We made the chainsaw refill, but nerfed ammo capacity ( the game is worse now) - also there's more elite enemies than normal enemies because you have constant supply of ammo ( worse now) remember that chain saw? were also nerfing glory kills because of it. OH YEAH REMEMBER THE CHAINSAW BUFF, WELL NOW AUTO ATTACK DON'T DO DAMAGE BECAUSE OF IT GEE THANKS. suit upgrades suck there's like 2 good upgrades the rest is for finding collectibles that won't help me when I die trying to figure out some retarded jump. The assault rifle is good for smaller demons which don't exist because 60% of the demons are elite enemies so it's become obsoleted by game design. Blood punch is aoe and not single target damage killing all the small demons and making the assault rifle further obsolete. Sure glad I wasted my upgrades on health and armor because I was expecting glory kills to be more rewarding. but they got nerfed because chainsaw Because of the over abundance of elite mobs which are just normal mobs now because of over saturation health and armor are meaningless because how hard they do hit so glory kills are just Invincibility frames and not enjoyable cut-scenes. I wonder what 1 changed caused that.
Dooms competition is pretty much every single other game on the market. Even Doom 3 beats Eternals joke nature. Leave it to bethesda to fuck up a good thing.
@@SenseMotive what about the people who play on Ultra Violence (me)/Nightmare on their first run? I think the option to turn them off in the settings is the best, have them on for the first run and then turn them off
@@reichstein011 Yeah that would have been the best option. Have them on for every difficulty at first, but add a note to the first in-game tip saying how to turn them off.
It's weird to me to critisize the cutscenes. You can just skip them, I just replayed Doom 2016 and it has parts where it locks you in a room for 5 minutes and the only thing you could do was listen to Hayden while jumping and running in circles. Those cutscenes are way better for multiple playthroughs.
hard same. i've seen so many reviews screech about 2016's plot, but in addition to the boardroom visit from hell, i think a lot of people forget that the second half of 2016 leans hard into the "metal album cover lore" that so many seem to hate about eternal. this shit didn't come out of thin air.
The skillcap in DOOM Eternal is faaaar higher then anything iv seen in years within FPS games. Even if it's just against AI the speed and reflexes, quick thinkin is higher then most fps games.
@@suppression2142 and you never played doom eteral too i see. complete idiots without any knowledge throwing random comments :D shocking. ME MUH MUCH SKILL,ME TOP REFLEXES AND QUICK THINKING AND AI SPEED :D god you fucking kids with NEED to overhype every shit and act like every new game invented wheel.
@@michaelbagby2451 I'd say he's the queen. He's dangerous at long distance and at close distance, but there's one thing he can't do...which is jump pieces like the knight...so to beat the marauder...you gotta be the knight.
I didn’t have too many problems with the marauder though it could be that two marauders I faced I accidentally killed with the bfg. Heavy demons open oprotunities for small ones and vice versa. The marauder is the ultimate incarnation of that. I enjoyed fighting the ones I encountered while on normal difficulty. I just finished the campaign so we will see for the next difficulty
@@tootnoots fucking yes! When I encountered two I was like thank god, A REST FROM THE CARNAGE. Skill Up just didn't really know how to engage the marauder properly.
@@tootnoots even on nightmare it was prolly the easier encounter throughout the dlc. However, Samur on phase 5 is the definition nightmare, I was stuck on that for hours....but once you overcome its the best feeling ever
Eternal does feel different, it feels a lot faster and the game really make you use all weapons because the ammo is pretty limited, but it's a good kind of different, it doesn't make Doom 2016 obsolete, it stands right beside it, just like RE2 and RE2 remake
Okay but, re2 remake completely remade re2. It wasn't released 4 years after the first one as a sequel. Doom Eternal has problems that can be summed up in this short list: marauders, claustrophobic, lore, UI, platforming, hub.
Man i wish my School had Halloween, but no, we just have Book Character Day and U.N day which are still pretty good.. but halloween (tho Halloween IS a one week break)
@@sethleoric2598 that is so strange to me. So halloween was part of the gealicisation of the roman Catholic Church. It took elements of samhaine the pagan Irish holiday and integrated it to make Catholicism more comfortable a transition in Eire so the idea that catholics being devout being conflicted by Halloween is bizarre to me.
Beating the Marauder the 'right way': stay back, wait for him to throw axe, he'll sprint up and eat a balli/ssg blast twice before guarding again. Rinse and repeat. Bullying the Marauder: combination of meathook swings and we'll timed remote detonated rockets to stagger and land hits behind his shield. He's by far the hardest demon to bully, but it's not impossible.
Why cant you use the sword or bfg against them? I didnt even fight tyrants because I would just cleave their kneecaps off with the sword. I would have to fight tyrants if I could of used the sword. Come one game you could even make it a 2 shot requirement with the sword. I would gladly give up a sword pip or two to kill a maurader and not spend 5 minutes shaving a sliver of health each time. I know the strategy but I don't want to play that way. Being forced to play a strategy.
@@jacobsalmi5582 taking 2 or even 3 sword pips to kill a marauder wouldnt be unreasonable since the doom hunter takes one pip to break his sled and one to actually kill him
you jump deliberately and cling on pressing a button and somehow forget its you you're playing as mistaking yourself as a cyber demonic spider 🙄 yeahhhh okayyyyyyyyy
@@rap_leg3nd779 Obviously I didn't mean it literally. I was just trying to portray that the way the Doom Slayer is climbing is kind of scary, because of how aggressive it is.
hahah the fact u misspelled beat clearly displays ur level of comprehension of what he is talking about ;D. LIKE HE SAID difficulty inst the issue, its the fact he demands you attention and stops the flow of what is normally a dance of death.
@Andrew Finefrock they do break the flow. I can bring the fight to all other enemies. I can engage them on my terms, and fight them how I please. There is only one way to fight the maurader. Maintain a specific distance till it swings it's axe, then shoot it with the super shotty/ballista combo, then stand around while it's invunerable till it opens itself up again. There are no offensive options available until the game says 'you can do damage right now'. It's fucking boring.
I love the new combat mechanics. I've never felt like I had to think so fast for such long and intense periods of time. Each arena in Doom 2016 feels as if it's over in a couple of minutes now
Especially the Slayer Gates. Oh my lord the Slayer Gates. I'll never get over how much a squealed like a kid playing Doom II for the first time when the [REDACTED] spawned in all it's glory and Mick Gordon's soundtrack got more intense with it's arrival.
Qin4 DaWin “Then suddenly nothing at all to kill your momentum”......... that’s a good thing dude, it would be so upsetting to play through a slayer gate then get no more fights in the level, which is why you get at least 2 more fights after a slayer gate to prove what you learned in the fight. It’s all about skill which you clearly don’t have, that or you haven’t played the game.
The marauder is actually great enemy once you figure how to deal with them. At first yes they are frustrating and I did hate them but after more time playing I learned the best way to deal with them. Nothing felt better then destroying a marauder easily and knowing I got better at the game.
@@PhillyTJ SSG -> Ballista combo. Bind these two weapons to very accessible keys so that you can switch between them instantly. Counter the marauder when its eyes flash green with any of the two(SSG is a safer bet), and immediately swtich to Ballista to land a shot on him, preferably on the head. If you can switch between enough you can even get an extra SSG shot or even 2 SSG -> Ballista combos. As for manuvers, I personally circle-strafe around the Marauder at mid-long ish range, and backdash when possible to bait him into rushing so that his eyes flash green.
"doom doesn't have cutscenes" I couldn't hear you from over there, I'll come closer once Samuel lets me leave this small room with literally nothing to do except listen to him talk for 3 minutes. Seriously, I don't see how eternal's cutscenes aren't seen as a flat upgrade to that shit. It's the same stuff, just with cinematography.
Honestly I also predict doomguy for smash, I personally don't care as I've only thought about ryu hayabusa but I forgot about how amazing the music is and that would be amazing to see added in at least with a mii if not the entire character.
I doubt Nintendo would want to promote their mostly younger animal crossing fans to buy Doom. As much as it would be cool and awesome I doubt it. I would like to proven wrong though XD
For 10 to 20 minutes at a time I was clearing out arenas, soaking myself in the demons. It felt like the perfect dance of violence and death, especially when the icon of sin came out. Honestly no game has given me the rush eternal has, doom 2016 comes close but this game is pure chaos and I love it.
The marauder pissed me off on the first playthrough but were a blast to fight on the second. They’re tricky, but once you learn how to fight them, they’re pretty easy.
Damian Yoss I just personally believe that doom eternal is better. I think the changes that were made in the game are for the better and keep the player on their toes, it’s makes for a more enjoyable game.
Ya Boi Ree Sprastik That’s a good point. I’ve played plenty of games that had amazing pacing and cohesiveness and games that, while not excelling in that area, provided a superb gameplay loop that could keep me replaying levels over and over
The cutscenes were 10000% times better than the usual unbroken First Person gimmick of locking you in a room while a character talks at you, Doom 2016 had that and those moments sucked.
Eastyy the chainsaw actually regenerates fuel in this game like a grenade or flame belch, so any time you run out of ammo, 99% of the time you will have chainsaw ready to go.
I eventually got used to the using the chainsaw a lot, so the ammo scarcity wasn't a problem, as there's technically no shortage of it. Although I did end up fighting an enemy with no ammo left, and not enough fuel, so I just had to wait for grenades to refill while running in circles.
From what I heard,doom eternal is basically balanced like the og doom or doom 2 in the ammo matter,in doom 2 for example I was constantly without ammo, maybe some soldiers dropped me one or two shells...but that's it,was a struggle to survive from start to finish,but doom 2 can probably be MUCH more punishing in this sense because there's no save the day chainsaw ammo or glory kill,if you mess up,start the hole level again
@@KhaosKontroller Im not 100% sure about *every* combat encounter, but I know for the vast majority of them, the game infinitely spawns zombies around the arena just so this doesnt happen. If you run completely out of ammo, you can normally just run around the arena for a bit until you come across a zombie to chainsaw.
@@cityguard4847 understandable. Different people have fun in different ways. Doom 2016s power fantasy gives you a sense of power, doom eternal rewards you for mastering its mechanics.
@@GeneralWildDog What? Have you tried to learn Doom Eternal? I have learned how to play the game and by mastering the mechanics you can just feel unstoppable. I don't get what you mean by "you're still a push over"
@@ivanvenne I had thoroughly learned from Doom Eternal: A fully upgraded Rocket Launcher only carries 13 rounds, even the previous game, while not generous as classical Doom, allows a capacity of 35. Even ammo count is a push-over after all upgrades purchased. On the other hand, ID Software didn’t learn from its own Doom: If you want to make a game challenging, buff the enemies, don’t slash the player-character; and if something is not broken, then keep it that way.
Yes, GoW in general, IMO: The monkey bar swing, the vertical surfaces you can latch on/move/target your arm into the next platform, the pause before landing after a jump, the flown into the player loot, the whiplash snake enemy movement, the gargoyles, the fiery meat hook akin to the fiery blades, the walking titans,...
That final cutscene (when you defeat the Icon) was kinda underwhelming to me because I was expecting Doom Slayer to jump on to the Icon and slice him in a few spots while he climbs him while the Icon tries to shake him off or grab him and eventually Slayer gets to the head and cuts it clean or something like that, like the Kratos vs Cronos fight (you know super big guy vs tiny guy kinda fight), but no, the Icon just sits there and lets himself get stabbed. He didnt even put up a fight.
Did ya not feel that doom 2016 got a bit stale and repetitive post mid-ish game when you had unlocked all the weapons?? I didn't go back to it for like a month...
4 года назад
Doom eternal is perfect in every way and the marauder is a great enemy
@@sahilkadyan4362 Doom Eternal has you getting all the weapons even sooner lol. To me so far Doom Eternal has you jumping all over the place which feels somewhat disjointed. Doom 2016 isn't as dizzying and feels better paced in terms of your objectives, locales, and what to expect. Doom Eternal just throws you in hyper space and expects you to hang on. Don't get me wrong I love Doom Eternal (10 out of 10 for me) but it feels like if Doom 2016 took cocaine and ecstasy at the same time.
When John Carmack left ID, I thought Doom would never make a comeback or live up to the games released under his direction...but ID hit a home run with these new games. Their graphics engine is the definition of refinement. These games look fantastic and you don't need a $1000 video card to enjoy it on your PC.
@@nick_a91 I think part of that was in the decision to move away from large textures, which they used in Doom 2016. I believe they have even more refinements up their sleeve in the upcoming update as well.
@@nick_a91 The fact that they were able to squeeze this beast into half the file size of Doom 2016 while actually improving the graphical quality is a truly remarkable achievement that doesn't get talked about nearly enough.
Personally, I feel like Doom Eternal improved everywhere over its predecessor which already did a phenonimal job at making simple gun action more fun than ever. I like..no, I love that the game wants you to use every weapons in an equal manner by letting you face enemies that have weaknesses to certain weapons. The switching around from shotgun to plasmacaster to rocketlauncher, back to shotgun mixed with chainsawing something followed by an awesome glory kill about every 15 seconds creates a gameplay flow that reminds me of fighting games like street fighter or action games like Ninja Gaiden or God of War where instead of spamming the same basic attack over and over again; you use combos to defeat your opponents. The more creative your setup is , the more fun and effective it is. Doom Eternal for me replicates this sort of fun in form of awesome run and gun action, asking you to do one thing and one thing only. Use all the guns. Its a very satisfying experience once you get into that flow allthough I can not blame anyone for disliking the initial two levels. I do think the base ammo capacity could be increased just a smidge. But other than that. This gameplay is amazing. I can definitly sympathize with the people that wished they could use the Super Shotgun all the time like in Doom 2016 because it gets the job done 90% of the time. I did that too back then, but honestly I believe this was less based on the style being fun ( It was!) but more so based on the weapon balancing favoring the Super Shotgun more than everything. Doom 2016 in terms of balance reminds me of how Halo CE had essentially only 2 weapons that mattered. The Magnum and the Shotgun. Literally outclassing everything else. What the Magnum couldn't 1 shot, the shotgun did. What the Shotgun couldn't reach, the Magnum sniped away. I believe Id software recognized this balancing in Doom 2016 as well and purposely made these changes that excist now and I am glad they did. Yes , the game doesn't let you use just 1 gun all the time, but on the flip side every gun is actually powerful in its own right and worth using. The fact that the chainsaw recharges over time and the game drops trash mob zombies into the arenas when you're not looking, so that there is always something to cut into pieces which gives you plenty of opportunity to restock. Resource management is a thing for sure, but unlike some survival horror game, you're not out of ammo for minutes, but mere seconds and that only happens when you forget that you have a chainsaw. That all being said, ofcourse everyone has their own perspective and they're valid. I just hope people give this style of gameplay that Eternal puts on the table more of a chance.
you dont have to say personally, eternal did improve in every aspect and thats a fact. ppls preference doesnt factor in that fact. some ppl might hate what these improvements mean for the games core design i guess.
>I can definitly sympathize with the people that wished they could use the Super Shotgun all the time like in Doom 2016 And I don't. Either learn gameplay mechanics and play by the game's rules or die suffering all the time.
I really like all the things Doom Eternal improved, i will just miss killing a Baron of Hell with my chainsaw because now i need to make resource management. Don't get me wrong, i like using all the guns a lot, but i can't kill large demons that often like i did with my chainsaw in Doom 2016, and killing then this way gave me rushes of adrenaline while playing. Even Mancubus. It was really good.
@@jiririnagl302 Constant low ammo problem and overusing glorykills is your problem, because you are not hitting anything and getting too much hit by the enemy. You are low on ammo when you are not hitting things, you overuse glorykills when you are getting hit like brain dead, you die when you get hit a lot. Same thing.
"Sometimes, I might need my shotgun for more than 22 shells worth of enemies, but I can't use it because it's out of ammo." I find it almost impossible to use all 22 of my shotgun shells before my chainsaw is refilled. It sounds like you just forgot to replenish your ammo. While there are definitely some almost puzzle-like combat mechanics in eternal, I think that the ammo one is pretty simple, the chainsaw button is even mapped to R on pc or X on xbox, which are typically used for reloading. The Marauder is one of my favourite enemies to fight :\ I think that was a bit silly to call them "objectively bad." You say that they only go for the "green eyes," attack from a very particular distance. This is not true at all. You can stand on the opposite end of the arena to him, as far away as you can get, and he will still charge you with the green eye attack, he'll just throw a few axes first. Those axes are trivially easy to dodge and I don't even really consider the axe attack as a threat. Getting too much distance from him doesn't matter, it's only getting too close that you need to worry about, as the SSG attack cannot be dodged. I think you're trying too hard to maintain this "optimal distance," that you've made up in your head, when really you can go as far as you want, you just need to avoid being super close. Your gameplay footage shows you just spending the entire time way too close to the guy, I think you just need to mix up your tactics a bit there. I'm not trying to sound like one of those "git gud," types, but I think you've really misinterpreted the mechanics, and I'm not sure what gave you the impression that you have to maintain some kind of super specific optimal distance. Get as far away from the guy as you feel like, dodge his axe(s) and when he charges you give him the swift ballista and SSG combo. EZ and satisfying. I do agree with you that his arrival basically means you have to clear all of the enemies before dealing with him, but I rather enjoy this, it adds a bit of tension to the last moments of an arena battle, and then the marauder feels like a sort of mini boss to finish off the encounter. That's fair enough if you don't enjoy this, but calling it "objectively bad," is just wrong. That's called an opinion, and it's one that a lot of people would disagree with you about. You're on the money about both the meathook and the platforming. The meathook was an absolutely fantastic addition to the game, one of the best things about it. The decision not to utilise this for platforming is strange, and leaves the platforming feeling a bit meh. The earlier levels are especially over-reliant on this. I think in some of the last levels they calmed down a bit on the platforming and just used it as a small breather, which is all that it really works as. Those overlong and complicated platforming bits in the first level could be binned, they are really unnecessary. I suppose they made quite a different game with eternal, which will please some and displease others. At least they didn't just rehash 2016, which is the standard for video game sequels.
@@AntifaCatboy Oh, interesting. I watched a video of a guy run ultra nightmare who had it mapped to R. I had just assumed that this was the default control.
@HOstiLe TEntacLE MoNster I turned the tips off after the 10th time that the game stopped me to say "your gun shoots bullets," or something equally as obvious.
i agree but the marauder needs to be nerfed a bit. I can kill them pretty easily now since I beat the game 3 times but it really ruined my first playthrough. and even now it just kills the pace of the game completely. they are just bad. the instant shield is stupid, the dog is just extra... the axe is surprisingly accurate... just one to many things. just nerf one of those aspects.., not even asking to remove it but just imagine if the marauder took like 2 less super shotgun blasts. or 3.
@@jjoe7078 what difficulty you on? I can kill the marauder on nightmare in 2/3 attacks using the ssg/balista quick-swap technique. I've seen people who have killed him in a single combo on UV. How would you have him nerfed?
I genuinely think you were expecting those cutscenes to land in a way they weren't intended to. The slayer isn't descended from some ancient order, he's a psychotic space marine this ancient order found frothing on the side of the road. He doesn't actually give a shit about the drama people around him are spouting and his only explicitly confirmed motivation is someone killed his pet rabbit. A good portion of these scenes are even comedically subverted whenever the slayer actually does anything in them. Ultimately I interpreted it all in the same general tone as Doom 2016's monitor shoving and comm smashing, but compartmentalized and more importantly skippable. As someone else already mentioned even Doom 2016 locked you in a room for 5 minutes of exposition, so brief skippable cutscenes are still preferable to that. Also please don't abuse the term "verbal" like that.
Well sort of. Eternal is a attempt to make all the Doom games into a single continuity, except for Doom 3 really. Doom Slayer is Doom Guy. So the events of Doom 1 and 2 actually occured, Doom Guy ends up on Sentinel Prime, they allow him into the ranks of the Sentinels, sometime later he gets captured in hell and sealed away, then the UAC returns to Mars again after the shitshows of Doom 1 and 2 to find a fracture into hell and start milking it leading to the events of Doom 2016. And they even try and bring Doom 64 into the continuity with the Unmakyr.
@@memnarch129 I feel like the single continuity still doesn't make sense, Doomguy already beat (many) Cyberdemons and the Icon of Sin. Even if he's in a different reality ... in that case why even bother building up Icon of Sin as a threat which is already pretty ineffective given we see dead Titans everywhere in the landscape.
Spaced92 I thought it was that the Icon of Sin was being resurrected and the Doom Slayer already fought the one in Doom II. Also side note but I feel like Doom III/ ROE did happen but it happened in another dimension. It’s like a showcase of how no matter what people rise up to become the Slayer of their respective universe. Idk. Just an idea.
All main Doom games are canon now, Doom 3 being the first and Doom 64 the last before Doom 2016. And makes sense, Doom 3 is the first experience Doomguy has with the forces of hell and then as we see in Doom 1 and 2 he does not express fear anymore like when he saw the Cyberdemon on Doom 3 final level (his expressions being show on his face on the status bar), and he has now much more experience in the situation, until in Doom 64 end he decides to close Hell gates from inside to garantee that no demon crosses It anymore. And then in Eternal we can see what happened after Doom 64 end. And to make things more reasonable, Daisy don't exist in Doom 3.
Hugo Martin said you’re a “white belt” when you start this game, and every battle you get a stripes. I think that’s a solid analogy. You’re not gonna be a Blackbelt Grandmaster day one; You gotta get your face mushed into the dirt dozens of times. Once you “get” the mechanics, you become a gunslinging samurai. It took a while(and a broken controller) as I had to discard my play style from 2016. The more you put in the game, the game rewards you more. 😉
Snakester this is true; you HAVE to learn how to maximize your damage output. I used to OD on the micro missles/remote detonation on 2016. Using those same tactics on Eternal, I got slaughtered early on. The SSG/Ballista quick swap definitely helped my game. L3 to swap freeze/explosive grenade was invaluable to deal with overwhelming hoards.
I agree with that analogy. I just feel they should have done that on a different game. That kind of game philosophy is not what defines Doom, which is not about becoming a “gunslinging samurai”, but rather a really fast Space Rambo. Eternal’s approach is basically transforming that simple core experience of Doom into another thing more akin to a Metroid style game. And I think a lot, if not most, of the hardcore fans prefer that ability to master strafe at breakneck speed rather than playing supermario with a shotgun via a flightsimulator HUD.
Correction: the bfg does do something to marauders, it demands their absolute full attention to block the tendril. Fire a bfg shot past them, switch to the Gatling gun, into turret mode and drill their back open, marauder is dead in 2 seconds and that's on nightmare.
Bro I just discovered this today by accident. I was on my last life... 20hp left, no ammo.... I said.. hell.. it either works or it doesn't. And thank god... it worked. For a second I didn't think it did because I didn't see the impact. It was that battle on the titan after Doom Guy gets his blade back. So yeah.. spread the word. Save your BFG shots for marauders.
played through on normal hurt me plenty mode, The one thing I found that made them instantly easier is the shotgun's sticky grenade at their feet get's them most of the time.
Things I disagreed on: I think the platforming serves purpose to teach you about the movement mechanics, give you something less stressful to do in between combat, and to give secret hunting the depth necessary to feel fulfilling. The soundtrack has way less ambiance to match the more ultra violent tone of the new combat and encounter design, and I think it absolutely shreds every level. Very few repeat tracks, each level has an awesome song that hypes up combat and tones down when exploring. The fact that songs don't traditionally "repeat" when you die is even more incredible, and helps when you're learning enemies like the Marauder for the first time. Ammo scarcity directly leads to learning to use your entire toolkit which is incredibly fulfilling. Once the cycle clicked for me, combat became very stylish, almost DMC -- the better you get, the better the screen looks and reflects on your actions. Thing I agree with: Marauders are definitely just way too much. Such an incredible boss enemy, but a really obnoxious standard enemy. I didn't mind the Hunters getting added to combat later, since they have obvious counters that play into weapon versatility, but Marauders kill the fun element of combat quickly. Weapon and enemy tips got tiring, but playing on Ultra Violence I couldn't stop myself from soaking them in. Can't wait to replay and turn them off to compare the flow. I recall if you touched on it, but the goo is absolutely terrible. I understand the mechanic, and the punishment is appropriately fun to work around on levels with vertical tiers that incorporate it, but the fact that levels got built around it is just... clunky. Gripes aside, I fucking love this game, and am glad you're preaching it to the people. I think it's easy to harp here because DOOM 2016 was so good, but I think this game takes what that did and adds a full game's worth of improvements and learning curve on top of it. Great vid ShillUp
they should've replaced the goo mechanic with the god of war hook mechanic. where you aim at a thing and use your meat hook to swing around. they should've replaced monkey bars with this as well. the monkey bar felt meh, I really didn't use them because they put me outside of control and give very little in term of movement space control. getting cornered and crowded by enemy is the most common way I saw myself dying in doom eternal, imagine creating little glowing orb that allow player to use their meathook to slingshot themselves across the arena, this would've been a great answer for the cornered problem and give a better form of aerial maneuvering for players.
@@cyberwolfy37 Zombies are your glowing orbs. A general tip when playing Eternal : don't kill fodder. It's a waste of resources and they're pratically ammo packs
PLACE Adrien people say there is not enough ammo but im like what are you talking about there is a shitload of bipedal ammo packs constantly respawning everywhere you just have to press C to pick them up
I would have absolutely love the game if the platform was optional. Because man do I suck and hate platform. Suck at platform, not sucking the platform.
Well, if someone's got a problem with Eternal being "too cerebral", and wants just the "mindless shooting" part they can just get the cheat codes. It's not Chess.
@@chrisnguyen2316 this means nothing. The fact that someone doesn't want to play doom using their brain doesn't mean that they never want to use their brain. Probably I'd be the same, I wouldn't like to play cerebrally doom, but still I play some strategic games like civilization and some slow paced games like dark souls or metro.
Was gonna say, is no one gonna mention the handful of times in doom 2016 when they lock you in a room for several minutes to do exposition dumps but having skippable cutscenes is somehow worse? LOL
Bro you have no patience, its immersing you in the setting in a more effect way because your characters perspective. Why do you even play single player games if you don't like scripted moments.
@@gerald2540 Because a lot of people play for the gameplay and don't care about the story, specially in Doom where the gameplay is the main focus. They added the option to skip cutscenes for those people so they can be happy. And the people that wants to see the cutscenes can just see them, why is this a problem?
@@gerald2540 There's people who replay levels and already know the story. Im invested and interested and never skipped anything in my first run of levels. But i also like killing shit outside of the ripatorium. Plus secret collecting. The ability to skip is heavily preferred
Hard agree. When you're fucking around with all cheats on, and the flow of combat STILL stops ENTIRELY to deal with these tools, you know something's wrong.
@@TheNewBruno69 For me I feel extremely mixed about the marauder because he is so INCONSISTENT! Sometimes I take him out really quickly with style and other times he is a complete fucking bullet sponge that breaks the flow of combat and takes way too long to kill. Don't know how he is on easy and normal because I only played this game on ultra violence.
I mean to be fair anyone thinking Doom is just mindless shooting is plain wrong! Classic Doom has ammo management, Doom 3 even more so (up until the last third at least), and Doom 2016 relinquished a bit on that sadly but not too much either! In Nightmare you've gotta be careful with your ammo pools! You can still pretty much roll over the enemies without much of the puzzle element in HMP! Sure you'll have to use the chainsaw but it's not as big a deal.
I agree. Methinks that a lot of folks just remember the SSG from Doom 2 and think "yeah I basically just used that the entire time" but that's a really fantastic way to wind up with 0 shotgun shells _real_ quick considering how many enemies are outside of effective shotgun range. Also, just in general all the classic maps _seem_ like they're super basic and simple now that most people who have played classic doom have every secret etched into their retinas, but back in the day when this shit was new and going online to ask for tips meant that mom would yell at you because she needs to make a phone call you had to figure shit out on your own. Those maps are all a lot easier when you are stuffed with ammo and armor because every major secret is fucking burned into the collective hive mind of humanity at this point.
@@Kevin-jb2pv Yeah plus the SSG is much much less accurate than the shotgun. Not only does it spread wider horizontally, but it spreads vertically, which the shotgun doesn't do. Not only ammo but also secret weapons, which sometimes mean getting strong weapons much earlier (like the RL on MAP01 of Doom 2 hmmhmm). I've personally looked up very few of those secrets and mostly have learned by heart those of the first maps back from when I didn't play Doom or when watching playthroughs of mods, and I never 100%ed either Doom or Doom 2 at this point, but i'm fine with it, it makes the experience more interesting :P Should say made because I've completed both multiple times and now I know about multiple secrets, and as you said, it makes things much easier. A lot of wads have made ammo management more interesting by taking the easier secrets and finding at least some secrets per map into account and that makes the experience better. But the base game makes it beatable fairly easily even if you don't find a single secret. I think some should give custom maps a go if only to remember what Doom actually feels like...
@@damn6039 If that is seriously what you think then you probably never played either classic Doom or Doom 2016/Eternal... Good luck getting through your first UV playthrough without giving some thought to what you do and having good aiming and reaction skills. Same goes for Quake really.
For me it's the better game. It's much more challenging and intense. Doom 2016 was way too easy on ultra violence and not very fun on nightmare. Eternal hits the spot for me. It's also way less of a nostalgia trip. Id finally had the balls to make Doom their own, hate it or love it.
Agreed. Im a sucker for difficulty so I jumped into ultraviolence on my first playthrough and beat it without too much problem. Obviously got mildly stuck in some sections (specially at the end) but it wasnt as punishing as I hoped it would be. Really fun anyways, though
I feel like it's way more of a nostalgia trip actually. Like, way wayyyyyyy more. I'm not complaining tho, I love how they manage to tie every disparate Doom related thing into a single game. They basically canonized the goofy Doom comic, I mean, to me ? THAT takes balls.
I agree on the difficulty but how the hell is this *_LESS_* of a nostalgia trip? They made a conscious decision to make this game look much more like the classic Doom titles, just look at the new demon designs, they're a direct callback to past games.
I thoroughly enjoyed the cutscenes. We only hear the badassness of the Slayer in the lore, but that doesn’t exactly translate in the gameplay. The cutscenes allowed the slayer to be more emotive and for him to rest with other characters
I greatly enjoy your reviews usually, but saying the marauder is "objectively bad" gave me agita. If anyone wants a measured, developed opinion on the marauder Under The Mayo made a pretty snazzy video about it. The video helped me with the future encounters of the enemy after my first time fighting him as well.
I think there dum they could have came up with some better than just block everything you do and flash green when you can hurt it. That just feels dum.
@@Mountainlion118 his AI is very simple. Just run against him, dodge his projectile and he’ll come to you. Switch between the super shotgun and ballista while occasionally throwing grenades and you will melt him. It’s hard to get right but when you do, there’s no chance left for the marauder.
I feel like so many people are misunderstanding what the muraders are meant for. don’t get me wrong, if you don’t like fighting them your completely in line with that opinion and your allowed to think that. but I hate this idea that he’s bad because he blocks your shots and that the timing is too unforgiving, really only because I personally don’t see those issues. I found dodging his pressuring attacks, skillfully dodging off to the side to kill fodders to gather up resources, and wait for him to show his blind spot and just go ham on him incredibly fun and satisfying. I get the feeling people are misunderstanding this enemy mostly from the gameplay I see, where people are spamming him with bullets the entire fight instead of waiting for the clearly telegraphed moves that leave him open. I also see people extending the encounter needlessly by only hitting him once after the drops his shield, which is just kind of idiotic imo, as one of the elements I find the most fun with this enemy is releasing controlled bursts of aggression whenever the time is right, kind of like what makes fighting Vergil in DMC 5 fun. as I already said, if you think these enemies suck, then that’s perfectly fine, but I think you should try to look at them again, keep in mind what the game tells you about fighting them, and just have fun with the intricate dance of dashing and weapon switching they provide
ikr. Not to mention quick switching is a thing. You can nuke the Marauder by quick switching between shotguns/ballista/etc on Nightmare. They even have a perk for faster weapon swap. I don't see the issue.
I found that being above the marauder and splashing area of effect guns next to him absolutely destroys him; and sometimes his legs are exposed too. I just farmed him for armor & the fodder for ammo and it wasn't an issue.
The Doot Slayer yea I just figured that out not that long ago lmao, actually makes a lot of sense and honestly is part of what made the marauder my favorite enemy in this last week
On the contrary to me they feel forced a lot of times. Things that were like 2-3 jumps in 2016, is now 5 jumps and a couple of dashes for you to just otherwise be like 10 feet. There's too much padding and not enough gameplay in my opinion. And all the extra platforming isn't in my favor either. With all the new mobility I wanted to try to have more fun getting OOBs and maybe sequence breaking but the level designs have giant invisible walls everywhere that it killed my fun. I did a lot of effort to like ballista jump dash to the other side of the arena just to see locked door and the like. It was very "no fun allowed." With some of the platforming sections I look back at what little distance I gained in point A to B and wondered "why didn't they just make this wall scalable instead." overall felt more limited in what I can do than 2016.
They could have replaced the specific instructions on how to beat the enemies with those death screen tips from The Division 2. You could look them up after you had died to the enemy, and it didn't explicitly throw the enemy's weakness to your face, just told you they had one.
Considering how hard the game is people would be complaining if they weren't there like how the hell am I supposed to kill these enemies there bullet sponges it's much better to just tell you up front so you have the knowledge of everything you can do there's no point in hiding it when it's a big new feature in the game that's in the marketing so why not just tell you
I was so legit scared of the marauders after watching some of these reviews and I was playing on ultra violence. Most of these reviewers are just awful at games
I swear for me it was the same. I was scared but also excited for the challeng I would get but it wasn't that hard...the first doom hunter boss was much harder than that
I swapped to nightmare after gore nest, and this marauder cock died on my second try. Just so you understand i have locked my self from all the content about DE, just so I had no spoilers, and also turned off all the help tips, that stops you to explain the mechanics. After I died to him once, game shows you how to actually fight him, we'll sort off. Honestly this is my game of the year.
Same but while people can be morons its up to the game devs to explain the mechanics properly. Marauder is a great enemy but the problem was the miscommunication of his mechanics the tutorial gave by vaguely mentioning keep the marauder at a middle zone. What you actually have to do is run away from the marauder, never stop moving and wait for him to run towards you than he will 100% of the time engage his green eye melee attack opening. Dodge his far range axe attack and never let him be at close range for shotgun attack. These are his actual mechanics. The game never clearly communicates this which is why many people at launch were bitching about the marauder because they were standing right in front of him as he shotgunned and dashed around them never consistently engaging his melee green eye attack.
So first off, I want mention that I appreciate the willingness to be measured in your praise when everyone else I’ve seen is on the hype train. And while I haven’t played myself, from what developer interviews I’ve seen the Marauder and the constant moveset explanations are deliberate conscious choices. You’re supposed to have to clear the room in order to handle the Marauders. And it sounds like the developers wanted to make sure the player absolutely grasped the basic functions of the game before they cranked the difficulty up to “perpetual flop sweat.” Dunno if that changes your calculus at all, but it’s worth noting.
I've noticed how subjective some of the parts have been Resource management: some love it, some hate it Platforming: same thing I loved all out it(except for melting my trash pc) but I play survival horror games every day so I'm used to it.
I loved the platforming too! Except THAT ONE FALLING WALL HEAVEN SECTION. WHERE YOU NEED TO JUMP,DASH,SHOOT A TARGET AND DOUBLE JUMP JUUUUUST RIGHT fuck
if you watch ppl that are better at the game, they are rarely at low ammo. and even when you are low ammo, you can get it back quickly with the chainsaw. same goes for other resources too like armor and health.
@Qin4 DaWin you'll run into low ammo in the beginning of the game because the game wants to ingrain into you to use the chainsaw. later in the game t isn't a problem. also, weapon combos are a big part of this game, so if you don't like switching weapons, you're limiting your damage output. but hey, play however you want
I have a hard time deciding wether I like Doom 2016 or Eternal more. I like the anti-narrative in Doom 2016 more than the stupid story in Eternal; that feels like it’s crawling further up its own ass with every plot revelation. And I think there is something to the streamlined approach that 2016 took which is admirable. That being said, the actual combat is just so sexy in Eternal, and even though overall it is more bloated than its predecessor I think gunplay is king in a Doom game. If I had to choose between the two, I think I’d say I personally like Eternal more, but I think Doom 2016 is a game I’d recommend to more people, and if you like it then try Eternal and see what you think.
I wish they would let us move during cutscenes, atleast when you met Samuel Hayden you could practice movement and jumping. Cutscenes now are just movies. I would love if they had you like pressing Interact to open door during a cutscene. Little things like this made doom 2016 special
@@blackbeast9268 What is there to practice in a small square room? At least in eternal you can skip the cutscenes, in 2016 you have to stay there untill Samuel finally stops talking.
@@blackbeast9268 "Cutscenes now are just movies." that's the definition of cutscenes; mini movies inserted into a cut of the game. Old school cutscene is better because you'd then have the option to skip them. The new ones were mini-movies aren't inserted but instead uses the game engine to play out the scene tend to not be skippable.
PureBrawler the council has recognised all these invalidations and are now invalidating any opinions or reviews on Eternal. It shall now be stripped of the rank of rating, being forever lost with no ratings on it.
They're borderline broken. Attacking them when their eyes flash green barely works. About the only thing you can do to them is hit them with splash damage from rockets when you have them and spam other attacks at them so that it scores some hits whenever the game arbitrarily feels like allowing damage to them.
@@Tbird761 thats because you are supposed to bait out their swing, you dont try and get into a goldilocks zone, you damage em with splash at mid range, and try to move slightly closer to look like your presenting an opening to let them swing. they think they caught you lackin, but you actually caught them lackin and then you shotgun blast their skull in.
It is indeed incredible, but I disagree with quite a few things here. Including the title. I liked the addition of cutscenes a lot, I dug the platforming (how you could call that slow is beyond me), the tutorials weren't at all a problem, and I very much loved the variety of locations. I do agree on Marauders. They're terrible. One thing I think they need to improve on, is the customization. There's only 8/9 skins for Doomguy, when there should definitely be more. I love the fact they added it at all tho. Also, I wanna have babies with this soundtrack. It easily tops Doom 2016's soundtrack.
Maybe there will be more costumes in dlc, or in future events. It does seem like they're going to keep the battle pass style thing going for multiple seasons, as far as the UI seems to hint at... so maybe we will get more skins.
I think it's a step forward for the platforming aspect it's doesn't make it feel more doomish wish I think is the biggest issue here but as a game it sacrifices that for a more fun enthralling and overall intresting experience having you pay attention to almost evry aspect of the game, and a game it succeeds greatly, another problem doom had was that although the places where quite unique and felt like doom they were only 2 and I think it made the level design suffer as well giving it little variety in encounters and setups specially in the hell area
Met4 Games an optional toggle being there does not make anything worse because it’s optional. Does having an optional “auto” mode in DMC 5 make the game worse? No, because I’m not using the auto mode myself. It’s this guy’s fault for not turning off tooltips. The only legit issue this game has that I’m not surprised wasn’t mentioned with the flow-halting cutscenes showing the next area unlocked after an encounter, which Doom 2016 did not have. We don’t need control taken away from us to let us know we can move on. We’ve played Doom 2016. We know we can move forward after killing the enemies. Like damn, bro. THAT is not something you can toggle off
@@Highwaysonyfan87 Both are an issue, either way, removing tool tips from the game is a better option. I shouldn't have to go digging in the options to get rid of an in game annoyance that shouldn't be there in the first place. The game treats us like children.
Met4 Games if the game REALLY treated us like children it would provide no option to turn them off. You want a game that treats its players like children? Persona 5. Half the bosses have characters yell out the bosses’ mechanics and what to do at a certain stage. There’s no way to not have those characters spell it out. NOW THAT is something worth complaining about. Not optional tooltips
I actually really loved the Marauders. It reminded me a lot of how different I felt fighting other hunters in Bloodborne. Yea overcoming the monsters was cool as fuck, but something about going toe to toe with another kinda like you was just dope
I agree with this, but I wish they mixed it up a bit. In Bloodborne each hunter required it's own small learning curve to beat which is what made them so unique compared to the other mobs. After your 3rd Marauder, you just notice he's just another demon with a cheap shield and too much health.
@@HPalternetive X'D for real though, just turn the difficulty down if theyre giving you trouble. Practice on them on a lower diff until you can bully them on nightmare. Meathook behind his shield for a free stagger, remote rockets can also work if you're accurate. It all just takes some practice and timing.
16:40 If DOOM is like a game of chess, imagine the Marauder is like the queen; if he's a present threat, you have to deal with him until you can escape.
About to watch this to see what you're coming from but as someone who's nearing the end, having played on Nightmare, I'm going to have to throw out a hard disagree here. Interested to hear how you make your case, but this thing is a master class in FPS game design as far as I'm concerned and utterly eclipses 2016. The encounter arenas are perfectly tuned and the enemies synergize in way that forces you to move about the map, control territory, and hunt down powerups. It's like if they took the design ethos of UT or Quake and made a singleplayer FPS out of it, which is a dream I didn't know I had come true. Also, I was extremely wary of the story, after having no patience for the minute amount of storytelling they injected into 2016. The trailers for this had me worried because more story was not at all what I was looking for. However, I ended up being pleasantly surprised. Instead of skipping the codex entries after a certain point like I did in 2016, I ended up reading all of the ones in Eternal I found. It's not a great story by any means, but I actually got interested in the history of the Slayer and I think the narrative deftly managed the impressive trick of keeping its tongue in cheek while also telling an epic, personal tale. I've replayed 2016 a few times and after playing this I doubt I ever will again. And I'm already planning my Ultra Nightmare run for Eternal.
Jonah Masse agreed. I just beat the game on nightmare, LOVED IT. I also disagreed with much of his criticisms. Tutorials you can skip, ammo problems use your whole kit and chainsaw, platforming provides a decently relaxing break in between adrenaline sapping fights... I LOVED the combat loop and the micro chess during fights. So good. Easily one of my fav FPS of all time.
I agree as well, but everyone is gonna have different opinions and that's fine. I just finished the game recently on nightmare mode too, absolutely loved the game. I can't remember the last time I died and suffered so much yet had so much fun the entire time. Gonna do a workup to ultranightmare. Good luck on your attempts!
I have read a few opinions on how the story is interesting and I don't get it at all. It's an amalgation of fantasy cliches with chosen one and prophecy tropes that anyone that has consumed even a tiny amount of games, books, movies or whatever should already be more than tired of.
@@Coff1nf33der Yeah, it's definitely heavily trope laden and there's not an ounce of originality to be found but it's fun and meshes well with the gameplay. Like, that whole lead up to the Gladiator boss fight was great. Reading about where the Slayer came from and how he rose through the ranks in gladiatorial combat -- then reading about the monster they had waiting -- it felt good to walk into that arena and live up to the backstory of the character I was playing as. Contrast this with a lot of the Codex entries in 2016, which were so uninspired they were literally describing the levels themselves from a utilitarian perspective. Like, why do I care about the workaday goings on of a foundry? I guess you can call it color, but ultimately it has no bearing on my shooting demons in the here and now. Doom Eternal's story is nothing to write home about, but it was written relatively well (where games are concerned) and told a story that kept me somewhat engaged. Will barely remember most of it when the next sequel comes around, but a few of the highlights will serve as touchstones if they continue this narrative.
I've always hated when people say Doom 2016 didn't have cutscenes. I remember getting locked in place or in a small room and being forced to listen to exposition for minutes on end several times in the game. Remember Dr. Hayden's office or your first argent cell? Unskippable cutscenes that take way too long. It had them, but nobody wants to admit it.
Probably because they weren't *full* cutscenes that take you out of the game where you have to put your controller/mouse away. During those sections you can look around and goof off, it was still a game, not a cinematic.
@@WilliamBrayton i didnt like those cutscenes, not because they happened, but because most of them were basically "i cant doo anything because there's glass in the way and i dont want to waste a rocket/grenade/gauss shot..."
I just hate how the third person aspect of the cutscenes takes away from our connection to the slayer. In the second game he is his own person, with his own loyalties and regrets. He is no longer this incomprehensible tool of pure destruction. The more they try to lore up the slayer, the more ordinary he becomes.
So the Marauders will go for a melee almost all the time after doing a range attack if you don't continue to back up. It makes them pretty easy to deal with.
I don't think that's the argument here. I understand that its that they disrupt the flow of combat and make things really annoying. I think they're not so bad after a while, but I still don't enjoy fighting them because of it.
Marauders are like Lu Bu. Initially they're a nightmare to learn and you're running away from them more than fighting them. But then as you learn the game more and their tics you can take them out. Not super fast but not as much of a pain as that first fight with them in that tiny room.
@@ThatGuy_212 Then they should have much less health. They require individual attention because of their mechanics but they require way, way too much of that attention because of their health pool.
I heavily disagree about the story. It made perfect sense, especially if you read the documents. I LOVED the platforming too. Also, you can disable tips. I only didn't like the water part. Combat in Eternal is also way better than 2016 to me. You're fightin Marauders the wrong way. They're not that hard.
I didn't read a single codex entry in either game and I perfectly understood what's going on in 2016, while Eternal is just absolutely confounding and I stop caring.
The strict ammo economy style of Doom Eternal’s combat feels like it fits much better in a roguelike than in Doom. In fact, there’s a roguelite called Deadlink that has a system of combat that is very reminiscent of Doom Eternal and it feels like a much better fit because you’re already expecting a roguelike-styled game to be difficult and require a large amount of learning and skill. Doom 2016’s combat was simple, sure, but that’s what made it so fun. Doom Eternal’s combat is also fun, but just doesn’t feel like a good fit.
Fetchdafish can confirm, UV in Eternal is like Nightmare/Ultra Nightmare in 2016. Eternal is a much faster and more vertical game than 2016 so you gotta get good at all directions movement now instead of only horizontal like 2016.
Gojira563 wait so the game is poorly designed because he couldn’t beat the first boss on easy? I mean it’s fine if you think the game is poorly designed even though most people (including me) would disagree, but I really don’t think this is a good example of poor design. sometimes people just have a hard time with a game and it’s not “poor design”
The guy, Hugo I think his name is said he wanted the player to be engaged and to keep you on you toes at all times during battle. The marauders are obviously the queen if they're a chess piece
@@sh_2426 nope he always tries to one up 2016 in every category and he isn't even giving the game credit for where it deserves, like he is saying that the soundtrack isn't special, like what, is this guy out of his mind. SkillUp is really wrong about this one.
@@gribblegrobbleson1396 "a blue man who is a god" I can tell you just don't understand the story at all since that doesn't make any sense. Are you talking about the dead king? He's not a God. The slayer is a God, God is in the dlc. "Heaven society" wasn't relevant until now. ID software has said they are going to go into what happened with sam after the ending of 2016 doom at a later date. Most likely a dlc or something. Hell doesn't look different, you are just in a different location in hell. Do you expect all 7 circles of hell to look the same? Sounds boring as fuck bro.
@@gribblegrobbleson1396 Hell took over earth because they had a corrupt and shady deal with the Khan maykr to use human souls for energy to bring prosperity to both heaven and hell. The demons kept getting access to earth because the "holy good guys" we're literally helping them. That's like the entire plot of doom eternal so I'm not sure how you don't understand why hell is taking over earth.
@@gribblegrobbleson1396 You base too much off of 2016. 2016 doom was a launching point for the doom franchise going forward. Things in doom eternal don't need to be referenced in 2016, why would we need the info about any of this stuff in 2016 doom when none of it was relevant at the time? Small references is plenty. Plenty of games and movies have sequels that introduce new things without mentioning them before hand. Besides, if you're going to be this anal about it. I would argue that 2016 is just as nonsensical when you compare it with doom, doom 2 and doom 64. Doom 2016 is a confirmed sequel to those games. Yet it has a bunch of stuff never mentioned in those games too. Who's dr Hayden? He's not in those 3 games, Oliva peirce? Not in those games, why does hell look different in 2016 from how it looks in those games? Doom 2016 has minor world building lore. It's not that important, also your original comment about hell doesn't make it seem like you have a problem with the areas being hard to follow. Looks like you just wanted hell to look the same as doom 2016. My 7 circles of hell comment was more of a joke about how diverse hell is. We've never known much about hell, it can look however Id software decides. Doom eternal already explains what happened to Hayden after 2016, they just haven't shown it visually. They may or may not do that later but they don't have too.
@@gribblegrobbleson1396 Dr Hayden tried to defend earth with the crucible because he knew hell was going there next and he failed. That's it. It's in the codex of doom eternal. So far all you've Basically said is "why wasn't every single plot detail of doom eternal not referenced in doom 2016 beforehand" and that's pretty silly.
@@gribblegrobbleson1396 2016 doesn't have much of a story besides Oliva pierce giving hell access to Mars and small foreshadowing of what's to come. It seems to me that you just don't like the direction doom is heading and that's fine, but 2016 was as basic as it comes. Story wise.
Honeyball Lecter It depends. Did you spend most your time killing them? I used to have that problem where I killed them too early on, which meant I had less ammo options as the battle progressed.
They explain themselves, all you need to know is what button to press but they could do that with a hud element. They even designed the fucking levels to have a little "try out" everytime you get a new abnility. But it's some UX designer at ID that cram these shitty tutorials in, just like he did when helping with Rage 2
I had mine turned off only to die from the water/radiation part in Taras Nabad. Did not realize you could dash to break the cracks under water. Otherwise it was not so bad without the tutorials.
@@dootslayer3907 for me dashing under water just made sense. But level design could be better at explaining it of course. Still a small ui popup that doesn't take control away and pause everything or put you in a stupid room like rage 2 is what it should be "hey you can dash underwater to break walls"
Lol, the Marauder are incredible fun and not at all unfair. You just can't throw the same approach at him over and over again and still complain that nothing works. If you actually take your time with them and don't unload your clip on him, he clearly shows you his weak points. The help you to increase your traverse and dodge skills. As well as the use of remote detonate rockets and grenades.
For the Marauders - a few methods I've found (note: these methods rely on you having good keybinds set up for fast access to your weapons instead of using the weapon wheel slo-mo noob bullshit, and the quick weapon swap suit upgrade) Have ballista out, as soon as he flashes green, just immediately cycle 1 ballista shot, 1 super shotty, 1 ballista, 1 super shotty, until he recovers. You should only have to do this cycle twice, and you'll be good. Make sure you're on level ground with him. Dash sideways if he throws his weapon and super shotty the dog immediately if he sends it out. Also, you can stagger him with 1 shot from the super shotty, then just bfg and he'll die. You can also use remote detonation rockets and detonate them once they're behind him to stagger him. And, if you're REALLY in a pinch, and you've got 2 bfg shots to spare, fire one over his shoulder and he'll face his shield to the tendril going from the BFG ball to him as it passes...leaving him exposed for you to bfg him directly and end him immediately.
@@TheVik97 Yes it does. Don't believe me? Go to twitch, look up the streamer "Byte Me", go to his clips, and look at "Maraud-what?" Nightmare, stunlock, 10 seconds. Done.
Only things I disliked with Doom eternal: - Annoying purple swamp sections that force you to move slow - water puzzles of which there are I think 2 or 3 - Replacement of pistol with chainsaw meta was poorly brought across from doom 2016, most players won't understand how essential the chainsaw is because the game doesn't put much focus on it. As a consequence of the lack of a pistol you can run out of ammo completely and only have high tier enemies left in the area that cannot be killed with the rechargeable chainsaw pip and so you just kind of have to shoot grenades / freeze grenades at them until they die. - Marauder enemies who are immune to everything and completely break the flow of combat Other than that almost everything else is an improvement, definitely couldn't go back to 2016 after having dash for so long. And despite the sometimes Janky implementation, the limited ammo economy and more focus on the chainsaw is a welcomed change.
@@eraty1 Nope, on the final mission there is a section in particular I ran into where the only enemies left (trust me I searched) were a knight, spider walker and mancubus.
actually there are always at least 3 small zombie enemies in every arena as long as a main enemy is there too, they respawn,so you always have the option for the chainsaw
@@luminomancer5992 As I said, not always. Last level when you're ascending through one of the buildings after clearing the area of enemies you get jumped on the stairs by some higher tier enemies. Trust me I looked for grunts. The point is, it's very easy for the devs to forget to add grunts spawning in certain areas and if they do it can cause major headaches. It just adds another potential point of failure over the use of a simple infinite ammo pistol backup.
I think everything about eternal was better, except for there were a few areas I found I preferred in 2016. I hate the visible cracks in the walls to highlight secrets, and I hate that enemy infighting can't be used strategically anymore. Some disclaimers for you though? Marauders are great, and if you think Doom is always about nothing but speed and no thinking shoot em up mechanics, I'd question whether you've actually played all of the Doom games. Level design was very abstract and labyrinthian, and secrets and encounters did take strategies to get through, and you couldn't just walk around shooting everything all of the time if you're on UV or higher because strategy and resource management plays a pivotal role. And cover was a thing in OG Doom as well, for hitscanners and dodging zaps from Archviles. You stopping in Doom isn't antithetical to Doom, it's just antithetical to how you perceived Doom. Same with the platforming to an extent, as Doom has always had platforming in it, just not as pronounced as the modern titles (unless we count wads).
I've been playing Doom 1993 for 27 years, I vividly remember my brother buying me Doom 1993 ( in 1995, the SNES port came later on), and I couldn't tell you how many times I've played through it, still do with the package bundle with the classic Doom titles included. Resource management was almost not an issue, there is never a time where you won't have more than enough ammo if you're competent at the game.
@@drdabsmore945 what difficulty, because it sounds like a difficulty issue? On UV and UV +, the Doom games can be rough resource management games. And also, your health and ammo account for resources. Unless you just passed through all of "Episode 4: Thy Flesh Consumed" without taking any damage, I find it very hard to believe. Of course, you could be a Doom god, like Decino, but I can think of many times where shotgun ammo was tight, and where my health and armor needed replenished.
With how divisive I've seen some reviews it's nice to see a review that starts off by stating the obvious. Doom Eternal is an amazingly good game. The question comes comes down to whether you prefer it over Doom 2016 and that seems to be more individual preference than anything else. Both are amazing games and that is largely objective despite what a few trolls out there would have you believe.
Doom eternal combat is if doom 2016 took crack cocaine and injected itself with speed, doom 2016 had godlike gameplay but doom eternal makes it look so sluggish
I read about the ammo thing before going in, liberal use of the chainsaw and weapon switching nullified all ammo problems. I find it to be a non-problem, it just encourages weapon diversity.
I would say forces would be a better word than encourages. You aren't encouraged to switch away from your ssg when you fire your 12th shot, you have no bullets left. You sort of have to, or find some fodder enemies. I've played Eternal over 60 hours at this point, and the limited ammo still is a design choice I don't agree with. Even though within the design of Eternal it works, I still wish that Id had gone in a different direction.
@@wasabidog14 No, it doesn't force. I can easily go through an arena with only the ssg or ballista just by chain sawing every time I get to 1/4 ammo. But, that isn't fun. I love the feeling of absolutely destroying demons with every weapon in my tool kit. I guess there's the infinite ammo cheat if you just want to shoot.
@@Drillgon "just by chain sawing every time I get to 1/4 ammo" yeah, multiple times every single arena, I'd say at least 2, if not more in the most intense ones. I personally dislike both how ammo has been capped, and how the chainsaw has been moved from a last ditch weapon to a required pit stop that needs to be made every minute or so, and only on fodder enemies (unless you plan out your chainsaws carefully and save up to kill a heavy demon). I really do feel like it kills the pace, considering the chainsaw animations are less varied than glory kills, and now must happen much more frequently. With the changes made to the chainsaw, it does make things feel seriously different than in Doom 2016, and not in a good way. Having too much ammo in Doom 2016 was a non problem, and they fixed it for no reason. I also like using every weapon in my toolkit, but I like doing it for more than 2 heavy demons before I need to stop the fun action, and look for an imp to refill.
@@wasabidog14 While I liked switching weapons in 2016, I still ended up mostly sticking to either the super shotgun or the rocket launcher and didn't have any reason to change. This gave me a decent push to actually get good at weapon switching. I also don't think it kills the pace any more than a glory kill does (which is almost not at all already), the thing is only a couple seconds and is basically the reload animation. Like a glory kill, it gives you time to plan your next actions a little more than you usually do, and I'm typically looking around at my surroundings anyway, so the lack of variation doesn't matter much. Managing your ammo is a new thing to juggle in the fight, and I love having new things to master. If you actually dislike it that much, there's a mod that increases ammo capacity and drops and an infinite ammo cheat.
@@Drillgon You're right that the hard ammo cap does immediately TEACH the importance of weapon switching to new players, but in the long run the change is for the worst. Watch any high skill ceiling playthrough of Eternal, players like Draqu, Zero Master, Byte Me. Note the weapons that they're using. The most effective weapon usage is practically the same as in 2016. Gauss, rocket, ssg. Yes you can use the single shotgun and heavy rifle to remove weak points, and the plasma rifle can disable shields, but those weapons are switched away instantly after performing that one function. THE LOOP IS THE SAME, BUT NOW THERE ARE MANDATORY PIT STOPS The meat and potatoes of the weapon rotation hasn't changed, and that is why I dislike the changes made to the chainsaw. Glory kills are needed to recover health, the chainsaw is needed to continue combat. If you are playing perfectly, dodging projectiles, taking next to no damage, you do not need to glory kill. You stay in control. In Doom 2016, arenas played out in such a way where if you were good enough, you wouldn't need to chainsaw, or glory kill for an entire arena. Doom Eternal by design does not allow for this. You will be required to chainsaw, regardless of your skill. Why is this an issue? I think you can agree that in Doom, movement is the key to survival. Standing still is death. This is why glory kills and chainsawing is interesting. You have to time it properly to stay in control, and find yourself in a advantageous position. Doom 2016 allows for this timing, this risk reward. "Hmmm, I'm at half ammo for all my weapons, I could chainsaw, but I could also stick through the arena." You are given a choice. THIS IS WHY I HATE THE PIT STOPS. They are mandatory, and now have to be made constantly. THIS LEADS TO GOOD PLAYERS LOSING CONTROL WITHOUT MAKING ANY MISTAKES. There is no room to time them, or execute them when you have a good opportunity, you must chainsaw the nearest imp as fast as possible because you are defenseless without ammo, and you will be surrounded and mauled within seconds. If you really do read all of this, thanks. I just want my opinion on this heard (or maybe just understood, although I'm not sure how well I did on that front), considering all I can hear about Eternal is constant praise, while from my end, somebody who waited 4 years for the game, I can't seem to shake the feeling that something is off with the core gameplay in a sequel to a game that has some of the strongest in the genre.
As amazing as I think this game is, every time I see a discussion about this game I feel like jumping out of my window. Because every time there is a discussion about this game it's always either people complaining about the fact that it's not the same as the original or jack asses getting all pissy just because some random guy on the internet doesn't worship this game like they do.
Just beat the game yesterday despite owning it since 2020. Finished it in ultra violence..... And it was fine..... It was throughly annoying experience. I'll fight anyone that says this is better than 2016 tbh. I get why someone might prefer the more "cerebral" eternal but to me it feels like I can't breathe. Let me PLAY the way I want damn it.. Games have become more and more open and allowing you more and more creative solutions for the problems it presents. Here comes again that literally tells you the most effective way of dealing with every single enemy of the game, including the final boss and yet people are...praising it?. Why? Is mowing down defenseless mobs with a qte for ammo engaging? I'm sorry I disagree with that sir.
@@Drivenby Ah? The combat suggestions are literally not the best ways to deal with enemies and the game does allow for creative solutions. The tutorials are optional tips that can be disabled in the menus they are not instructions. The game does allow for a lot of creativity in fact it allows for way more of it than 2016. You have a much more expanded arsenal and toolkit. If you don't believe me I have video clips showing the many different ways to kill enemies.
Doom 2016 on higher difficulties has the same need for constant weapon swapping and ammo management. I noticed a big difference just going up to ultra violence from normal and it made me way more engaged with the game. It sounds like they just brought the normal difficulty up one notch in eternal. 2016 also has plenty of little platforming parts especially when exploring for upgrades.
That's not really true at all, you could run through nightmare using mostly just the SSG and Gauss rifle. Siege mode was absolutely busted in terms of being able to kill most enemies instantly and the infinite ammo rune even further lowers the need for ammo management to completely non existent. When I played 2016 I barely remember dying at all, maybe 2 or 3 times total on UV whereas in eternal I definitely died at least 10 times on UV. The main problem is that UV was too easy and that Nightmare was too punishing (if you didn't cheese it with said OP weapons and runes), Eternals UV feels like the perfect middleground between those
I also noticed it too,I've played sinse the beginning on nightmare and got my ass kicked so hard that I still have PTSD with this lol But the balance,low life,low ammo, constantly using glory kills and chainsaw,it was all there on doom 2016 nightmare,and even if hard,I still loved the game,in fact I think it's the best mode to play the game I think most of the complainers of eternal most be played 2016 on hurt me plenty and called it a day lol
Joey Asagiri I guess I was just trying to say that people complaining about not enough ammo in eternal makes little to no sense to me and that I really like that eternal increased the difficulty
Not really, I played through doom 2016 on nightmare several times, and you can pretty much complete the entire game using nothing but the ssg, gauss and rocket launcher.
Chucklenuts well apparently it’s more that I choose to play with all of the weapons because only using 1 or 2 seems like a waste when they are all fun to use
1) The "platforming" is not just there for the pacing. It teaches you how to use the dash, move in the air and take advantage of the new, much more vertical battle spaces, which becomes a necessity if you are to truly master the game on the "big boy" difficulty settings. 2) No, the game doesn't force you to use specific weapons for specific enemies. There are multiple approaches for each one. To use your own example, you absolutely DON'T need a plasma rifle for the Doom Hunter. His tracked base is vulnerable to a variety of weapons AND the Blood Punch, and once the base is gone, it takes the shield with it, opening the body up to a wide variety of attacks. 3) The Marauder is meant as more of an "equal" type of enemy to get you out of your comfort zone when introduced and can be annoying at first. However, it can also be overcome using several different approaches and is meant to teach you lessons on timing and distancing/spacing, which are some other crucial skills for truly mastering the game. What's funny is that its "green eye" vulnerability window did seem very small at first but by the end of the game, it felt like an eternity and he's just another dumbass demon to toy with. Keep the right distance, avoid the energy bolts he throws (which you don't even require a dash), counter him with a ballista and then do a blood punch while he's recovering. Takes him out in no time. I just love how this game subtly guides and teaches you into becoming a demon-toying demigod towards the end. Things that were initially hard and required a lot of effort, became seamless and automatic.
@@Prizrak-hv6qk Ohh, sorry. I assumed you were Czech because of the name (it means something along the lines of a ghost). :D Yes, it's a west Slavic language.
@@GoodGuyGabZ Exactly what it says. The biggest problem of 2016 was it's repetitive nature that was caused by overpowered weapons. The most obvious of this were the SS and the Gauss canon. Completely dominating the game, these 2 guns caused a huge balance problem when it came to other weapons making them obsolete. The large ammo pool didn't help either. So they fixed this. Nerfed the guns and ammo, made the demons more powerful and encouraged weapon switching and combos. A huge improvement over sticking with the SS the whole game then complaining it's repetitive.
@@masterdeity3400 Your first comment didn't make any sense mate you were equating the newly added swimming sections to making the weapons less powerful. The weapons haven't changed in power the amount of ammo you get has changed which encourages weapons switching and adds diversity to the gameplay. The swimming/purple goo sections do nothing for me and only serve to add boring monotony to the game, where it really isn't needed.
This is so weird cause I had many issues with Doom 2016, though I loved it, and Doom Eternal pretty much fixed every single tiny thing I didn't like. I think it's a perfect sequel in literally every way, even the story. Which, I mean, sure, it's nothing special. But the story in Doom 2016 specifically annoyed me. That game acted like it was so above having shitty unskippable cutscenes, but then it forces you to stand around listening to boring dialogue for minutes at a time. That's dumb as hell and I will gladly take normal cutscenes over that any day.
GigaDonk Mcfronk I had a hard time playing nightmare difficulty in doom 2016 but nightmare in doom eternal is way more entertaining. The mobility adds a lot to the fun(and I still can’t believe people play doom eternal in ultra violence and complain it being brain dead easy)
I wouldn't hate the cutscenes so much in Eternal, if they were in POV first-person perspective, like 2016. Every time the camera fades out and I see my guy from head to toe, it shatters my focus.
@@TheTexasDice I actually kinda liked seeing the Doom guy's character model. It would also be ok if they were POV shots, but I hated how the previous game would have you in full control of your character in a room you can't leave til the NPC's finish talking. Unskippable cutscenes are the devil
I can definitely see where you’re coming from! Tbh, the only issues I have with eternal are nitpicks. Like, I think the marauder’s potential in the story was completely wasted, there were some really goofy elements that just don’t seem to fit in, and I much preferred the weapon pickup animations from Doom 2016 over the floaty arena shooter pickups from eternal. Fantastic game nonetheless, and really addicting! I love the classic enemy designs too!
Takoshi Hitsamaru I thought the gangbang was intentional tbh. Made me feel like the demons realized they couldn’t kill you solo, and had to basically do their best to corner you to kill you.
@@InformerMaz Haha, the demons are definitely coded to overwhelm you and indeed, get you in a corner. Funnily enough, if you try to gang-bang a Slayer om Battlemode, you're fucked. 1 CQC demon and one ranged is the way to go.
I don't understand the whole "the chess game is put on hold with marauders" it's not though. They're literally the most important chess piece when they're on the field they become the main objective like checkmating a king. Plenty of enemies requite your attention like the doomslayer, tyrant, archvile and Baron of hells. The ammo being halved is pretty much a non-issue if you just chainsaw the small trash mobs. Plenty of gas cans around the arena especially if you only ever use it to Regen ammo. You don't need to focus enemies parts at all either and can kill them outright. All you do when you focus arm cannons, shoulder rockets and turrets is cripple the enemy. That's it. Honestly you don't even need to follow the flow they want you to follow on the easier difficulties. Maybe ultra violence, especially nightmare and ultra nightmare. Doom eternal is definitely a game I get on and shut my brain off too as well it doesn't require much thinking if any for me to focus specific enemies. Just try everything out in your Arsenal and there's almost always another solution to your problems. Especially marauders. Decent review but hard disagree with the negatives you highlighted.
strongly disagree with the marauders being “the most important chess piece” considering the way theyre designed. whenever a marauder is on the field the best strat is to ignore its existence and kill everything else first before focusing on it, which pretty much makes it the least important chess piece imo.
@@rxf_ no its not. if you fight a marauder while there are other demons around you’re gonna get fucked while you’re waiting for him to attack because your movement is restricted.