12
Products
reviewed
292
Products
in account

Recent reviews by Thirsty

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Showing 1-10 of 12 entries
No one has rated this review as helpful yet
23.2 hrs on record
Nah
Posted 2 December, 2024.
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No one has rated this review as helpful yet
760.2 hrs on record (647.1 hrs at review time)
Crack for people with ADHD
Posted 27 November, 2024.
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3 people found this review helpful
17.4 hrs on record
Well this gave me the hardest whiplash that I've ever had when jumping between two games in a series, from 2016 to eternal in this case. Allmost EVERYTHING I liked in 2016 was changed and, more likely than not, in a bad way. TL:DR available too.

From least important to most, this was what just ruined the game feel for me:

Weapons

Weapons are mostly fine, really well upgraded in most cases even. Only two problems for me. The first is the decision to move the BFG from a dedicated button to the weapon wheel. This lead to accidental firing of it on multiple occasions, wasting a really precious resource. The second problem is the fist, why was it decided for it to do no damage? Yea, the blood punch exists, but its only really usable near the end of the game with all upgrades and while using the health on blood punch rune. Also the ammount of times I wasted it on accident trying to do a glory kill is just stupid. I don't use, nor did I use it in 2016 as a damage dealer. What I used the fist as was as a trash tier enemy hurter to CONSISTANTLY get them into a glory kill state.

The tutorials

This might sound like a stupid complaint but id software just REALLY felt like treating you like a baby with the tutorials. Every weapon, every enemy type, hell, every BOSS gets a tutorial pop up or a teleport to ,what seems to be, a barely textured/untextured dev room to show off the new mechanic. Eternal for me is one of the hardest doom games to get into comfortably, the devs clearly expect players to be atleast somewhat familiarized with shooters, so what's up with this? It kills the game flow, feels insulting, spoils some enemy spawns (litterally showing an enemy in the tutorial pop up first, THEN in the game) and just kills any exploration the player might have with fighting enemies.

"Just turn them off!" The problem with that is that not everyone knows the option to turn off tutorials exists. Secondly most players will expect the tutorials to go away after a few missions in the game. And thirdly some tutorial messages are stupidly important, especially in the DLCs!

The story

"What the hell are you doing going into doom for the story??" is allready what I hear you say but in 2016 it was a part of immersing the player into the world. It's not a problem for everyone but for me all the story cutscenes in eternal left me just quietly mouthing out "What?". Eternal seems to want to explain why demons exist, why they are where they are and what the slayer is which, on its own, sounds like a really, REALLY cool idea! But it changed the tone so damn much that going from 2016 to eternal is like jumping into a completely diffrent series. I'd honestly go to the extent and say the games aren't even connected story wise other than VEGA, Hayden and the slayer himself.

The only way to understand what's going on is to read the mountains of lore logs you collect, read the wiki or watch hour long explanations on youtube. In 2016 believing the story as it was being told didn't require such things, even the lore logs weren't that necessary.

Level design

For this part, I need to say that I will be seperating level DESIGNERS and level ARTISTS. I may be mixing the roles, sorry if so, but by designer I mean the people who planned out the route through the level, secret and fight locations, enemy spawns etc. Artists are the people who made what the designers look beautiful, gave the levels the props, decorations and so on.

What. The Hell. Happened with the level designs?? The way the story items and pick ups are given, how creative ways to move through the level is blocked by invisible walls or bs clipping and just the level flow itself feels so damn lazy to me. We went from levels in 2016 where it was logically understandable why stuff is where it is or it, at least, needed just a tiny bit of suspension of disbelief. Keycards were placed mostly logically, story items were aswell, invisible walls were only used on edges of maps, not in the middle of one.

Then theres eternal, second level in the game, we're hunting a high tech battery. We go to a really old looking medieval castle, maybe theres a facility inside it? Nope. The battery is just...at the end of the level, on the floor, right where the end portal spawns. Why not just target the portal there and skip all the nonsense logically? Why is the battery even there?

Later we go to this high tech sci-fi lair. Oh no, theres no way forward! How will the slayer get past this...Ah! FLYING ♥♥♥♥♥♥♥ COFFINS, THATS IT! These type of questions just constantly popped up for me when playing through the game until I just gave up trying to care a few missions in and not in a good way. I never really got immeresed into the game the same way I was in 2016.

The combat

Hoo boy, the spicy topic of the game. I get that the combat style is just not for me, I am NOT a fan of feeling like I am forced into this single loop for fights with little room for experimentation. You as a player are being constantly preasured by low health, armor and ammo, so it so unexpected that some players lean into the lowest ammo/highest dps strats? I do like the new weaknesses of enemies outside of a few exceptions. The base game enemies are mostly fine, having alternative weaknesses if you're out of some type of ammo. But for the DLCs I feel like the devs just got pissy with players not using some types of weapon mods and just locked you into ONE or TWO weapons that can kill an enemy (or, atleast, do any ammount of reasonable damage)! Looking at you spirit and rock guys from the DLCS.

The ammo is the biggest turn off for me, ruining any type of power fantasy I might get into. Yea, the trash tier enemies are just walking ammo packs. But what if they get blown up by friendly fire or explosives? What if they become too much of a problem and I need to kill them before I need ammo? (Because damn, giving this ammount of damage for some of the trash enemies is quite stupid ngl). I'm just left running around like a headless (or, in this case, ammoless) chicken, looking for ANYTHING that can be sawed for less than 3 pips of fuel.

I do like that there's now an easy way of getting armor, in 2016 it was really hard to get sometimes and upgrading it was less useful than upgrading ammo and health, now its worthwhile to get all three equally.

Random problems

This one is just random little problems that also added to the annoyance of the game for me. These aren't in order like the previous sections.

  • The game is the easiest during the middle ish area of the game. The beggining and end
    are the hardest. The beggining is so because some, in my opinion, necessary skills and
    upgrades are not yet unlocked and you have no real
    weapons yet. This leaves players just haging to dry basically

    "You need to unlock the fun in the game, not upgrade the fun you're allready having"

    The end is hard cuz it's just a skill check, that's fine.

  • The secrets feel really lazy compared to 2016. 90% of them are just "Hey, it's the secret! Oh its behind this gate that
    has no real indication of how it's activated or what leads to it. Yay...

  • The Unmaykr is kinda underwhealming for an end game unlock ngl...

TL:DR

Eternal can be kinda mid depending on what you like. The gameplay loop can feel really narrow and hard to experiment much with. You need to unlock the fun because the starting loadout and skills are really unfun. The beggining can be a meat grinder. Annoying little changes that add up for me, completely diffrent from 2016, buy at your own risk.
Posted 4 April, 2024. Last edited 11 June, 2024.
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No one has rated this review as helpful yet
783.7 hrs on record (778.4 hrs at review time)
yes
Posted 18 February, 2020.
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2 people found this review helpful
1 person found this review funny
51.5 hrs on record (20.7 hrs at review time)
Nice.
Posted 29 June, 2019.
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5 people found this review helpful
146.7 hrs on record (11.4 hrs at review time)
The game itself might get boring if you play by urself(pubbies allmost dont exist in this game sadly low player count) but if you get a few friends in it its pretty fun. The challange seems a bit to harsh on very hard but maybe i need more than 20 levels idk. I hope the game gains more players later on
Posted 18 January, 2018.
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No one has rated this review as helpful yet
8.3 hrs on record
I really like this game, the guns feel a bit of for balance, but its still fun to play. The balance on the war gamemode is a bit questionable, but its possible with a coordinated team(if u can find one ofc).

would recomend 9/10
Posted 29 September, 2017. Last edited 2 October, 2017.
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No one has rated this review as helpful yet
1 person found this review funny
30.0 hrs on record (7.0 hrs at review time)
worth every penny(even though i played on free weekend xd, but its still alot of fun)
Posted 28 May, 2017.
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1 person found this review helpful
11.3 hrs on record (1.4 hrs at review time)
Thanks for giving this for free but sad that u need mods or other programs to play co op/multiplayer the game it self has a really good story(EvolveHQ works good for coop/multiplayer)
Posted 21 April, 2017. Last edited 21 April, 2017.
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No one has rated this review as helpful yet
1,479.3 hrs on record (497.0 hrs at review time)
10/10 game that everyone should play
Posted 22 July, 2016. Last edited 5 June, 2024.
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Showing 1-10 of 12 entries