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Recent reviews by InvertMouse

Showing 1-3 of 3 entries
9 people found this review helpful
1 person found this review funny
1
0.0 hrs on record
I am an avid Doom Eternal fan and follow all of the developer streams. In a recent one before AG2's release, director Hugo Martin hinted along the lines of "AG1 was a test of skills, while AG2... not to say it's easy, but..." I had a hunch AG2 would be more of a send-off/celebration based on that passing thought. That set my expectations accordingly. Perhaps he did not mean to let it out, though in hindsight, if the team had declared this before release, maybe the feedback would have been different.

As a fan, I want gamers from all platforms to enjoy Doom Eternal. I am about to do a controller run to see how it feels. As I see the Riot Soldiers, which many players are disappointed with, I get a sense they would be a decent challenge on controllers. In the modern days of gaming, there is always this factor to consider. As I start my controller run, I wonder if I will even find a new level of appreciation for the combat puzzles. Because, unlike on keyboard and mouse, you cannot pump so much DPS all demons borderline become irrelevant. As a heads up, I am 35 and have played Doom since the Sound Blaster days. Grown long past any feelings of PC/console elitism, in case anybody wishes to go there.

I never expected brand new modelled demons for the DLCs, so the ones showcased in AG are fine in my books. It may not be the best design to forcefully make us use Full Auto against Stone Imps (there are other options anyhow), but bottom line, they did push me to use it. As those barrels fired on rotation, and as I swapped mods while performing the Doom Dance, I had fun.

The Cursed Prowlers ended one of my Ultra Nightmare runs. A demon that demands your attention, which to me warrants a tick. To guarantee my next Ultra Nightmare success, I learned the Cursed Prowler's patterns. I let it curse me on purpose. Then, how do I reach it as efficiently as possible? First, if you know a Cursed Prowler is in play, have Blood Punches ready. How about stay on high ground, because if you get cursed, it is easier to drop on the demon than to find a way up. It seems you cannot hook to the Cursed Prowler. Okay, how about I find a nearby Zombie to glory kill, then use the rune speed boost to reach it? No, maybe there are no Zombies around. This is too cute. Just find a stray demon and hook swing your way over. A single play through does not demand this type of analysis, but for safety, UN runs do. I performed these studies, and incidentally, discovered fun with this DLC.

Some of the arenas feel bland. Ending one with Imp spams? Indeed, I cannot defend it. Others, meanwhile, may be misunderstood (subjective). An arena featuring a flat forest packed with demons? Feels lazy, yet in retrospect, there are no arenas like this to date. We always had platforms to rely upon. Now, you must use those pads, and that meat hook point, to maintain an aerial advantage. Not an advantage you gained by luck via random platform hopping, but one you intentionally create. During my UN practice runs, I gained an understanding, followed by respect, for these seemingly plain arenas.

Similarly, I found my fun even against the infamous final fight. I can beat it, sure, but how can I dominate it? Again, I grew to enjoy and respect the fight by studying the Dark Lord's patterns, and in the meantime seeing what the developer tried to convey. Is it reasonable that you should expect players do this to find a game/DLC enjoyable? Honestly, no, so the criticisms are valid. That was my outcome from training for UN, though. My first time through, I had the same thought as everybody else, though my disappointment was not as deep.

To sum up, my first run was "Oh, that's it? That's not too bad I suppose." Then, with more training, "I see what you mean to do here. Oh, I jumped to conclusions there. I have grown a respect for this DLC."

I do think, to complete a product while staying within budget/financial realities, that is an artform. Business is an art, too. For a DLC, I can appreciate AG2 from that standpoint. It was respect I had to earn, but respect nonetheless. In fact, the new Doom games had always been that way (e.g. the initial "lack of ammo" frustrations with Eternal). Respect that is earned may be even sweeter.
Posted 14 May, 2021. Last edited 14 May, 2021.
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19 people found this review helpful
2
8
933.2 hrs on record (548.1 hrs at review time)
Doom Eternal has a new dance, and many have voiced their dislikes. Players are pushed to fast weapon switch, as demons have weapon based weaknesses, and your ammo pool has grown scarce. I am reminded of Final Fantasy 8's draw system. Though many had concluded the concept was poorly designed, I can respect their bravery to try new things.

In Doom Eternal's case, I love the new combat loop. ByteMe's speedrun had shown me the light. By the time of Eternal's release, I was already a weapon switcher, so the transition went smoothly. Flame Belch for armor, and Chainsaw for ammo. Once mastered, you have earned the right to enter a flow state that is ever so sweet.

Many players despise being forced to use a certain weapon to nail a demon's weakspot. I find it a joy to use all of your resources. Plus, by mid-game, you can slay demons in other viable ways. With the Cacodemon, for instance, you can lob a Sticky Bomb in its mouth for the Glory Kill. Also, you can fire a single Arbalest for an even faster finish.

Many demons now sport a fatal move. Again, with the Cacodemon, they can fire a projectile barrage that can end your Ultra Nightmare (1 life) run instantly. These demons have grown deadlier and more complex. Deeper chess pieces. More to study. New chances to earn your dominance.

Next, your arsenal. Whoever invented the Meat Hook deserves a raise. Many weapons support multiple "verbs". The Flame Hook can be used for armor (when upgraded). It can also be deployed to approach a demon, for puzzles, to reposition yourself, or to gain an aerial advantage. How about the Heat Blast? Use it for crowd control, sure. But, with just one charge, you can also falter demons. Microwave Beam? Cook demons, or tap that beam to keep your foes stun locked.

At first, I was concerned about the Energy Shield. "The Slayer would never hide behind cover!" Well, the shield means designers can put you in spots that ought to be deemed unfair. Cornered by demons? Pop up the shield and escape. You can also dash into demons with that shield, causing them to falter. Or, pull the shield up, then safely Blood Punch a demon.

The demons and your arsenal are multi-layered. How will you juggle these elements to secure victory? This is your freedom. Express your style. Your way of slaying.

Is the combat dance perfect? At the time of writing, no. Chainsaw attempts often give you a "no target" even with a demon in your grill. Blood Punches often fail to register. On an Ultra Nightmare run where one mistake can end it all, these are scary. Hugo Martin, the game director, promised these will be addressed first thing in 2021. Doom 2016 had proven me wrong in terms of design philosophies. Eternal had opened my eyes again. By now, I have faith in these guys more than I believe in myself.

So far, I have 548 hours clocked in Doom Eternal. I never imagined around half of those would be spent in multiplayer. Battlemode, a 2 v 1 demons vs Slayer bloodbath, is rather unique. After hundreds of hours, I still find new things to learn. More ways to improve, just like in the campaign.

Demons do feel OP at first. I thought that on day one, too. But once you have played enough, you will meet the god-tier Slayers. Not great Slayers. The gods. Demons should be about positioning? Cool. Good luck outrunning the Slayer's framerate based meat hook that borderline teleports him across the map. Locked at 120 frames at the time of writing, but still. Plus, with Ballista boosts, there is no escape. Mancubus is deadly up close? Nice, but still melts under a Slayer's godspeed weapon switch. I cannot fathom how the mode can be balanced for players who have reached such a maniacal skill level.

Most of the time, it is indeed strategy versus skill. When you meet these guys, it is mortal against gods. Hundreds of hours later, after improving day by day, I am at a loss. A conclusion drawn after 6-8 months of grinding. For now, I have returned to 2016's multiplayer for those last achievements. Let's see how this mode progresses.

That aside, Invasion Mode is said to be on the way. Plus, classic deathmatch and the like would be neat, too. Perhaps they do not wish for Eternal to compete with Quake Champions, however, so there may be no hope.

When I run Eternal, it is not a journey to beat the game, but to improve as a Slayer. My Ultra Nightmare run taught me about nerves and having cold blooded focus. It taught me about myself. Showed me things I can take into real life. I participate in community events not because I need those points, but because I wish to be a part of this group. It reminds me of my street basketball days. Hangout with fellow hoopers on the sidelines, then hop on runs to hone our skills. This is a lifestyle.

The Ultimate Doom will always be my all time favorite game. I wear those nostalgia glasses with pride. Still, even with that bias, I believe Eternal is the best FPS designed to date. id Software saluted me for beating Quake I. Today, I salute them.
Posted 3 January, 2021.
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456 people found this review helpful
15 people found this review funny
3
275.5 hrs on record (198.2 hrs at review time)
Remember when Doom 2016 released the multiplayer beta test first, and we rightfully worried the game would be a flop? Thankfully, the campaign instead blew us away.

I enjoyed my first run through 2016, but only moderately so. In the original Dooms, if you never stop moving, enemies truly can never hit you. With 2016, however, enemies lead their shots if you move predictably. Also, if you leave line of sight, the demons will fire several more predict shots, in case you re-engage from the same vantage point.

I failed to adapt initially. Instead, I blamed the game, claiming it felt unfair compared to the originals.

Then, I stumbled upon Clockner's playthrough of Doom. He showed me a skill ceiling I never dreamed possible. Next came ByteMe's speedrun performance at QuakeCon 2019. I noticed when the demons charged their shots, he would at times hold still and bait for them to aim before dodging at the last second.

The excuses were off. Doom has transformed after 25 years. The enemies are now more intelligent (yet not overly so). I too needed to evolve.

As I took on my Ultra Nightmare run (over 3-4 months), I developed a deep knowledge of every level, and in the process, became fond of every inch, as if the entire UAC and Hell were my homes. UN felt like such an accomplishment. After that, I tried to take on an all runes/weapons/challenges mastered run (no grinding). I failed the first two times. With Eternal around a day or two away, I just completed this challenge on my third try. Personally, I leave satisfied with nothing left.

I initially had gripes with 2016, only to learn the developers were one step ahead. When a team/game proves me wrong, I am loyal forever.

Doom 2016 will now be uninstalled from my machine, never again to be reinstalled. May your thirst for blood never quench. And may we never need you again.

To me, Doom 2016 is also Eternal 🙏.
Posted 18 March, 2020.
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Showing 1-3 of 3 entries