I felt like the decision to make jumping and mobility more a factor in Eternal hurt it a lot. Jumping puzzles and jumping mechanics in FPS games don’t really work for a lot of reasons (see: Half-Life) and it made the levels feel much more linear than 2016, the arenas much more smaller and less mobile. id did invent this genre, and even they can’t make it work. What does that tell you?
Also the changing of the ammo metaelements to prioritize chainsawing felt dumb. Having to pinata every so often was the most obvious thing that felt straight up wrong compared to 2016, and that’s a sign of a garbage core loop.
The writing was pretty good, but I have the attention span of a summer ant when I play Doom.
Eternal actually made my hands hurt. Still haven’t gotten very far in it. Having to constantly cycle weapons, jump, dash, and do precision shooting, often all at the same time, was murder on my hands.
I felt like the decision to make jumping and mobility more a factor in Eternal hurt it a lot. Jumping puzzles and jumping mechanics in FPS games don’t really work for a lot of reasons (see: Half-Life) and it made the levels feel much more linear than 2016, the arenas much more smaller and less mobile. id did invent this genre, and even they can’t make it work. What does that tell you?
Also the changing of the ammo metaelements to prioritize chainsawing felt dumb. Having to pinata every so often was the most obvious thing that felt straight up wrong compared to 2016, and that’s a sign of a garbage core loop.
The writing was pretty good, but I have the attention span of a summer ant when I play Doom.
Eternal actually made my hands hurt. Still haven’t gotten very far in it. Having to constantly cycle weapons, jump, dash, and do precision shooting, often all at the same time, was murder on my hands.