Ever since I gave DOOM 2016 a try, I’ve become a fan of the DOOM franchise, even going back to play the original release. I found DOOM Eternal on sale and decided to see how the sequel to 2016 plays.

I was a little concerned when first starting up Eternal, because it throws you to a main menu that has a lot of the modern AAA game trappings; Season charts, DLC ads, customizable gamer tags. It felt more commercial than I remember 2016 being. There’s a much more arcadey feel to Eternal vs 2016.

Eternal has a lot of the same gameplay philosophy as DOOM 2016. You have to always be moving and always be shooting. They do up the challenge for this sequel. Some game series you can jump in where ever, but not here. DOOM 2016 feels like the tutorial to Eternal. Your ammo capacity is seriously sparse compared to 2016, which encourages you to either switch weapons or use your chainsaw to regain ammo. There’s a bigger emphasis on support weapons here. Your chainsaw is used to cut ammo of demons and your flamethrower is used to refill your armor. As someone who usually sticks to just blasting away with the primary guns, I had to consciously remember to also use my flamethrower during battles.

And where in 2016, I saved my chainsaw for “get outta jail free” moments, here in Eternal I was constantly using it to cut up zombies & imps for ammo. You always have one charge for your chainsaw which allows it to cut lower level demons, but the bigger baddies require 3 charges. I often found myself with 2 charges on my chainsaw and I hated having to waste it on a low tier demon when I was hoping to find a third charge. I think they should’ve stacked the demon tier list more; I feel like Revenants & Prowlers would be perfect demons to require only 2 charges on the chainsaw to cut up.

A lot of the 2016 weapons return with some newer mechanics. The plasma rifle got a glow up from 2016 and I found it was one of my workhorse weapons. It’s overheat blast along with the shotgun with the sticky bomb attachment got me through most levels. A lot of the other weapons I used very conditionally. The rocket launcher was for Doom Hunters’ rocket sled, the chaingun was for the charging hulk demons, and the super shotgun was for Pinkies and Marauders. I feel like they wanted you to use the super shotgun as a main weapon, it comes with a grapple hook for traversal even, but when you can only carry 20 shells the Super Shotgun burns through ammo in about 5 minutes. The BFG was my last resort weapon, but it didn’t one hit kill every demon on screen like I expected it to.

Eternal introduces a lot of new demons that need killing along with a few that come over from 2016. The Cyber Demon returns but looks more like his original DOOM counterpart than the 2016 version. The bigger demons have weakpoints now that you can target to remove their deadlier attacks and deal extra damage. Boss demons show up as regular demons in the last few levels. In DOOM 2016, even towards the end, it felt like Doomguy was still the danger, with Eternal, I felt like the demons had Doomguy on the back foot most the time. The Pinkies gave me trouble, trying to jump over them to hit their exposed backs proved tricky, the Carcass demons were just annoying with the shields they constantly throw up. The two demons I hated the most were Archvilles and Marauders. For me, Archvilles have too much health for what they are. Their Summoner version in 2016 is what I saved chainsaw fuel for, but I can’t do that here. Between the Archville’s high health, fire shield, and the high level demons it spawns in, being able to do any worthwhile damage to him before I was chased off by the other demons was nigh impossible. He was a prime target for the BFG or later the Crucible Blade.

Everyone knows about the Marauders’ reputation. They only have a short window of vulnerability and have a wide selection of heavy hitting attacks. The worst for me was the stupid ghost dogs they summon. That dog will relentlessly chase you and distract you with its bites. I had trouble hitting them because they are small compared to most demons and quick. If they removed the Marauder’s ghost dog and made him more of a glass cannon, I think the “limited window of attack time” could’ve worked. Between the strategy in hitting demon weakpoints and managing your resources, there’s a noticeable attempt to make DOOM firefights more tactical. I think they went overboard though, possibly in fear of DOOM Eternal being called “Just more DOOM 2016”. It took that dumb fun of just blasting demons down a notch.

On top of combat, they’ve also expanded the exploration gameplay with a lot of platforming. It’s a bit weird to imagine Doomguy scurrying around rock walls and going through what is basically a Crash Bandicoot or Mario level. There’re even the swinging fire chains that are straight out of Bower’s Castle. They aren’t the worse and offer a nice break between the intense combat encounters. Collectibles return in the shape of cheat chode disks, Funko Pops of the demons, and soundtrack records. You can unlock custom marine armors at your hub, the Fortress of Doom. Yeah, apparently Doomguy now has some type of JLA Watchtower type space base he uses to watch over Earth from.

DOOM has always played into being a power fantasy, but I think Eternal’s story leans too hard into that. For me, the power fantasy worked best when Doomguy’s work was treated like a blue-collar job. Just a guy who’s an expert in his field with a job to do. With Doom Eternal, everyone talks about Doomguy as the mythical chosen one that men want to be and women want to be with. It’s the catch 22 of power fantasies, the more you lean into it the more it comes off a bit tryhard.

The story of Doom 2016 worked due to the brilliance in it’s simplicity. You march through a base to stop a Hell outbreak. In Eternal, you are bouncing all over the galaxy and even travel to “Heaven”. There’s all this backstory that the secondary characters have to do the heavy lifting in explaining since Doomguy is silent. Bouncing to different planets isn’t terrible, it keeps environments fresh, but the story has gotten a lot more space opera since 2016. Samuel Hayden returns and seems to know more than he lets on, VEGA has some random line at the end where he declares himself “the Father”.

There’s also a more comedic tone. Cacaodemons burping after swallowing a grenade is funny, but the UAC holograms that in 2016 gave out believable company notices that had a sinister tinge, now are comedically evil. Also there’s this weird political correctness joke where they don’t call them “demons” but the “mortally challenged”. Even the resistance radio refers to them as such? DOOM demons strike me as more of a Mongol horde that just conquer through force not through subterfuge & diplomacy.

The worlds and demons all look great. Many returning demons got a facelift, like the Cyber Mancubus, and there's a neat feature where as you shoot them, the demons start to fall apart. You can tell the distinct styles of the Hell worlds, Earth, and the Sentinel worlds, though I wish the Earth levels had some design to key you into where you were in the world, like the Statue of Liberty or Big Ben. There’s lots of cool background scenes with giant demons walking around. You crawl across the corpse of a giant demon at least twice and there’s the wreckage of an old mech suit. The music is a lot more bumping this time. There’s still plenty of techno tracks that would fit into the original DOOM soundtrack, but there’s a heavier metal influence in the soundtrack. Killing demons and sick guitar rifts just go together.

All in all, DOOM Eternal feels like it’s trying too hard to feel like more than just an expansion to 2016. There’s a lot of new features that overcomplicate the simple act of demon killing & some of the late game encounters feel almost unfair. I can respect their want to innovate on the formula, but I think they got carried away. Still I enjoyed most of my time with Eternal, mostly in the mid game area, after I got all the weapons, but before I had to routinely deal with Marauders.