Doom Eternal Review
2020id SoftwareGame
A shooter reconfigured into a resource puzzle you solve at two hundred miles an hour.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Great | |
| Story | Average | |
| Gameplay | Exceptional | |
| Overall | Great |
The chainsaw makes ammo, the glory kill makes health, the flamethrower makes armour. Once you internalise that triangle the combat loop stops being about shooting and becomes about scheduling, choosing which resource you need next and which demon can supply it. That is a genuinely new idea in first-person shooters, and it is enforced by ammo capacities so tight that hoarding is impossible. Weak-point design gives every heavy a correct answer, the Marauder most controversially, and the meathook turns arenas into three-dimensional space where standing still is death.
Mick Gordon's score and the industrial-baroque art direction sell the escalation from Earth to Urdak. The platforming stretches are the weak link, breaking combat rhythm for monkey bars, and the lore dump about Maykrs and Father is delivered with a straight face the material cannot support. Grade the shooting alone and it is untouchable; the packaging around it is where the points go.
Doom Eternal at a glance
- Platforms
- PC, PS4, PS5, Xbox One, Xbox Series X/S, Nintendo Switch
- Developer
- id Software
- Year
- 2020
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