DOOM: Eternal Pain

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Serious Sacor

Serious Sacor

Күн бұрын

Пікірлер: 103
@SeriousSacor
@SeriousSacor 2 жыл бұрын
So, I’d been notified today that Mick Gordon has released his statement on the situation with Eternal’s soundtrack, which I would recommend reading: twitter.com/mick_gordon/status/1590343092598878210 Ultimately, it’s your call to determine who was in the right regarding the OST situation, but I personally think Mick has provided strong evidence to support his claims, as opposed to Marty’s Reddit post on an account which largely remained dormant up until the point of making the post. I will not be removing the section discussing the OST controversy, as while it is dated, it goes to show that Mick’s side was not accounted for, during a time-sensitive period that, likely because of NDAs and threat of legal action, prevented him from talking about it up until this point. If I was wrong about the situation based on my analysis, then I was wrong. Mick, in the off chance you’re reading this, I choose to believe you given my general mistrust for corporate levels of game development and publishers like ID and Bethesda. I hope you’ll go on to produce amazing music with full creative control, and you have my sympathies for this whole fiasco.
@altf4games
@altf4games 4 жыл бұрын
I haven't watched full thing yet because I still need to play this game for myself but you talking about the story kept me intriged for the whole 40 minutes. I just rewatched some of your older stuff a couple of weeks ago that could've been described as you listing different enemies for 30 minutes straight, THIS is such a huge improvement. The voice over, the script, the editing, even what scenes you used is much better than what it used to be. And as someone who also had his share of gripes with Doom16 I'll be sue to check back on this as soon as Eternal went on a biiig sale.
@lima993b
@lima993b 4 жыл бұрын
@terriblecertainity
@terriblecertainity 4 жыл бұрын
cool, dich hier zu sehen...neues Videos von dir sind immer willkommen :p
@benco1503
@benco1503 4 жыл бұрын
This is incredibly well edited and I hope it will get the attention that it needs. Great work!
@underthemayo
@underthemayo 4 жыл бұрын
I'd like to leave a few notes on your review, and I hope you don't mind me leaving reference links. - The Blood Punch is a very useful and powerful tool as it falters enemies, breaks weakpoints, damages everything around you, and when used in conjunction with a grenade/ice/falter will break cyber mancubus armor so you don't have to unload a crazy amount of ammo into him as seen at 1:05:23. You state that you know that it works like this against the CM, but it's supposed to be used with the falter system from grenades or the ice bomb, which the game explains. I understand you didn't use it very much, but that doesn't mean it's not good. -The suit token upgrades are very useful beyond just fundamentals and barrels and it's a bit weird that you say the token upgrades don't bare as much weight as the did in 2016, when the grenade functionality upgrades have a massive impact, with concussion faltering every enemy near it's explosion, and upgrading to double grenades leads to high control of arenas and quick kills on marauders. Plus the extended freeze time of the ice bomb combined with increased freeze damage kills large enemies very quickly. The only equipment upgrade in 2016 affected recharge time and quantity. Beyond that there was quick swapping and quick climbing, both of which are in Eternal. As are the barrel immunity upgrades but now they have an ammo recharge ability. If anything, the opposite of what you said is true. - You mentioned that the weapons should have specific benefits to their use, and they do. Plasma causes shield guys to explode which kills surrounding enemies, and the microwave beam melts the doom hunter's shield. The minigun causes the Knights and the Baron to stumble. Sticky bombs destroy cacodemons. The ballista does increased damage against airborne enemies. Blood punch breaks cyber mancubus armor. - The base melee interrupts fodder enemies out of their attacks, which is useful in the early game in moments after missing a shotgun blast, or climbing up into a gargoyle that's waiting for you. You can punch him before he attacks you to stun him. The example you showed at 1:06:46 is from the very first room that is teaching you how to use the gun so the melee stun mechanic isn't active yet so that's a very poor example to show. Just walk into the next room and all the zombies after that will stagger from a melee attack. This stuff is covered in my "Beginner's Guide To Doom Eternal" if you'd like to check it out. kzbin.info/www/bejne/nWaTfYOKe557qqM - It would have been nice to mention that the chainsaw teleports you forward with invincibility frames, and that it provides moments to check your equipment charges which is how you get the most use out of the chainsaw in large fights. - Weapon balancing like the rocket launcher shooting slower is a direct encouragement to switch weapons to skip cooldown, something you seem to already understand judging by your gameplay. The ammo capacity and self damage is to keep yourself from over-relying on it, and the long cool down it for you to quick switch to something like the SSG or the precision bolt and then switch back to it, having skipped the cool down. - Some weapon mods you mentioned in the video like the full auto mod, remote detonation and the microwave beam have great uses and are actually very powerful when understood. There are some mods/weapons that become great the more you understand the game, which adds it the great replayability it has. It's unfortunate you didn't look for how they are used. If this video had been done in the first months it would be totally understandable. But this is a video coming out 6 months after release, and it would be nice to be more informed about how weapon mods are used if you're going to talk about them now. Again, if you want check out my channel, I cover these in my beginner's guide, and also several videos specifically about the full auto mod and the microwave beam. Microwave beam: kzbin.info/www/bejne/m6rOk6qgnd6UiLs Full auto: kzbin.info/www/bejne/iXfSpKF4dryVjbM Remote det: kzbin.info/www/bejne/anKxknqurKiLnMU Remote det 2: kzbin.info/www/bejne/nZiXZ5l-dqZ5naM All in all, it's a decent review. I think you slipped up in some areas, and I disagree on your take on the pacing in the first levels and your thoughts on upgrades or that the combat is monotonous especially given the different ways people like to play the game.
@SeriousSacor
@SeriousSacor 4 жыл бұрын
Hello, I took a look at some of the video references you provided, and I appreciate you taking the time to view this video and make your response. I have some replies to your notes. As a preliminary note before I address them individually: Since you are very well-versed in the game and you have studied various different methods of play in order to make your experience (and by extension, other people's experiences) more satisfying, it's clear that you see there is a lot of depth to Eternal's combat. Obviously, I do not share the same perspective, if only because I bank more on the "efficiency*" side of Eternal's combat. As you can tell, I lean heavily towards a specific mode of play as I progress throughout the game. Part of this was because I felt actively encouraged by the game to use whatever worked better than previously, and this perception has also been aided by what the developers highlighted in the "Eternal Devs Break Down Every Gun" video; you can use sticky bombs to destroy weakpoints, certainly, although the heavy cannon's scope is faster and more precise. And while the Ballista does not have a scope, it also has instant damage output and a forgiving "projectile" beam that performs the task just as, if not, better than the previous two. My mentality, therefore, is to keep using whatever I found works efficiently, or, better than before, hence why I do not believe the player is ever encouraged by the game to adapt. *you identified some modes of play that are more efficient compared to mine, hence the quotation marks, I cannot think of a more exact term to use at the moment. As I note in the next paragraph, Eternal is a game that offers a lot of experimentation, so I do not deny that it exists, but I never feel compelled to experiment, if that makes sense at all. That said, you obviously show that there are many viable ways to play the game based on your own experimentation. And ultimately, this is likely the point in which I had dropped off of modern DOOM's gameplay: When I find a strategy that works with this style of play, I stubbornly adhere to it, and thus I don't come across very open-minded as a result. I'll concede that is one of my shortcomings, and may be one of the reasons as to why I don't find modern DOOM especially appealing compared to other games I have played. Although, you could perhaps tell that this is where I have developed my perception on Eternal's gameplay not having a lot of depth: it requires you to really invest yourself fully in the game to appreciate the various strategies that you can apply in each combat dance, but in neither of my playthroughs did I find any incentive to do that. Hence, why I stuck with what I knew, and came to adopting a certain playstyle that helped my master the game on Hard difficulty without many problems. Ultimately, Eternal becomes a game that you appreciate more and more as you spend more time with it, which is a natural occurrence for anyone who spends a lot of time playing a certain game (such as myself with Serious Sam). You are a very good player when it comes to the game, and so knowing your way around, it must be discouraging to see people like myself not finding that same appreciation for it. While I do not find modern DOOM that enjoyable because of my own experiences, I respect you for taking time to demonstrate how the game can be played in varying ways for more enjoyment. With that said, onto your specific points:
@SeriousSacor
@SeriousSacor 4 жыл бұрын
- My disdain for the Blood Punch boils down to both the practicality of the standard punch and the applicability of the Blood Punch itself, so I will address both points here. Firstly, the regular punch appears, from what I can tell, to only stagger a small demon once upon hit, as I had noticed occurring several times in some of the footage. That aside, I do not find it excusable that it does next to nothing after a single hit, this fundamentally weakens the aspect of DOOM's power-fantasy, and it can result in screwing the player hard if he/she gets backed into a corner. Nor do I particularly care for how they make the first three enemies "unstunnable" because they have not introduced the stun mechanic properly. This gave me the impression that the stun punch was inconsistent. Now, you could perhaps argue that DOOM 4 does the same thing with its first couple of enemies, although even if that's the case, I do not consider that acceptable, either, because it would not have fixed a problem that was introduced in a prior game. As for the Blood Punch's utility, I accept your arguments. My only rebuttal, in the case of having to unload ammo to defeat enemies otherwise, is that the process of reclaiming ammo is still easy and also works, again, a result of my playstyle inhibiting my ability to see what arguably works more efficiently as you highlight. Thus, the problem I have is that I often forget I even have the ability, especially as a result of it being introduced alongside multiple other mechanics early on, hence I felt overwhelmed by Eternal throwing so many options at you from the start. - I disagree with your assessment on the tokens in regards to how Eternal's gameplay loop is structured. Individually, yes, you can argue that many upgrades are indeed quite useful. Although, again, this is a case where whatever is efficient provides easy benefit from the start, that unlocking a specific path of upgrades is precisely what lead to Eternal's combat becoming more satisfying around the middle of the game, but gradually caused the game to become more repetitive after this point. To elaborate: Quickly sinking points into Fundamentals and Environment tiers (explosive barrel dmg immunity and explosive pinatas), and since I prefer the Ice Bomb's capability of stopping demons instead of relying on the Frag Grenade (I lean less towards it because there is a short period in which it has to detonate, which some enemies can avoid if they happen to dash out of the way or charge towards you), that often is my next and final step. So, because of this, I found the combat was more enjoyable, but only for a brief period, and then I simply upgraded with the remainder of tokens merely for completion's sake, not because I found the other upgrades made much of a difference for the playstyle I had adopted. When I say that these upgrades don't hold as much weight, it is because the game gives you an ease of access to upgrading whatever you want in whatever order you choose (barring token expenses for certain upgrades). This leads to the starting combat of the game becoming more satisfying as you progress, but it runs out of steam. And this is instead of giving you a "build" to work towards, so the buildup of becoming stronger as you progress feels stronger which I respect the previous game for attempting. Granted: I do not believe the previous game was the best example of that upgrade system, and much of that was caused by having too many other upgrade systems alongside it, making the upgrade progression fast, and like Eternal, causing the base gameplay to become simple and repetitive midway. As to the argument that Eternal does it better, I wholeheartedly disagree, I do not believe DOOM's gameplay benefits from this kind of system. This is what lead me to making the argument for a new upgrade system altogether. - I can tell that each weapon was designed to have their own utility. However, I can also simply use the Chaingun against everything mentioned above with the shield attachment, and then I can simply restock ammo and keep using the Chaingun while minimizing the risk of taking damage. This is simply because my "whatever works, works" mentality allows me to complete fights without needing to use previous strategies. - The chainsaw providing invincibility frames is a given in that it is designed to be more of an equipment device, therefore I did not see it as necessary to mention. Mechanically speaking, it is more useful, but only because the game requires you to use it based on lowered ammo capacities. - Having to switch weapons constantly to avoid the natural cooldown of weapons such as the Rocket Launcher, if I may assert, sounds more like an unintended exploit of the game's mechanics. If this was an intentional design decision, then that certainly does not gain my approval, either. I will still maintain that the ammo limit is enough to encourage switching weapons on the go, and should not be hampered by making long-term use of the weapon unsatisfying/frustrating. Eternal's gameplay is built around giving player's freedom to experiment in many ways, but it appears to me to be quite inconsistent in how much freedom it gives the player to use certain weapons in the long-term: You can use the Super Shotgun, Chaingun, and Plasma Rifle in this manner, for example, and the player is aware of the risks that come from doing so, as it will prevent him/her from being able to the use the Single Shotgun, Heavy Cannon, and Ballista unless he/she reclaims ammo. A weapon should feel enticing to use in the long-term so that even if it is risky to do so, the player will not feel punished because of how the weapon itself functions (and this also extends to the Heavy Cannon). - As you can tell, I did not lean towards using these weapon mods, because I did not find them very attractive or interesting on the outset. You have proven otherwise, so I will accept your points there. Regardless: As I explained,I will always find the Super Shotgun more fun to use because of the grappling hook/mobility benefits, and while the Single's Full Auto mastery does allow for longer shotgun dances with the combat, I don't find it would be as fun compared to what the Super Shotgun allows you to do with its base functionality. As for the Microwave Beam, that's an interesting way to use it, so I do find that quite amusing. Remote Detonation was an upgrade I never bothered with in DOOM 4, hence my lack of interest for it, here, as well. Again, thank you for your thoughtful comments: these responses are exactly the kinds of responses I wanted to receive on this video, as it provides interesting discussion. I may not pick up the next DOOM game or DLC for Eternal, but I think I will follow your channel to get an insight on it.
@underthemayo
@underthemayo 4 жыл бұрын
@@SeriousSacor I'll just respond to a few key things because I'm sure we could go on for pages. "Firstly, the regular punch appears, from what I can tell, to only stagger a small demon once upon hit, as I had noticed occurring several times in some of the footage. That aside, I do not find it excusable that it does next to nothing after a single hit, this fundamentally weakens the aspect of DOOM's power-fantasy, and it can result in screwing the player hard if he/she gets backed into a corner." - Setting aside that it IS a useful attack when used coming out of climbing, and for interrupting fodder attacks after a missed shot (see the beginner's guide video section on melee), the entire concept behind it being so weak is that it discourages new players from stupidly mashing melee in a panic situation like they do in every other game. I've seen non-doom players pick up Doom Eternal and have to shake off the urge to mash R3 wildly when they're surrounded. This is a good thing. It puts more pressure on good spacing and weapon usage. The game also already gives the player plenty of panic buttons that precise situation you're mentioning. Ice bomb, blood punch, Heat blast. Allowing the player to mash melee whenever they've backed themselves into a corner is a bad thing I think and teaches bad habits. As for the power fantasy. You're already ripping demons' heads off, AND you have the blood punch. It seems you'd have to have a pretty fragile ability to immerse yourself if just a weak melee strike takes it away from you. And who cares if the base melee attack isn't part of your regular tool set? It's Doom. Shoot them. You'll almost always have blood punch ready anyway if you've done some glory kills by the second level. Also, making the melee attack stronger will also set the ammo economy off balance because the player would be saving a higher percentage of ammo by meleeing enemies in the early levels. And that won't be guiding them into the way the game works. The weak melee compliments the gameplay of Doom Eternal. A stronger melee attack will compliment another game if it's built for that. "I can tell that each weapon was designed to have their own utility. However, I can also simply use the Chaingun against everything mentioned above with the shield attachment, and then I can simply restock ammo and keep using the Chaingun while minimizing the risk of taking damage. This is simply because my "whatever works, works" mentality allows me to complete fights without needing to use previous strategies." - If by level 6 you've decided to rely on all chaingun, that's your choice. The game can't make every weapon so weak that you HAVE to constantly use every weapon into the later levels of the game. Doom without powerful weapons won't be Doom at all. Instead, what they've done is set up the first 3-4 levels in a way that really shows the player the benefit and FUN of using different weapons, ideally planting those instincts in the player. So that by the time they do have really strong weapons, they still want to switch their weapons around and play in this fun way. If at that point they want to just use the chain gun or run away with the ballista, that's their choice. But the game has already done it's job in showing the player how to have fun with all the arsenal, and if you don't want to have fun with your arsenal by that point, you don't have to. "Having to switch weapons constantly to avoid the natural cooldown of weapons such as the Rocket Launcher, if I may assert, sounds more like an unintended exploit of the game's mechanics. If this was an intentional design decision, then that certainly does not gain my approval, either. " - Weapon swapping cooldown skips are present for every weapon, not just the rocket launcher. And they were also present in Doom 2016. It's core part of modern Doom games' design. Firing any weapon and then switching to another weapon during the cool down allows a high rate of fire. This is what creates the flashy fun style of play that Doom Eternal excels at. If you shoot the ballista and then switch to the precision bolt, it does the same thing. It's another way of making the full use of your arsenal more appealing and more effective, which in turn leads to better ammo manangle and better control of a fight. You show yourself doing this in several moments of your own video apparently without realize it, and that's fine. I can see you shooting a rocket and them switching to the super shotgun to kill a mancubus, and it's much faster than just standing there and waiting for a second rocket. Try shooting a rocket, switching to precision bolt, and switching back to a rocket. It's very fun. And it's how the game truly opens up. I cover it in my beginner's guide as well. Anyway thanks for responding and making the video. It's nice to engaging with someone thoughtfully for a change.
@SeriousSacor
@SeriousSacor 4 жыл бұрын
@@underthemayo I'll wrap up with a few short replies to clear things up, because there are some things you brought up I don't disagree with: - I believe the problem is, and correct me if I am wrong, is that it is semi-reliable to knock a smaller demon back a little bit, and if it could do that consistently (which I am unsure of whether or not it does) without knocking the enemy into glory-kill state, I'd have less of a problem (you saw me smacking that hapless soldier several times, who didn't react at all. I found it amusing). Evidently, as I admitted, the problem with DOOM 4 it was too easy to abuse and put enemies into glory kill state. So if there is anything at all that I find preferable in Eternal, is that that abuse does not exist. Again, the problem I have is generated from me sometimes forgetting I even have the ability to begin with, that's a shortcoming on my end. As a side-note: where melee is built into modern DOOM has always been a little strange to me since DOOM 4, not in a bad way necessarily, just in that they found ways to "minimize" it so to speak - Acknowledged your points, I have no further rebuttals or comments. - I don't disagree with the fundamental points you are making. I do not agree with how much base cooldown the Rocket Launcher has, nevertheless. This is a point in which I am simply unable to agree upon, because yes, it is always more efficient to swap weapons and quickly fire to make the combat more exciting. But the option to use a weapon for a long amount of time without it feeling frustrating is something that I firmly argue should be present: it need not be better than the alternative, it should simply be fun. Understandably, if I took time to keep playing the game and get used to rapid-fire switching, undoubtedly I would gain an appreciation for it. Sadly, I just have no motivation to pick the game up again, if even for reasons beyond the gameplay not leaving me satisfied. And thank you again for your thoughtful comments, I wish you well in the future. I look forward to seeing your thoughts on the DLC when it arrives.
@outrageousvideos
@outrageousvideos 4 жыл бұрын
The full auto is not a good weapon since regaining shells at the cost of movement is not a good trade at all Especially since most people will never run out of shells since the best way to play is to just not get close to anything in this game because they all have some shitty lunge attack with an awful hitbox and the enemies will randomly come out of stagger state to hit you or keep attacking after frozen like this clips.twitch.tv/OptimisticSparklingTireKeepo
@SeriousSacor
@SeriousSacor 4 жыл бұрын
Article Sources (not in exact order) 1. on the term “Arcadey” - en.wiktionary.org/wiki/arcadey 2. Hugo Martin interview: Doom Eternal is "nutritional content" - www.shacknews.com/article/115903/hugo-martin-interview-doom-eternal-is-nutritional-content 3. Engine - on DOOM’s realism - en.wikipedia.org/wiki/Dodom_(1993_video_game) 4. DOOM Eternal OST Open Letter - www.reddit.com/r/Doom/comments/gdg25y/doom_eternal_ost_open_letter/ 5. Slayer’s Club - slayersclub.bethesda.net/en/ 6. Reddit Thread of Mick’s DMs - www.reddit.com/r/Doom/comments/g4afzw/i_commented_about_it_yesterday_i_turned_id_break/ 7. Doom Eternal's official soundtrack wasn't mixed by its composer, and you can tell - www.pcgamer.com/doom-eternals-official-soundtrack-wasnt-mixed-by-its-composer-and-you-can-tell/ 8. Mick Gordon’s Twitter reply - twitter.com/Mick_Gordon/status/1251828567882600448 9. Twitter thread showing the sound mixing between DOOM 4 and Eternal - twitter.com/thatACDCguy/status/1251690243389927424 10. What Is Denuvo, and Why Do Gamers Hate It? - www.howtogeek.com/400126/what-is-denuvo-and-why-do-gamers-hate-it/ 11. Wikipedia: Denuvo - en.wikipedia.org/wiki/Denuvo 12. Irdeto Denuvo - irdeto.com/denuvo/ 13. Tekken 7 Director Says Denuvo DRM Is Causing Performance Issues In The Game - wccftech.com/tekken-7-denuvo-drm-performance-issues/ 14. Denuvo DRM Doesn’t Have Any Meaningful Impact on Performance in Final Fantasy XV Windows Edition - Report - wccftech.com/denuvo-drm-doesnt-impact-performance/ 15. Denuvo Really Does Cripple PC Gaming Performance - www.extremetech.com/gaming/282924-denuvo-really-does-cripple-pc-gaming-performance 16. Reddit Post on Denuvo causing Anthem crashes - www.reddit.com/r/AnthemTheGame/comments/al26b6/no_spoilers_it_looks_like_drm_denuvo_is_the_main/ 17. Bethesda Helps Pirates by Accidentally Releasing Denuvo-Free Version of DOOM Eternal - www.thefpsreview.com/2020/03/21/bethesda-helps-pirates-by-accidentally-releasing-drm-free-denuvo-less-version-of-doom-eternal/ 18. Reddit Post on DOOM Eternal’s non-Denuvo .exe - www.reddit.com/r/CrackWatch/comments/fli390/um_guys_i_think_i_cracked_doom_eternal_serious/ 19. Fallout First - falloutfirst.com 20. Doom Eternal seemingly sabotaged its own Denuvo anti-piracy tech - www.techradar.com/news/doom-eternal-seemingly-sabotaged-its-own-denuvo-anti-piracy-tech 21. DOOM Eternal Game State Update - May 2020 - slayersclub.bethesda.net/en/article/23lmkwKjRuh9kPn6bzN6bY/update-1-preview-may-2020 22. Denuvo Anti-Cheat goes LIVE! A message to DOOM Eternal fans and gamers - blog.irdeto.com/2020/05/14/denuvo-anti-cheat-goes-live-a-message-to-doom-eternal-fans-and-gamers/ 23. What Kernel-Level Anti-Cheat Is and Why You Should Care - levvvel.com/what-is-kernel-level-anti-cheat-software/ 24. Doom Eternal reverses course, will remove kernel-level Denuvo anti-cheat [Updated] - arstechnica.com/gaming/2020/05/doom-eternal-anti-cheat-kernel-driver-is-safer-than-others-denuvo-says/ 25. id Software Investigating Reports of Crashes and Performance Issues, after Doom Eternal Denuvo Anti-Cheat Update - nichegamer.com/2020/05/18/id-software-investigating-reports-of-crashes-and-performance-issues-after-doom-eternal-denuvo-anti-cheat-update/ 26. Latest Information on Update 1 & Anti-Cheat - www.reddit.com/r/Doom/comments/gnjlo7/latest_information_on_update_1_anticheat/ 27. Reddit post detailing planned DLC - www.reddit.com/r/Doom/comments/cf6o7l/from_the_looks_of_it_the_two_planned_single/? 28. DOOM ETERNAL DELUXE EDITION - gear.bethesda.net/products/doom-eternal-deluxe-edition 29. Argent Energy - doom.fandom.com/wiki/Argent_Energy 30. Wraith - doom.fandom.com/wiki/Wraith 31. Cyberpunk Anime - www.cyberpunk.net/en/news/35512/announcing-an-original-anime-series-cyberpunk-edgerunners Special: Denuvo Added to Eternal Sources 1. www.pcgamer.com/doom-eternals-first-update-includes-denuvo-anti-cheat/ 2. gamingroute.com/doom-eternal-is-unplayable-on-pc-due-to-the-denuvo-update/ 3. primagames.com/news/doom-eternal-update-denuvo-anti-cheat-backlash 4. thenerdstash.com/doom-eternal-adds-denuvo-anti-cheat/ 5. www.destructoid.com/doom-eternal-adds-denuvo-on-pc-immediately-gets-review-bombed-591137.phtml 6. www.kitguru.net/gaming/joao-silva/doom-eternals-implementation-of-denuvo-is-causing-backlash/ 7. www.nag.co.za/2020/05/18/doom-eternal-adds-denuvo-anti-cheat-in-an-update-and-this-is-very-controversial/ 8. www.pcgamesn.com/doom-eternal/denuvo-review-bomb 9. cogconnected.com/2020/05/doom-eternal-denuvo-negative-reviews/
@NeoWorm
@NeoWorm 2 жыл бұрын
People say the game is Arcadey because there is too many things that doesn't make sense in universe and are there only because of the gameplay. Thus constantly reminding you that you indeed play a game. One-ups, giant question marks, joke animations, annoying signposting, flamebelch causing enemies to pop armor, chainsaw causing enemies to pop ammo, blood punch, constant tutorial popups. It feels like it's trying to sell you something all the time instead of building atmosphere. All of the world building stuff and enviromental storytelling was jettisoned out of the game and replaced by somebody screaming into your face that you play a game.
@Intestine_Ballin-ism
@Intestine_Ballin-ism 9 ай бұрын
This lmao. There was a reason id cut the score counter from Doom 1
@333reptid3
@333reptid3 4 жыл бұрын
I CANNOT BELIEVE i watched this entire video in one sitting, your video editing has *really* improved, especially on the denuvo controversy part, it felt inspired from the "fall of 76" video. Great video sacor as always, also im excited for SS4, i hope croteam delivers well
@TheBigH
@TheBigH 2 жыл бұрын
wah wahhhhhh
@lockthepope
@lockthepope 4 жыл бұрын
That was unexpected, cool.
@Bi0mega
@Bi0mega 6 ай бұрын
I think I have the same issues with Eternal as I do with Arkham Knight: the game throws you in at the deep end and expects you to be able to dance to its beat immediately, and because of that, the encounters are tuned to be of a higher difficulty than before. I finished the previous game on Ultraviolence - it was a challenge, but a satisfying one. When I got to Eternal, I did the same, got as far as the introduction of the Arch-Viles and just got too frustrated to continue. I can appreciate what they accomplished, when the game is good, it's astonishing, the movement, the combat, when it all becomes second nature, there's nothing like it. But they give you too many combat options, to the point where it's easy to forget stuff like the Ice Grenade and the Flame Belch exist. The platforming sections wind up pissing me off more than anything. And the lowering of the ammo counts just feels like an artificial way of hampering the player - Doom is supposed to be a huge power fantasy, why hobble that by stopping me from using the shotguns and chaingun as and when I want to? In as many ways as Eternal was a step forward, it was also a step back. I like it, but I don't love it the way I loved the 2016 offering. And honestly, that makes me disappointed.
@Destroyah5000
@Destroyah5000 4 жыл бұрын
I agree with the bit you said about the story and the codex entries. The logs from Doom 4 were interesting to read because each of them were treated as an article IN THAT WORLD. Everything from the details on weapons development to the reanimation of demons, and even a graphic description on what the Berserker powerup does to the human body, has an air of being real. This is very unlike Eternal, where the reader can lose interest because all of it is clearly from a 3rd person omniscient narrator. In my first playthrough I'm pretty sure I only read 2 codex entries with complete interest simply because I really wanted to know more about stuff like the Icon of Sin and the Samuel Hayden and nothing else. I could only skim through the rest, because it's dreadfully uninteresting due to how it reads.
@bloodborne410
@bloodborne410 2 жыл бұрын
now that is comprehensive video about doom and it makes me happy
@NeoWorm
@NeoWorm 2 жыл бұрын
I am amazed there was no mention of a """Funzone""" in the whole video. Because anytime Hugo Martin spoke about it, you could see how much of a control freak he is and how he is doing everything to railroad all players into one singular playstyle that he personally prefers and thinks anything else is bad. Especially after release of the DLC that made the gameplay loop objectively worse. Eternal is hurt by this and many of it's mechanics that pretty much limits it's gameplay variety. As you said, all combat seems the same after a while, all monsters blend together, all weapons are equally useful with exception of certain mods that are almost dangerous to use. Recovering resources robbed the game of exploration, "fun" mechanics rob it of encounter variety and it's storytelling robbed it of it's atmosphere. All together the game is a husk of DooM 2016 polished to look shiny but completely empty inside. It's one combat scenario that get's old in minutes repeated for hours. And I see Mayo in the comments trying to apologise for every single bad decision in Eternal trying to convince everybody that it is not completely dysfunctional mess but secretly genious mechanic, while completely missing the point.
@terriblecertainity
@terriblecertainity 2 жыл бұрын
that Red Letter Media reference was perfect...really enjoyed the video
@Robot_Joe
@Robot_Joe 2 жыл бұрын
got thinking about DE again and this video and I just wanted to say one more thing, If there had to be fan services stuff i wish it wasn't so surface level. This game really ain't anything like the classics aside from a very, very, -very- warped and superficial level. Dunno why I'm so hung up on this game, it's been two years. 😔 Just so heart broken over it, I had issues with Doom16 but it had PROMISE, little budding bits of goodness waiting to be fully realized in a sequel... you know like the monster infighting, general organic and sometimes almost emergent gameplay and they snuffed all of it out in Eternal with this hyper fixation on a super mechanical and rigid gameplay loop.
@SeriousSacor
@SeriousSacor 2 жыл бұрын
the fanservice stuff can always be a hangup for me because I'm more outside of the circle of the DOOM fandom. As I said, I like it when little references are thrown in for secrets, but if it's built into inherent visual design, I would hope it at least abides by consistency (like the Hell Barons in 4 take up after their original counterparts, Eternal does in fact evolve that design so it seems appropriate). If the DOOM 4 enemy/weapon/item designs are just changed to more closely resemble DOOM 1/2 in Eternal just "because," that raises my eyebrow. Then again, Eternal seems hellbent (ha) on not acknowledging 4 as much as possible, even though many elements are still present and you're just expected to accept the new status quo. I think it certainly could've gone many ways given how closely they paid attention to fan reception, and I won't say the attempt to refine the gameplay loop isn't admirable. I have a tolerance for repetitive gameplay loops, but I never felt the same pull from this as I would other arena shooters, and it could be because of how much the game initially held my hand when I first played, instead of giving the benefit of the doubt to the player and letting him/her naturally figure things out. I often get mixed reports on whether the game lets you "experiment," and I think there is truth in that it does allow you to experiment with combinations of weapons and skills; the issue seems to be that it hands out the best advice openly and so creates a mental barrier of sorts that "what I know already works best, so why should I try anything different?" Perhaps one day I'll replay it on Nightmare mode and see if my stance has gotten a bit more lenient over the past while.
@pura8898
@pura8898 4 жыл бұрын
I can tell this is gonna be a good one
@ashhabimran239
@ashhabimran239 Жыл бұрын
As much as I love the game, what I can’t stand is the toxic pro community. Too many judgemental, snobby players making casual players feel unwelcome for not being on their insane level, or making you feel bad for finding parts insanely difficult, might not be the case, but feels like it. Or the players who throw a fit if you don’t worship the game, with their only response to criticism being ‘tOo eAsy’ or ‘gId gUD’
@maska3228
@maska3228 4 жыл бұрын
Got this recommended by KZbin, probably because I was listening to Vatican Fight on your channel (a lot). Watched the whole video! Impressive work that kept me interested for the whole duration! Now I hope you will do a similar video about Serious Sam 4 when it finally arrives, no need to be that long of course :P
@comicsamsthegreat
@comicsamsthegreat 4 жыл бұрын
What I really didn't like was non-Blood Punch Melee was useless and the many mini-cutscenes are annoying, I also don't like how the HUD disappears during 1st person ones, I really liked the cosmetics in this game but so many are artificially limited, some people had been looking through the game's files and found out ID was planning to make a Master Level exclusive to Prime Gaming which is just extremely scummy.
@Smique4542
@Smique4542 2 жыл бұрын
This was actually very interesting to listen to. I have only seen endless praise for Eternal and here comes one who gives a lot of critic to most of the things present in the game. Sure I don't agree with some of them and I do personally love the more "caroon-y" look of Eternal, BUT I am very interested to hear other opinions as well. I have my own small problems with the game as well but this was very refressing to hear something else than just constant D-sucking towards the game.
@ashhabimran239
@ashhabimran239 Жыл бұрын
It’s ridiculous how defensive DE fans get if you point out something you don’t like, with their only response to criticism being ‘gIt gUD’. The type of people who make lower skilled players feel bad about playing the game casually
@SolidStateSimulations
@SolidStateSimulations 4 ай бұрын
@@ashhabimran239 If you want to see something even more fucked up and bizarre, just take a look at the Quake Champions community. First they act snobbish and yell "HAHA GIT GUD SUCKER LMAO" at everyone who joins in and doesn't immediately like getting negative K/Ds every single match after being stomped by pro players, and then they wonder why no new players even give the games a try anymore and thinks it's *entirely* Bethesda's fault. The lack of self-awareness is palpable.
@MarkaNgamer
@MarkaNgamer 4 жыл бұрын
I agree on Eternal being formulaic. Just when I finished Eternal on Nightmare I got back to Serious Sam 3 and played it on Serious. I enjoyed it alot more suprisingly. Now can't wait these 4 days for SS4 to come out.
@nydip8131
@nydip8131 3 жыл бұрын
I enjoyed it, didn't find any glitches
@gojizard704
@gojizard704 4 жыл бұрын
Yo sacor when are ya doing a lets play on serious sam 4
@CaptainAmercia
@CaptainAmercia 3 жыл бұрын
On the topic of Art style I much prefer Doom Eternal it just has a much more wider and unique look compared to the Doom 2016 which I loved but never thought the art style was that memorable what really made these locations was the great atmosphere rather than the architecture. The architecture designs along with the set design for the background (Earth with titans walking about with massive human war machines laying about) was the best in Doom Eternal but the problem many people had was the more Arcady feeling of everything from the UI to the layout of the Missions it just lacked the atmosphere of Doom 2016 which is 100% possible even with the new architecture and enemy designs Warhammer 40k is a great example of a dark world filled with unique retro 1980s designs which are really just toys. I loved Doom Eternal but I would've love for them when making the sequel to have a mix of great grounded atmosphere and the more unique "He-Man" "Heavy Metal" "X-MEN" of Doom Eternal. As you can tell I'm a massive fan of more retro designs that retrofuturism which the original games had which is why i don't really mind a lot of the designs in Doom Eternal love how the Retro Doom Marine Armour felts so well into this world but at the same time I could also imagine that same armour being in Doom 2016 it has been 120 years since the original games humanity in that time just advanced to a more modern sci fi look while back in the 2020s Earth looked like a 1980s retro morning cartoon which I love.
@SeriousSacor
@SeriousSacor 4 жыл бұрын
INTRODUCTIONS 0:00:00 - Opening 0:03:21 - Clarifications: Subjective Taste vs. Objective Critique 0:05:50 - Clarifications: Terms and Definitions 0:08:07 - Preliminary responses to expected rebuttals 0:09:34 - Quick overview of what this video covers 0:10:39 - Preamble to DOOM Eternal: DOOM (2016) 0:19:10 - Early impressions on DOOM Eternal prior to release STORY 0:20:27 - Story Analysis - Part 1 0:27:02 - Confusion of Argent Energy: limited or infinite source of energy? 0:28:40 - Story Analysis - Part 2 0:30:59 - Observations and Critiques: Missing details that would connect DOOM (2016) and DOOM Eternal 0:32:22 - Tangent: Eternal's DLC and DOOM 64's relevance to Eternal 0:34:16 - Observations and Critiques: Division between codex entries and cutscenes 0:36:35 - Observations and Critiques: Eternal's codex and questionable Story/Character changes 0:39:31 - Observations and Critiques: Doomguy/DOOM Slayer GAMEPLAY 0:41:44 - 5-second review of DOOM Eternal 0:41:55 - Opening to Eternal's Gameplay: Difficulty Selection, Base Mechanics 0:44:02 - Doomguy's movement control/abilities 0:46:50 - Tangent: Doomguy's "weight/gravity" 0:48:32 - Glory Kills, 1-ups, Specialized Encounters, and various other mechanics 0:56:48 - Upgrade System 0:57:01 - Runes 0:58:36 - Praetor Suit Upgrades 1:01:58 - Sentinel Crystals 1:02:38 - Playable Revenant 1:02:43 - Buff Totems 1:04:11 - Weapons Introduction: Brief discussion on lowered Ammo Capacity and observation on Weapon Balancing 1:06:05 - The Weapons 1:17:10 - Critiques on Weapon Balancing 1:20:18 - Enemies introduction: Brief analysis on enemy behavior 1:20:54 - The Enemies 1:27:12 - The Bosses 1:29:22 - Gameplay Critiques: Mechanics Overload 1:32:23 - Gameplay Critiques: Tutorials 1:34:21 - Gameplay Critiques: 1-ups 1:36:21 - Gameplay Critiques: Upgrade System 1:41:17 - Eternal's Gameplay Loop 1:49:45 - Bugs and Glitches PRESENTATION 1:50:56 - Opening to Presentation and the sense of Immersion 2:00:24 - Eternal's Heads-Up Display 2:01:52 - The Art Style 2:05:21 - Critiques of drastic shifts from DOOM (2016) and lack of Consistency 2:08:07 - Fanservice 2:09:28 - Music BONUS: THE ETERNAL OST CONTROVERSY 2:10:07 - Opening Statements 2:10:53 - OST Controversy Analysis 2:18:05 - Closing Thoughts BONUS: THE DENUVO DEBACLE 2:20:44 - Part 1: Denuvo on Arrival 2:22:55 - Part 2: Denuvo Anticheat BONUS: ETERNAL AS A LIVE SERVICE GAME 2:27:54 - Brief discussion of Eternal as an always-online game CONCLUSION 2:30:16 - Closing Thoughts on DOOM Eternal 2:32:10 - Upcoming Games and Outro STINGERS 2:34:18 (music sources are listed in the video's credits)
@darktitan3025
@darktitan3025 4 жыл бұрын
Wow spoiling the experience for me before the video is even out smh Seriously Stoopid. Finish ASS BFE
@semvision
@semvision 4 жыл бұрын
What he 👆 said
@vaxus3440
@vaxus3440 4 жыл бұрын
wtf how long is this?
@SeriousSacor
@SeriousSacor 4 жыл бұрын
@@darktitan3025 it's no different from ID Software spoiling all of DOOM Eternal before it released
@darktitan3025
@darktitan3025 4 жыл бұрын
@@SeriousSacor wow very meta But finish ASS BFE before I send Canadian hitmoose after you
@jukaa1012
@jukaa1012 4 жыл бұрын
Amazing review. Good job
@Dondlo46
@Dondlo46 9 ай бұрын
I have no idea why I watched this video 3 years later after finishing the Serious Sam ost for the 69420th time
@Robot_Joe
@Robot_Joe 3 жыл бұрын
Man you really cannot criticize this game without someone going out of their way implying that you must just be bad at it. I had a lot of problems with doom16 but after playing doom eternal it made me yearn for more of that previous game. I actually think Eternal in a way suffers similar issues (but like even more so) as doom16, where like both games are at their most exciting at the beginning where you're at your weakest but soon becomes really monotonous when you build you start getting your upgrades. I don't believe the stuff like what certain youtuber says about there being different ways to play, sub-optimally perhaps. If I don't want to die over and over again and if i want to burn down enemies as fast as possible i have to do the whole weapon juggle thing, all the while cycling my utility/grenades to keep my health and armor stack up and have to do this every fight, always and like all the fights become a blur there's no stand out arenas to me besides maybe necrovol for its funny crusher gimmicks. I think the core loop is kind of bad and there is probably only so much the devs can do with it and I sorta think the DLCS are proof of that with how annoying the new enemies are, if you cant toy around with the players resources like health or ammo to like change up the feel of a level or whatever like what else can you do besides come up with annoying enemies to artifically force a player out of their confort zone. DLC 1 with the spirit enemy that can only be killed by using the plasma tether and dlc 2 with the stone imps that have a weakness to the rotary mod for the shotty but a resistance to everything else. (kinda feels like they looked at the stats on what players used the least and designed bullshit based around that.) I criticized how your weapon choice didn't really matter in doom16 but I really miss that after playing Eternal. THERES NOTHING WRONG WITH SHOTGUN GO BOOM BOOM, HUGO sorry for the ramble. and im sorry serious sam 4 turned out the way it did. lol
@SeriousSacor
@SeriousSacor 3 жыл бұрын
truthfully, when people talk about how there are certain ways to play according to one's preferences, I think this is one of those problems where language gets a little vague and people assume they mean the same thing: what I believe is being said is that there are weapon combinations (made possible by quick-swapping) and upgrades that people have found more use out of compared to my own experience of just going with what I know, and ultimately the end-goal of Eternal seems to be "master it in the way you deem correct." Eternal's combat depth is built around maintaining the power-fantasy whilst combining it with more dangerous enemies, which conceptually, I think is fine. Execution-wise, as you say, it becomes a blur, and I guess my own flaw is that I can't appreciate it the same way other people can. The DLCs are interesting in their own rights, while I have no intention of playing them, I found a couple of things interesting: namely finding ways to force the player into using the microwave beam and autofire upgrades, which I don't think is the right approach: upgrade balancing is a difficult task, though I would think changing the core functions of both so that they could be universally more handy in the main campaign would only benefit the game more. Forcing the player into using certain tools for one enemy type is a very odd inclusion for a game so fast-paced that is said to give you many different ways to play it. Hypo did a great video on the DLC and how episode 2 negatively impacted episode 1 by toning down its difficulty spike, which seemed to be the draw to episode 1 in the first place. As many issues as I have with Eternal, I definitely believe they should have left episode 1 alone and kept working on improving episode 2 based on the initial reception.
@MentalParadox
@MentalParadox 2 жыл бұрын
Nothing about Eternal's plot makes even a lick of sense, but modern audiences are sufficiently stupid so no one notices or cares. Much like Marvel movies, it keeps its target audience (zoomers and millennials) entranced with pretty special effects and over the top displays of ""badassery"". They don't care it's all empty and senseless.
@Robot_Joe
@Robot_Joe 2 жыл бұрын
It's bonkers how DE fans willfully ignore it's glaring flaws like the fact that some of the ai is straight up none functional, Pain Elementals barely work and lost souls act like buggy map entities
@agbrenv
@agbrenv 3 жыл бұрын
1:23:55 that was so random, I replayed it about 6 times laughing all the way
@EmanGameplay
@EmanGameplay 4 жыл бұрын
Can’t really agree on a lot of what you said. Especially on the artstyle, fan service, and the gameplay being monotonous. but I guess that’s opinions, right?
@SeriousSacor
@SeriousSacor 4 жыл бұрын
I'm glad that we can't agree on everything, the purpose of the video was not to convince people to dislike the game. You see something in it that I am incapable of seeing, so more power to you. I appreciate you viewing nevertheless.
@gojizard704
@gojizard704 4 жыл бұрын
@@SeriousSacor see thats what i love about you you take critisism with pride and never claim it as harassment unlike others *coughgmanlivescough*
@dishshammy6985
@dishshammy6985 4 жыл бұрын
@@SeriousSacor i wanna say something... i know story being a fan service to old doom boomers, but that doesn't mean that i would want to see doomguy cry his balls off bcz of his child loss, or some other dark story. the cartoony artstyle would also be considered a huge loss in realistic artstyle of doom 2016, i like both doom '16 and doom eternal's artstyle. But the gameplay???? wtf??? i think hugo martin already said that doom '16 was easy, like, way too ezz... the fact that the last chapters become literal gg matches by broken siege mod of gauss cannon... broken runes which give you infinite ammo, and bfg ammo drop, which means bfg spams in levels. doom eternal was going to be harder, you want to take that power? then you have to work for that power, you're not gonna bfg spam' the arenas. the denuvo problem was from the bethesda, not id. but it's still your opinion, and i can respect that, and thank for not shiting on marauder.
@SeriousSacor
@SeriousSacor 4 жыл бұрын
@@dishshammy6985 I think you may be misunderstanding my points about the gameplay: I'm fine with the game being more difficult, though I would have preferred the pacing give a more gradual buildup as opposed to giving the player as many toys to play with as possible just a few levels in. And that doesn't deny the issue that by doing so with equipment, runes, crystals, etc. etc. it runs into the problem of the gameplay becoming repetitive really quickly. I'll gladly concede that 2016 becomes too easy after enough time, but Eternal suffers the issue of becoming too formulaic (courtesy of giving you everything really quickly), and so I never felt the game was really challenging me once I got the rhythm down. I've had several people tell me I need to play Nightmare difficulty to really appreciate Eternal's gameplay and challenge, so I'm not going to dismiss that idea entirely. I just don't have enough investment to do that any time soon, and as I have explained in the video, I have issues with Eternal beyond the gameplay. As for Denuvo, unless I missed a key article, I don't recall its inclusion being enforced by Bethesda, although it certainly would not surprise me had that been the case. Nonetheless, I am glad that Stratton kept in open communication with the DOOM community to look for alternatives solutions to the Denuvo inclusion even for single-player. Most companies who use Denuvo would not back down ever with the criticism, so for ID to take a step back and reevaluate the decision, that's highly respectable. "and thank for not shiting on marauder." you're welcome
@dishshammy6985
@dishshammy6985 4 жыл бұрын
@@SeriousSacor i get what your'e saying... :)
@ZioMcCall
@ZioMcCall 4 жыл бұрын
Almost a 3 hours videos. Now i can understand why you haven't been uploading from a while.
@agbrenv
@agbrenv 3 жыл бұрын
don't think I can't hear you playing Colony music from Jazz Jackrabbit 2 early in the video :P I knew there was something familiar playing
@darklysm8345
@darklysm8345 4 жыл бұрын
Man 2 hour review? congrats
@atlayyinanc5937
@atlayyinanc5937 4 жыл бұрын
If I am not constantly pressing S key and running in circles while hordes of enemies are running at me in a huge open arena then forget about it, it may be awesome but not the best fps ever. :D Exceptionally thorough, enjoyed it a lot.. But you know what we are actually waiting, right? We need an extremely serious talk about the latest release. I haven't got to play it yet(shitty pc) but, most reviewers say that it might be the last game of the franchise due to various reasons. Really wondering your perspective, since you or someone you know may have insider info about Croateam's development journey. If you cite half the sources you cited in this video, it would blow our minds. Thanks a lot
@terriblecertainity
@terriblecertainity 4 жыл бұрын
that RLM reference made me laugh a lot
@TheBigH
@TheBigH 3 жыл бұрын
1:23:55 Scared me so bad
@Nevermore2790
@Nevermore2790 4 жыл бұрын
Sacor: Had a side comment regarding Whiplashes being female. Me: Whipcrack Intensifies!
@RoGameReview
@RoGameReview 4 жыл бұрын
hey what is youre opinion on serious sam 4?
@samschmit7181
@samschmit7181 4 жыл бұрын
If you ever get to go back to playing Team Fortress 2, then here's a loadout request: The Body Snatcher! (Diamondback, Your Eternal Reward, Cloak & Dagger, Red-Tape Recorder, Scarecrow, Faceepeeler, Nightmare Hunter)
@agbrenv
@agbrenv 3 жыл бұрын
Tyrants look like Syd from Ice Age
@CharcharoExplorer
@CharcharoExplorer 4 жыл бұрын
I liked Doom 2016. Doom Eternal I love so much so that its my second or third favourite FPS of all time.
@MysteryHandle76
@MysteryHandle76 4 жыл бұрын
What's you're first and second fav?
@CharcharoExplorer
@CharcharoExplorer 4 жыл бұрын
@@MysteryHandle76 STALKER is first. Second is harder to gauge.
@cringeyname6167
@cringeyname6167 2 жыл бұрын
There's 2 player co-op now 💀
@flop22222
@flop22222 4 жыл бұрын
90% of the issues you have with the gameplay are because you play on easy. The definitive version of this games combat is found on Nightmare. The reason you have issues with guns feeling obsolete, amo feeing scarce, and that you need to artificially up the challenge is because you are not being forced to play the way the game wants you to until you up the difficulty. You like the chaingun because you can just take it out, point, and click for things to die. This strategy simply does not work on higher difficulties. I will say that a few weapons do degrade in value as you get new ones but they are very far from useless. The combat shotgun’s sticky bombs are fantastic at clearing small demons and for Caco demons. The plasma rifle heat blast is great for stunning heavy demons in order to get close with something like the super shotgun or blood punch and the microwave beam is good for finishing demons and stunning them as well. Heavy rifle’s precision bolt is boarderline over powered because of weapon switching combinations. Weapon switching is also an essential and enjoyable mechanic for nightmare. You can pump out extreme damage by switching between the rocket launcher, ballista, heavy canon precision bolt, and ssg while make use of the other weapons when the situations where they are useful present themselves. Mastering the skill of creating the best weapon combinations to take out heavy demons depending on the situation and your status in equipment, amo, and health is a system that extremely rewarding. Another system that is essential is faltering; basically stunning a demon so that they can not attack for a moment. Grenades, remote detonated rockets, heat blast, chaingun shield charge, microwave beam, taking out weak points, and bloodpunch all falter any demon. It should be noted that some of these methods are more reliable than others, for example grenades basically always do while remote detonate rockets are not as consistent. The damage you take in nightmare forces you to constantly move, asses your surroundings, and manage replenishing armor and health with the flame Welch and flaming meathook. This along with the previously mentioned mechanics also force you to play an equipment management game. If say you ignored the power of a guaranteed falter that the grenade gives you in favor of the ice bomb or the inverse, you simply would not be able to have the equipment needed to stay alive due to the cool downs. Then there is the matter of the chainsaw. The ability to strategically save 3 fuel to instantly remove a heavy demon of your choice from the fight is game changing, especially in early levels when the weapons that have the power to take them out quickly aren’t available. Having to chainsaw for amo serves a couple purposes. It disencourages the, ill just use the chaingun, style of playing and rewards people for making use of weapon switching combinations which are superior in engagement and in effectiveness in terms of damage dealing potential. One will only survive if they make use of nearly all of the deep and rewarding combat mechanics on higher difficulties. Nightmare is tough, I died a Lot my first run and I still do. This game lets you know that your death was your fault, it’s not unfair, you could have done something about it. It makes players want to learn and improve on what gets them killed. And turns loss into more of a learning experience than I’ve ever tangibly felt in any game before it. I only hope you give Nightmare a shot. This game is a true gem that many miss out on because they played on normal. In fact, I played the game through on normal first. I had fun, but nothing even close to when I decided to crank it up a couple notches and dive head first into an unforgettable gaming experience. Please, give it a chance. You won’t regret it
@flop22222
@flop22222 4 жыл бұрын
I will say, for all of the praise I give the combat, your critiques of the story I can say I agree with in a lot of cases. Not giving us the details about what happened between games I think is an attempt to make us curious and exited about what is to come and when it is revealed. Rather than just, what happens next, there is also now, how did we get here. I can’t say how effective that is but that’s the vibe I get from the devs when they talk out it in interviews. I personally played through the game confused as well but also curious, not curious enough to read the codex, but enough to look it up and inform myself on the entirety of the doom lore and become invested in it and all of its ridiculousness (rip daisy, we shall avenge you). I really appreciate the amount of organization, immense effort, and comprehensiveness of this critique. It’s some of the best I’ve ever seen of a game. I also love you you actively encourage people to critique your critique, it’s wonderful and exactly how it should be. I would only recommend that, if you are feeling unsatisfied with an aspect of the game, combat in particular, try to dive deeper and see if there is something that you’re missing. Maybe do some outside research. As I say that, I also see that this would be the expeditor the average player who isn’t interested in taking the time to do outside research and take on a challenge in order to find its true potential. I guess I take my games a little more seriously because that’s how I have fun, and that’s where this game shines. Perhaps this is not game meant for those who play casually. If it allows you to ignore so many essential and fun mechanics on all but the most challenging difficulties, why would anyone like playing on anything but them? I think that eternal does fail here as I don’t see any actual reason to play below nightmare. Maybe ultra violence for achievement hunters who don’t want to got through the trouble, but even then, it’s just not as enjoyable. The middle difficulties allow for players to play how they please but doing so makes the game less enjoyable. It’s weird to say, but there is a right way to be playing this game. The developers knew that the way nightmare forced you to play was fun almost objectively but also knew that accessibility mattered for sales. Not everyone is up to the challenge nor ready to lose over and over when they first open a new game. So they gave leeway in the easy difficulties but at the cost of making them less fun by allowing people to play in unfun ways. Anyway, I got on a tangent. I love your video, thank you so much for reading all this, please play nightmare
@flop22222
@flop22222 4 жыл бұрын
Tldr: Nightmare is how to have fun in this game with combat. The other critiques are very valid. I appreciate this video as a whole for its quality. Please play nightmare
@SeriousSacor
@SeriousSacor 4 жыл бұрын
@@flop22222 I believe I understand what you are saying, figuratively, I played on "easy" mode, although both of my playthroughs were done on Ultra-Violence, so as to this mode being advertised as "Hard", that's what I was comfortable with. Ideally, with any First-Person Shooter, the idea is to keep replaying so you eventually switch to a higher difficulty to get more out of the experience. That's fair, although in the end, I'm afraid I just don't find modern DOOM's gameplay especially attractive to keep playing. Its base gameplay loop is a brand of repetition that I'm not partial to. As the game expects you to adopt new strategies and actively experiment with different weapon swaps/combos, that is something which I can praise it for to some degree, it just so happens that the style of play I adopted, while uninteresting, was viable enough to get me through the game regardless. It's not a "wrong" way to play, although it certainly does not get you the most fulfillment. I still maintain, however, that Eternal's progression element in terms of upgrades/equipment is unsatisfying, and indeed, this may have perhaps been done for the sole purpose of stressing Eternal's gameplay loop, in that it requires you to quickly learn how to master the battlefield. However, having all of the tools given to you so quickly, it's evident to me that the game wants you to "make" your own progression in the methods that you've described above. I'll be lenient and say that as a sequel, Eternal can somewhat afford to get away with doing that, it expects you to have played the previous game first and jump straight to it afterwards. But I find the progression is a lot more rewarding when new tools are introduced gradually, as opposed to giving the player so many things in just the first few levels and saying "get to it, now." And even so, as I'm sure my critique has highlighted, there are reasons beyond the gameplay that Eternal constantly draws me out of the experience, which is unfortunate, because I'm sure there is much to enjoy in replaying it. I simply have to inclination to for the time being. If there is one thing I have learned based on the comments I have received, it is that I was definitely "missing" something, and knowing of various different ways one could play the game could have been more beneficial. Especially in the case with certain weapon upgrades as Under the Mayo highlighted. The bottom line is that I am not invested enough in the game to deeply study its gameplay if what's there on the surface doesn't attract me. I could give anyone who only did one playthrough of, say, Serious Sam, a similar assessment about the game's mechanics and offer loads of helpful strategies, but if they simply weren't enticed by the game to replay, that's respectable. That said, I am also thankful to receive comments like this identifying ways in which Eternal can be mastered, because it does not diminish the value of the game's combat (despite some particular critiques I have with individual elements of its structure, i.e. Rocket Launcher and Heavy Cannon having most of their utility come from quick-swapping, whereas I believe every weapon in modern DOOM should be as enticing to use solely so that the player then must consider his/her options carefully on how much ammo to spend at a time). Thank you for your response. It may be even a few years before I replay Eternal, but I'll keep some of the things you've said in mind.
@flop22222
@flop22222 4 жыл бұрын
@@SeriousSacor I totally respect and admire your response. thank you so much for reading though my rant. I think this game appeals to people who want to dive deep into its combat and not so much as a fun casual experience. I definitely agree with the pacing issues and how the first levels make the game very front heavy. I personally dislike the first part of the game because it is undoubtedly the most challenging part due to the lack of abilities and the amount it throws at you in just the first three levels in terms of upgrades and enemies. Like I said before, I agree with you in most points. It's just that the game's combat doesn't lend itself to a casual play style, unfortunately. Thank you for the great response. I'll be looking forward to and checking my sub box for your future vids.
@nemesisencounter2060
@nemesisencounter2060 2 жыл бұрын
OMG🙄
@zorn2017
@zorn2017 3 жыл бұрын
Im sorry to say, that SS4 hype bit at the end aged rather poorly considering how the game turned out. Everything else in the video is on-point tho.
@SeriousSacor
@SeriousSacor 3 жыл бұрын
it was a risk, but I accept the results. All the same, I have much to say about the game, many positive things, many negative things.
@gojizard704
@gojizard704 4 жыл бұрын
So you love it buuut also hate it...?
@SeriousSacor
@SeriousSacor 4 жыл бұрын
Yeah, essentially
@gojizard704
@gojizard704 4 жыл бұрын
@@SeriousSacor same here though its more in the line of how frustrating it can be at times i love doom eternal but also some aspects are very irritating AHEMcarcassAHEM
@SR-388
@SR-388 4 жыл бұрын
I think its a great game its just the bugs god damn blood punch not registering
@gojizard704
@gojizard704 4 жыл бұрын
@@SR-388 hopefully those will be patched
@ellocojoncrazy3270
@ellocojoncrazy3270 4 жыл бұрын
@@SeriousSacor So, play on Baby difficulty, maybe you will enjoy it more.
@polskastylezz187
@polskastylezz187 4 жыл бұрын
dont get the dlc you have the snort cokaine to get trough it
@jukaa1012
@jukaa1012 3 жыл бұрын
Funny thing is. Doom 64 has the problems you had with doom 1 and 2 toned down quite a lot. You would enjoy it more than eternal, probably equally to doom 4
@hijous
@hijous 4 жыл бұрын
57:32
@ryanburke1656
@ryanburke1656 2 жыл бұрын
i respectfully disagree with most of these points so profoundly that I almost want to make a response video (for discussion, not beef)
@SeriousSacor
@SeriousSacor 2 жыл бұрын
yeah man, if you want to, go for it. I'm a little strapped for time to do much as of late, but I'd be curious to hear your thoughts. I imagine some of my points have changed over time despite my overall perception of the game not really changing since I've made this video, anyways, so there might be a few more things I'd concede to compared to before.
@fiel1815
@fiel1815 4 жыл бұрын
Pog
@thomasvleminckx
@thomasvleminckx 2 жыл бұрын
...England? I know Americans such at geography but this is just embarrassing. That's Italy.
@SeriousSacor
@SeriousSacor 2 жыл бұрын
if it's any consolation, I'm not a yank
@Superschokokeks
@Superschokokeks Жыл бұрын
oh boy, don't call austrians germans. They really don't like that :'D
@semvision
@semvision 4 жыл бұрын
Ah shit
@an0nn
@an0nn 4 жыл бұрын
Doom Eternal isn't the best, but compared to SS4 it's a masterpiece.
@beef9785
@beef9785 4 жыл бұрын
Damm,even painkiller
@gojizard704
@gojizard704 3 жыл бұрын
Dude shut up
@an0nn
@an0nn 3 жыл бұрын
@@gojizard704 No, you.
@shitforbrains6376
@shitforbrains6376 3 жыл бұрын
Ss4 looks horrible even by 2005 standards
@doomslayer9513
@doomslayer9513 3 жыл бұрын
Usually I agree with you, but here you're way off the mark, clearly you didn't understand this game, git gud.
@Intestine_Ballin-ism
@Intestine_Ballin-ism 4 жыл бұрын
>randomly subbed to a SS OST channel after checking out the channel still does serious sam stuff >suddenly a feature length vid out of nowhere Well I had the Sunday off anyway
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