(Played on Nightmare, mods used: Original TAG1, AI Restoration, Fixed Immora)

Doom Eternal feels like it should be the greatest single-player FPS ever for me, and I really admire its ideas and ambitions, but instead it's just a pretty good game. Why?

My main problem is that most of the encounters have a "soupy consistency": they feel similar despite me ostensibly making different decisions in the moment. I am still not sure what precisely is causing this, but I think most of the complaints about this game aren't getting at the core issues, so I'm just gonna throw out a bunch of things that I think are primarily contributing.

Movement in Doom Eternal is just ridiculous. For comparison: Quake allows for building momentum and doing crazy jumps, but this is very geometry dependent and difficult to execute while in combat. Doom's movement is more straightforwardly fast, but enemies have large hitboxes which easily bodyblock you, and the vertical axis is off-limits. Halo (and many other FPS) simply have slow movespeed that forces you to commit to positioning. DE has fast immediate movement + easy height and momentum boosting with meathook and ballista + 2 dash charges that cancel momentum and can go any direction. Faced with this kit, enemies have an extremely difficult time contesting you, especially in the air, and it's more likely that you'll get clipped by some random projectile than from misjudging a situation per se.

The level design is exacerbating this problem! Almost all the arenas you fight in are huge spaces filled with monkey bars/jump pads/ledges/etc which allow you to easily run in big circles, flee when threatened, and glide over enemies' heads. Cooldowns incentivize this too! TAG1 and the Master Levels try to combat this somewhat by using more environmental hazards, shrinking arena sizes, and placing major encounters in the comparatively cramped areas between arenas.

In the former context, the enemy roster generally struggles to pressure you. This is a real shame, because in many basic ways they are quite well-designed and differentiated (some writeups here, here). The Marauder has strong (and annoying) defense that demands you hold specific spacing, but even then it's not all that hard to just run away and ignore him. Most everyone else will let you flit around whatever range you want to be at and fire away, as opposed to the melee-oriented action games that Doom Eternal is drawing on, which require spacing and attack commitment.

There are a few exceptions. Carcasses subvert the issue by hiding and spawning energy shields at a distance which can abruptly block your path, i.e. actually contest your offense. Blood Makyrs reuse the annoying traffic light mechanic to prevent you from bursting them, but shoot massive, fast, movespeed-reducing projectiles that are dangerous and predictable enough to warrant playing proactively around. Cyber-Mancubi at least incentivize closing into melee range, where they can easily deal damage to you (unless you use the very silly chaingun shield).

The Spirit, in fittingly maximalist fashion, brute-forces the issue by just cranking up the health and speed of possessed enemies. Suddenly ranged enemies are difficult to dodge without cover, and melee enemies become relentless harassers that can actually keep up with you. On top of that, you need to make sure that you have ammo + time + space to kill the ghost itself, or let it possess something else. I wouldn't say it totally fixes the aforementioned problems, but it helps.

I say this about almost all fast FPS but this game really needed an enemy similar to Doom 2's Archvile or Quake's Shambler, something that can control space without the player just reactively dodging. Obvious, persistent homing missiles like Doom 2's Revenant or Quake's Vore might have helped complicate movement too, and the Glory Kill iframes couild even be used to avoid these big attacks (see: Ninja Gaiden incendiary shurikens).

Watching high-level play of DE is kind of weird, because of how ridiculously powerful weapon switching is. Nonstop swapping between ballista/rocket/precision bolt/SSG dilutes their individual characteristics as tools and turns them into one giant DPS hose. Almost all enemies can be bursted down near-instantly, especially with the various swap glitches that have been discovered over time, and meathook + ballista boosting to create sightlines quickly. Most players of course won't reach this level, but even for me I could feel the echoes of this playstyle when tackling the hardest content.

This game has a weird relationship with difficulty in general. Not being able to scale intensity isn't a critical flaw IMO (arguably original RE4 is like this). But I don't generally find Doom Eternal most compelling when the fights are easy, for reasons mentioned above, and trying to make the game extremely difficult presents issues. Because enemies move and fire so erratically:

* Initial placement is generally unimportant, and cannot be used as a design lever

* Single enemies struggle to exert pressure, but if the mapper places too many enemies at once, it becomes difficult to discern order from the chaos, and generic "just keep moving" strategies will dominate

Environmental hazards and AOE spam can work, but don't always feel like they change your decisionmaking that much, and feel vaguely annoying for many people, including myself at times. Limiting access to your tools, as seen in the Classic Mode for Master Levels, certainly does, but this is rarely used so far, and certainly not to the level of e.g. Doom maps.

Sometimes though I think that everything I wrote above actually doesn't matter that much, and the real problem is some difficult to pin down game feel issue. The game feels vaguely "floaty," in a way that makes it less satisfying to move around and fight. Sadly I can't identify exactly why this is, but it really does matter, even for a game near-exclusively focused on combat depth. For example, even after putting thousands of hours into Monster Hunter, the way the classic games control still feels viscerally enjoyable to me, and hurts my experience with the new games in comparison.

I found this game very difficult to analyze, so forgive any shortcomings. Check out Durandal's writeups here and here to hopefully fill in some of the gaps. Hopefully this team's next game can somehow overcome these issues and fulfill the potential of this style of design.

Reviewed on Nov 06, 2023


5 Comments


5 months ago

If I had to sum up the issue with Doom Eternal's (and DOOM (2016's)) level design it is that 90% of the game consists of scramble scenarios (i.e. freeform chaotic fuckfests that rely more on pure reflex over strategy). Boomers will bring up that it's because of arena level design, but the arenas merely facilitate scrambles. There's nothing inherently wrong with scrambles and it's worth having them every now and then, but you can't make a whole game out of them. As scrambles by design avoid constraints in favor of freeform chaos, placing too many next to eachother is naturally going to make them blend together. The gameplay letting you go from 0 to 100 resources (or vice versa) real fast on top of weapon swapping only further moves the needle away from strategy towards reflex.

You need to induce higher long-term thinking in the player every now and then to make the player adapt and make them recognize that "this situation is different, I'll need to change my approach". The environmental hazards or the specific damage resistances on some later enemy variants were perhaps a too blunt approach for this, especially after players getting so used to the freeform gameplay up until that point. I guess the latter is also why RE4 can get away with it more.

The only real solution for this is to either tune the player down or tune the enemies up. Either way works.

5 months ago

This comment was deleted

5 months ago

@Durandal Thank you for the insightful comment!

That is a good way to frame it, and I agree that looking at the arenas is only part of the picture. The problem is I'm not even really sure what they could easily do to induce that higher-level situational decisionmaking without reworking some fundamental aspects of the game. Looking at videos of Kaiser Campaign, the developer seems to have felt this issue and tried to solve it with weird enemies, but intuitively I'm skeptical of how much this really worked, and I'm skeptical of it working for any enemy that follows the existing archetypes that DE uses.

Also agree wrt the ammo. You can see a hint of potential with the chainsaw pip system, where you have to make a lasting tradeoff between hoarding fuel for a big enemy and spamming the chainsaw for ammo, but in practice it doesn't really matter than much and you can only even consider that option every once in a while.

I think there is probably a path that allows both the player and enemies to stay this powerful, but it would involve reworking fundamental aspects of the design, and moving away from how player/enemy toolkits have been handled so far.

5 months ago

your fixed immora links to AI fix again

5 months ago

Fixed, thanks.

5 months ago

I'm impressed that you managed to avoid using the word "friction" for the entirety of the review.