40:47 "Still can't kill? Get bigger gun!! Have biggest gun?! That's best goodest." The delivery of this line is insanely good and very Doom. No matter which Doom, I always feel anxious until I have all the weapons. Even if I don't use them, it's best goodest to know they're there.
This video is exactly why I don't find the criticism of you not being great at action games to hold any weight. Despite your lack of twitch skill, you still thoroughly understand the games' design and the developers intent. Not to mention your insight into the non-mechanical aspects of the game far exceed any other reviewers analysis. That's why you're the best at this kind of thing. Keep it up.
What? No, he simply doesn't. If you're never in the "fun zone", you don't know about the "fun zone" He would probably play Dark Souls on easy too if he could. He's just very good with words and likes to know what he thinks he knows.
@@jamesnomos8472 stay curious Edit for the lmfao-idiot below me: I clearly won't sit through hours upon hours of that dude talking when i don't really value his opinion. So i can't and won't talk about what is said, therefore i don't have an opinion here and i honestly really don't care about Noah or you guys.
@@tydendurler9574 its crazy because everything he said was right and he had fun with the game almost like games arent just made for people with twitch reflexes and a game being hard doesn't necessarily make it not fun He found his fun, and found it in most of the same places everyone else did There's no need to be mad that someone worse at games than you is capable of sharing the same experience as you - its like saying people who struggle with old english are incapable of enjoying shakespeare on its thematic merits
"The pistol... was completely cut beyond a console command line" amidst a discussion of the pacing of the game and how it complements the theme of DOOM Eternal is a line that says a lot about your deep dives into media. It's a curious bit of technical trivia that people might know about, but is also a discrete and very important design decision (i.e. removing the only infinite ammo weapon in the game) that slips most reviewers' attention. I truly, deeply appreciate your work and incredibly dynamic perspectives on video games. You remember that it's holistic and there's a lot more to it than how fun it feels, or how good it literarily is. Also, delving into the DOOM comic lore and how it fundamentally shaped the new DOOM games is an inspired choice; most people kind of leave that implicit, but you have gone in and laid out the beautiful absurdity. Much love.
Technically, you could consider the chainsaw an infinite ammo weapon. A very slow and pace-destroying weapon if you have to rely on it, but you'll always be able to get back that one unit of fuel.
@@h00pla434 Well, kind of, but I feel that is both implicit and kind of irrelevant, since the trade-offs of using the chainsaw as an ammo-gathering tool is at the core of the Doom Eternal gameplay loop. Additionally, the pistol in DOOM (2016) had legitimately infinite ammunition, whereas the chainsaw cannot be used on any enemies other than mooks when you've run low on fuel, i.e. it's non-functional at low fuel for some combat scenarios, in other words... functionally out of ammo.
@@thedreamcapture2681 Or if melee did damage, or if enemies could damage each other, or if regular kills could drop ammo, or if staggered enemies could be chain-sawed for 1 fuel.
@TwistedGamer the fact that classic doom teaches you how to manage your resources subliminally makes what you said really funny, and makes doom eternal look really dramatic.
When the video finished I said to myself "wow Noah's really spoiling us" and it makes me happy to know that is the exact wording that many of us feel. Thank you Noah may your arms be long and sperm plenty.
Marauder CAN be BFG'd. You fire one shot to his left, he turns to block with his shield. Immediately fire a second shot to his right, and he's toast. He can only block one.
Hadn't heard that one yet! The Marauder gets more interesting the more people discover about him. He doesn't summon the dog if you don't hit his shield for example, so whatever urge you have to shoot at him, wait for his green flash or stagger him. And you can stagger him in various ways, like grenades on the floor next to him, or using the rocket mod with manual detonation to fly over his shield and then detonate. I think the main trick here is just effective weapon switching.
You don't even need to waste 2 BFG shots on him. Use your SSG to stagger him then switch to the BFG and hit him with it point blank before he can move again. You need the quick weapon swap upgrade to pull it off but you really should be using that anyway.
"The Doom comic [...] despite being nearly 24 years old, despite most people having never seen a physical copy, despite it not even being a point of reference for people who aren't already franchise fans, it is the single, defining document guiding who the Doom guy is supposed to be and how he's supposed to act." Go figure. The same thing happened to Metroid.
@@Daggertail777 Metroid 1, 2, Super, and Fusion have all of the core plot and are the best parts of the story imo, but there isn't a whole lot. Prime is a self-contained trilogy taking place between Metroid 1 and 2. Most of the lore is in Fusion, Other M, and the manga. Whenever people talk about Metroid lore, they're almost always referencing the manga, or hearsay derived from the manga, and Other M and Fusion treat it as canon. Unfortunately, The manga sometimes contradicts the core series, so it's only canon in broad strokes. When I read it I felt like it didn't make a ton of sense and jumped around a lot, but I've pretty much pieced the lore together over the years. Here's the gist: Samus's colony was attacked by space pirates when she was a small child, and her home was destroyed. Samus was adopted by a Chozo and brought to Zebes, where the Chozo, living contentedly under the protective watch of the biological super-computer Mother Brain, raised her and taught her how to use their technology. Samus was also genetically altered to have super-human strength and agility (the actual language used for this is that she was 'given chozo blood' so I'm partially applying head canon so this makes more sense.) The Chozo have become infertile for some reason, so adopting Samus had something of an ulterior motive. She's being raised as if she were the last of the Chozo. The Chozo die out when Samus is in her late teens, and she winds up joining the Galactic Federation military, where she kicks all kinds of ass thanks to her Chozo warrior training and OP suit. (more headcanon: the Chozo genetic modifications are enabling her to use the power suit and that's why the federation lets her continue using it rather than give it to someone more qualified despite Samus presumably starting at the lowest ranks.) After several years of service, she leaves the Federation on good terms and becomes an independent bounty hunter. That's about where Metroid 1 begins. I think the lore is super cool but it's spotty and in serious need of some cleaning up. Other M tried but no one liked how it went about the task :\
Well, that’s quite a way to start the video. “Doom Eternal is, essentially, the childhood fantasy of Doom 2 that I conjured up given a week to stare at it longingly without actually playing it.”
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Doom Eternal is, essentially, the childhood fantasy of Doom 2 that I conjured up given a week to stare at it longingly without actually playing it. Then, 20 years later, I decided to continue not playing it by using a controller.
@ I played this game with a controller and had the time of my life. I get the keyboard/mouse set-up is more accessible as well as having a higher curve for learning cool tricks like the weapon switch, but get over yourself, it's a testament to the game's overall competent design that the less savvy controller setup-up is viable. Might as well say the developers weren't good at their job when they adapted the control scheme to console controllers. To me, that's bullshit, Doom Eternal is a damn good experience, and I feel that's universal regardless of the PC's control scheme's advantages.
@@jdoe7015 well it can still explain why he didnt really got into the dash for exemple. You are supposed to be really godlike in lasts levels even on night mare once you understood the loop, i think ull miss this with a controller.
I got the impression that Doom 2016's Doomguy was more _exasperated_ than anything. Someone who had been sleeping very poorly for a couple decades straight and had just as much disdain for the people prolonging that trend as he had implacable devotion to exterminating the demons they kept unleashing. I feel like the Doomguy's revelous _gamer-bedroom_ might ruin that image for me.
I know I'm necroposting rn, but Doomguy has never been a particularly serious individual, all the text screens from the og gams and thy flesh consumed paint the picture of a Doomguy who isn't particularly serious and just does what he has to. Our introduction to him in one of the original manuals is literally him "Watching restricted flicks in the rec room" Even 2016 had moments where Doomguy's not so serious side slipped through (like fist bumping the little toy of himself). I feel like the 'gamer cave' shows what he does on his off time (as it's also his workshop where he works on his suit) while the time we spend with him *on screen* is still in line with what we've come to expect from him.
@@akoyash9964 civvie basically never blames the game, and certainly didnt with doom eternal. he basically just says that the game is too hard *for him* and that he had to crank the difficulty down.
@bigevilworldwide1 Have you actually played the game yourself? Because nearly everything in your comment is wrong, and don't try n pull that "I don't need to play the game to know this and that" bullshit. Classic Doom was a 2.5D video game made in the *90's* so no shit it was gonna be simple in terms of mechanics, you couldn't even *jump* in those games...But even then it was still a pretty complex game on higher difficulties, you couldn't just blast through it and be handed a win. You had to manage your resources, avoid attacks and kill large swarms of ememies. Besides, you're completely forgetting that this is a sequel to *Doom 2016.* Obviously if you're gonna jump from the oldest game *straight* to the newest one you're gonna see alot of changes, but you're completely ignoring the fact that this game is a continuation of Doom 2016, *not* classic Doom. "You have to destroy it's weak points" No, you don't *have* to, it's just quicker and easier options. They don't force you to shoot off the Mancubus arm cannons, you could just as easily shoot him with a few rockets and kill him right then and there. "So you want people to keep moving, but stop because you need to shoot a particular spot" If you're *stopping* your movement to shoot your shots then that isn't the game's fault, that's just you being slow. "Otherwise you need to chainsaw 1500 zombies" If you're running low on ammo would you rather run away and backtrack through the level to find resources or get it all back with a single hit of a key while staying in the fight? It's been over 25 fucking years since the first Doom launched, and you're surprised that after *all* that time that there are new mechanics? Did you just want the same game over and over again? I don't know about you but I don't want Doom to be like COD/FIFA where they just pump out the same game with a slight lick of paint...
@bigevilworldwide1 If you want the more straightforward Doom experience, optimized to perfection, you have Doom 2016 which is more than efficient at servicing that, you want an advancement of each and every mechanic featured there that goes out if it's way to test you in a more hard edged experience, Doom: Eternal is where it's at. It's a sequel that's intent on being a sequel instead of a rehash that avoids progressing the design of the mechanics. I can see why you'd want a more optimized, simplistic experience but I hardly think that detracts from both the vision and realization of Id's software's efforts in crafting a game that will be testing player's skills in ways the 2016 release couldn't. It's like appreciating music for it's technical aspects as opposed to outright accessibility, or at least that's the analogy that comes to mind for me.
Marauder tip for anyone who might need it. Super shotty when the eyes glow, then quick switch to ballista and blast him once, then switch back to super shotty. This will usually get him into a loop where he immediately tries to attack with his axe again after you switch weapons twice. If you do it right and maintain your distance then you can end him within 30 seconds. For later fights when he shows up with other Heavy demons I usually just bust out the BFG or Crucible anything that might be a threat and then focus entirely on the Marauder. I've seen a lot of videos of people using the super shotty exclusively against him, and that always leads to getting off rhythm. With the ballista swap in, you can also save a bit of ammo by spreading your consumption out.
The suggestions I've seen is ballista, super shotty, ballista (so swapping the other way around) for a two cycle kill. Personally I can't pull that off well enough, I fall back to two arbalest mod shots per vulnerability cycle.
I didn't bother with any of that. Just sticky grenades on the ground next to him, and remote detonate rockets, keep your distance and dodge the axes. Splash damage from the side goes through the shield
Supershot gun + Ballista makes Marauder into a cake walk. Just gotta have that upgrade for switching weapons. That and not having terrible timing when his eyes turn green. It's all about stun locking him.
The marauder does seem as restrictive as Noah said in the video at first but I think with the right strategies he offers quite a bit of wiggle room. I'm pretty sure you can falter him during his ranged attacks or hit him from behind using remote detonate rockets I believe.
I love the fusion of travellogue and game critique you have. It's not just what game mechanics are present and what they do, but how the moment-to-moment experience and feel of the game is affected.
This game was a blast. It also was stressful and entirely "too much" at times. I marathoned Doom 2016 in a night or two, I had to do Doom Eternal in a week. It was great, but overstimulating for me.
I on the other hand had to force myself through Doom 2016 because of how repetetive that game was. Doom Eternal, on the other hand, I blew through in a few days, including a final stretch marathon that lasted the entire night till 6:30 AM in the morning despite Home Office starting at 10. I regret nothing.
I was humbled by having to switch to Hurt Me Plenty, and then I still got my ass kicked pretty frequently. But I don't get that sensation as often anymore. I feel I've been conditioned to win so much I forgot how being actually challenged/tortured by a game feels.
Man the shotgun in SoF was so bloody satisfying. I would love a reboot of that franchise even the Multiplayer especially in the second game was really fun.
I really love Dash, once you get it to a higher level it is so much fun to zip around. Although funnily enough despite you saying the Marauder seems designed for the dash, I actually find the dash makes him harder when it comes to my playstyle. If I dash, he summons the goddamn dog. So I just sorta side step his attacks while constantly backing away from him while trying to maintain a certain distance without going so far that he summons the dog or too close that he shotguns me. At this point if I die its less because of him and more because of other enemies or because he summoned the DAMN DOG. The dog is worse than the Marauder lol
@@akoyash9964 I know it dies in one hit; the dog isn't usually an issue in most cases but early on when I wasn't used to the Marauder the dog kept pissing me off mostly because I'd be in a fight with the marauder, dash away at some point to top off ammo or health from a fodder enemy and then the exact moment the animation stops the dog will eat half my health or kill me before I can turn around to shoot it. It does seem to spawn if you are too far away too - tbh I've noticed it spawn more often from me being far away from the marauder than shooting the shield, even if I have seen that happen.
Hitting the shield is the trigger for the wolf, but it doesn't necessarily have to be you shooting the shield. Other enemies can also trigger it if they hit his shield. Since I learned that I've started taking out all non-zombie enemies in the area before the Marauder (I have more wiggle room because Blood Fueled helps me stay ahead of him plus all suit upgrades for the Dash) and have had a much easier time generally. With this approach I only have to attack him occasionally as I retreat, skirmish style, and by the time I've got the room how I want it there's nothing else to hit his shield and he's at least a bit less than full health.
The gameplay loop actually very strongly reminds me of Ratchet and Clank, with flowing platforming section, collectables and combat arenas that benefit from a lot of circle strafing and weapon switching
I love this video! it's pretty well structured, though theres some kinda awkward audio cut at around 56:23 where you seem to interrupt yourself talking about the Unmaykr to talk about secrets? and im now horribly curious what the rest of that segment was going to be
Having an ideal way to kill each individual enemy though allowing them to be killed in a non-technical way is how Halo's combat works. It's one reason I never get tired of playing Halo, it's not just about shooting your target in the face- Each weapon has a use and effects different enemies in different ways. Killing is almost like a puzzle. I've rarely seen such a system in other games, it's awesome that Eternal has this.
Yes, exactly. Then there are guys like him that have low skill and don't care about any mechanics and just play on easy. They will never get what's actually so fun about the gameplay, yet he talks about the game for 70min here...😒
He can barely handle easy difficulty, he doesn't care for the codex or lore, he whines about the marauder etc Doesn't seem to me like his opinion has any weight at all.
I'm so glad I watched this video, see, I have become cowardly over the years, leaving behind FPS games, no longer do I play UT2k4, Quake3, QuakeLive, etc. No longer am I bouncing death. So I was worried from how everyone described the game, it being basically 'Play aggressive or you'll die.' Making me think it's some Dark Souls of FPS. Worrying I'd get slaughtered unless I played on the easiest difficulty... What I say next I mean in the most positive, uplifting way possible. Watching your gameplay footage, and knowing that level of skill is enough to complete the game has given me confidence where before I had only scant hope. You suit your name, you give hope to those of us preoccupied with the fear of drowning, keeping us afloat on your arc, showing us animals the way.
I found I was kinda shooting both the marauder and everyone around him at the same time. I just had to get myself cornered (so no demons are behind me), use a shield chaingun to kill everyone and a wolf, then quickly go for ballista or supershotgun to hit the marauder. If I ran out of ammo or health, I just chainsawed some tiny imps or just dashed away for a better spot. I also did this if prowlers spawned. I suppose this is how the late-game marauder fights are supposed to be. But this requires a hell of reaction, yeah.
Another great tactic is to keep your distance and shoot the marauder. Yeah, his shield will go up. However, the shotgun grenade comes in handy. I’ve shot plenty of them followed up by a hand grenade. It stunned the demon a few times. Saved my ass too
I can definitely say, if you've got the reaction time to swing it this game is insanely rewarding on Nightmare difficulty. The dopamine rush I get from clearing every individual combat encounter is just sublime, but its so mentally draining I can't play the game for more than a couple of hours at a time.
I've never found reaction time that beneficial for nightmare, I've got an average visual reaction time of 250 milliseconds yet I still do fine on nightmare.
Yeah, games aren't supposed to do that, bud. Spending countless hours on something hoping to nearly just skid by isn't fun in my book. Id rather eat food with one chop stick.
@TwistedGamer The fact that you're lumping Get Over It, a joke hard game with deliberately terrible controls with Cuphead and Soulsborne games tells me that you are fundamentally underequipped to talk about this topic. Are games supposed to be fun? Absolutely. Do any of those games other than the one that's deliberately made to frustrate you have horrible odds and balance? No. I'm not the one telling people how games should and shouldn't be here, that's all you; but to insinuate a game is lesser because it offers players a obstacle over a free ride tells me everything I need to know about your taste in gaming.
@@RazgrisFloob I believe king Novik is the one who put doomslayer in the machine and it seems almost implied that king novik was the seraphim. I'm not certain though that was just my interpretation since he's the one who says "we will send to them only you" and then gives the last line as the game finishes.
@@RazgrisFloob You're right, he is the guy who put you in the machine, on account of the fact that he shares the same voice actor as Hayden and he easily integrates his cyber-brain with your fortress. Not strong enough evidence to confirm it for sure, but they're surely hinting strongly at it.
I don't just love Noah because he's insightful and hysterical, I love him because he constantly introduces me to songs that passed me by, considering I'm only 19 right now. Ray Charles yesterday, foreigner modern day, just great picks all around.
I doubt you'll ever read this; Noah I love ya and I've followed ya since you had less than 3k subs. Speaking fast without pauses has never been your style, but if that is what you feel you want to be and go then that is entirely good because all things change in time. I just don't want ya to change incase you think you *need* to for other peps. I think most who enjoy your vids do so for the calculated and thoughtful perogative you present, not because you don't take breathing-pauses. There's already tons of maymay channels, but only one channel where I'd look at a update, see "4 hours" and actually be happy to listen. Either way, regardless of all. I hope yer doing good
The biggest comedic moment in the video for me was when he was talking about seeing the big wave of challenge about to overwhelm him and his perfectly delivered, “Aw, fuuuuck...”
Pro Tip about the Marauder: There is, in fact, an alternative tactic for dealing with them. You can bait them into always using the attack with an opening if you keep yourself far away. They will launch a few axe beams at you, and then try to close the distance for their melee attack. Wherein you can punish them. Repeat until death. Much easier then trying to stay at mid range like the game tells you to.
The Archvile in the classic games also forced you to play differently, he was a giant prick. Yet people still loved him. Why? Because after years of experience we learned to deal with him properly. The Marauder is the same. Please don't forget that Doom games can be played for years. The originals are still being played to this day. Don't reject a new challenge the moment you need to square up. And there IS a way to hilariously deny the Marauder. Already a quick switch combo has been shown to kill him in under 10 seconds keeping him stun locked for the entire time. The combo goes (after eyes flash green): Ballista, frag grenade, super shotgun, ballista, frag grenade, super shotgun, ballista, super shotgun.
That's something I don't get. People *love* the old demons that gave them a hard time like the Arch-Vile, the Lost Souls and the Chaingunners. But now that there's a new guy doing the exact same thing, people complain about him and say he should be nerfed/removed? Doom 2 had an *Arch-Vile maze* yet the *Marauder* is where people draw the line? I guess we gotta wait a whole 2-4 years until people come around...
Doom 2's Archvile wasn't *that* hard, compared to Eternal's Marauder: his attack was incredibly damaging, but you could nullify it completely by simply breaking line of sight, and while his resurrection ability put a lot of pressure on the player, the original levelset was never quite as sadistic about throwing hordes of chaingunners between you and it as something like Unloved or Sunder or Plutonia was. The Marauder, in the meantime, has a mechanic I find incredibly difficult to trigger properly, since I never feel like I'm standing at the right distance. It wasn't until someone else pointed out that, when he runs up to you from far away that he'll ALWAYS trigger a melee attack that I found him easier to deal with. If you follow the tutorial prompt and try to play around the spacing mechanic honestly, it just feels like he ignores you and either shotguns when you feel you're standing far enough away or laser axes you when you feel you're standing too close.
Exact same thing? No. In fact, the arch vile is IN doom eternal too, in about the same state. In the original Doom games you just had to shoot them. Its entirely different from the marauder, and I say that as someone who played the originals when they were released. Are you saying you couldnt kill the OG archvile with the BFG?
@@losethegame101 lol, the Marauder being hard? I'm actually disappointed in the fact that he's so simple. Stay mid range, dodge one axe throw, almost guaranteed he'll charge at you, ss, ballista, as, back off, repeat. Other demons are played with, he's played around.
@@thereallystoopidguy1449 well its the only doom with enough narration to be remotely practical to base a narrative off it. unless michael bay is the director. im surprised he hasnt made a doom movie
I only discovered your Channel couple weeks ago and since then I have watched every single video you have made. You are an excellent writer and I absolutely love your content. In fact I would say that you're probably the best Progressive content creator for gaming.
Players: (complain about how the Marauder is difficult and forces you to change how you play, even when there are other enemies around) Doom 2 Arch-Vile: 👀
@bigevilworldwide1 "Before you can kill anything you have to destroy it's weak spots" Let me ask you this, have you played the game for yourself? Because I'm pretty sure the answer is 'no' since you genuinely believe that hitting weak points is *required.* "Your overcomplicating Doom" Were you also complaining when *jumping* became a thing in Doom as well? Did that "overcomplicate" things for you as well since now you had to move/aim vertically as well as horizontally, was it too much for you to comprehend? Imagine being suprised that a game series has new mechanics after *26 years....*
why are you comparing the Marauder to the archvile? Archvile is IN doom eternal. In doom.2 you could kill him.with any weapon, no invincibility and just had to break LOS to avoid his three second lonf casting. So different it might as well be a different planet. Marauder sucks.
I'd love to see Noah do videos for the Summoner franchise (unlikely since only the first one came out on PC, the sequel is trapped on PS2 and GameCube), and the Legacy of Kain and Soul Reaver franchise. For whatever reason, the Doom 64 section is what made me think of this.
This was a fantastic review of Doom Eternal. I've held off on getting it because I've been worried about if I'd like the less ammo/chainsaw focus, but you made me understand why it's a good change. 'A wounded animal is at its most dangerous'. Yeah :D
ThirdEyedeas it’s a good change. By the time you get all the weapons you only need to use the chainsaw once every arena battle, maybe twice if it’s a larger scale fight. Honestly it makes fights both more challenging and interesting since you really need to get a feel for each weapon and their mods. In Doom 2016 the most optimal combo was the SSG and Gauss Cannon, which frankly caused some of the later battles to feel really repetitive.
Absolutely right. When I first started playing it, I was realllllly not liking the lack of ammo/chainsaw mechanic. That is until I realized the exact 'flow' that hes talking about. The constant juggling of putting enemies on fire to get armor, glorykilling to get health/bloodpunch, and chainsawing enemies to get ammo all to just continue to rip and tear is empowering. Plus the chainsaw critique is whack. It literally recharges in less time than it took for me to use hardly any of it and every battle arena has infinitely spawning foder enemies whose sole purpose seems to be as a resource for health/armor/ammo whenever you need it.
See I got to first play Doom (after having been denied) by picking up a book in the store and asking for that. I loved to read, and the parents loved to encourage it. They bought it without question. It was The Making of Doom (or something like that. I forget the title.) It had a copy of Doom on 3.5” floppy in the shrink wrap.
I kind of appreciate that you implicate Doom 3 as being a Doom game. It's one of my personal favorites of the series because of its approach to horror and atmosphere, but I often see other fans say "it's a good game, it's just not a Doom game". When I ask them why they usually say it's because it has a story and cutscenes and a slower, darker pace compared to the others. Yet Doom 64, 2016 and Eternal get a pass on having similar things in it as well. It's something that has always frustrated me and have never fully agreed with. It was nice to see someone acknowledge that for all it's differences, Doom 3 will always be a Doom game.
Self Pity Entertainment doom 3 was a great game. It was better than 2016 and external, imo. The story and atmosphere was very dark and dim lit. Some type of psychological horror that really made the player feel insecure throughout the game. The tension was great.
This video says exactly what I've been trying to say but much better than any way I've been able to say it. Especially when it comes to your discussion on the Marauder. Kind of surprised you never mentioned the purple goop and tentacles that also fly in the face of the way the user is supposed to/supposed to be able to handle things especially when you mentioned that the Kahn Makyr did the same thing.
No, it's called "too lazy to edit even a minimal amount". That's how he always does it. Thus you hear the clicks when he stops/starts the recording. When he misspeaks, it's in. When he has to stop a second because he is unsure what to say, it's in. That is why the footage never really fits what he is talking about. He takes large swats of video, slaps the audio under it, doesn't bother to check it or do the most minimal amount of editing (just getting the clicks and misspeaks out would take literally only minutes), and uploads it.
I absolutely love Doom, my favorite video game series ever! Played through BTSX E1&2, NEIS, playing Doom:Zero now, and Doom 2016 and Eternal is perfect in my opinion too. Doom: Eternal plays so perfectly smoothly and fluid, and I love how it makes you think and prioritize enemies. I love the platforming and secrets, though I think the classics still hold that place in my heart you know. The pain chances and tolerances, the RNG and the tactical placements of enemies and pickups, the speed and the strategies of prioritizing enemies in any given scenario and which weapon to use and when.
I would have liked to see more places in Hell, or on spots on Earth that weren't *just* cityscapes to see how the demonic invasion would affect a place along the lines of, say, Yellowstone... closest we get to something like that is the mainly-indoor environment on Cultist Base. But maybe that stuff is being saved for the dlc. If nothing else the city levels' overall design and flow (not speaking of graphics here) is way better than Doom 2's attempts at same. Also I looooved the dash in combat, and I'd definitely say it more than makes up for the odd finicky bit of traversal. If you don't want to use it that's your call, but since you turn the difficulty down already I'd really recommend playing through some of the combat again and focusing in on it (maybe even at the expense of some of the other mechanics) to at least get a good idea of how it feels to use... which, as far as I was concerned, is really really really good. Marauder is still a dick though. That doesn't actually have much to do with the dash. :( He *can* be BFG'd, but it takes some technique, and might not finish him off completely depending on the arena's size. I think he would be better off used the way they used the buff totems -- once in a very occasional fight -- than how they kinda use several of them in most of the levels towards the endgame. I think if there weren't as many of them, the fights where they do appear would be more fun. Because he is fun to fight one-on-one. That being said if you can run quickly and erratically enough through an arena, he'll never get a bead on you until you slow down, 'cause he doesn't lead his ranged attack very well. On ultra-violins the correct choice was almost always to kill everything else first. I would use the dash a lot for that part but since it's more about where you go I suspect it could be done just as well without it. His "hya"s also are a pretty good warning of when he's getting too close.
The Marauder seems like an awesome boss fight but boyyyyyyy you can't just throw Ornstein and Smough into Blighttown or whatever. Everything has its right place.
I think that eternal ask you to get gud, in a similar way ds does, but the difference is that you get gud in ds on the second/third play through, and you roll around every attack and are literally speedruning, when you understand so much the game systems that you're killing Smough naked with a katana. Eternal ask you to get good enough as beating ds once every time you beat a marauder, by the time you are fighting two at the same time you need to be good enough to be naked and a katana beating the shit out of that Marauder. As the video said, you dance with the Marauder, you don't lead him, you dance with him, you roll naked and stab him in the back with your katana
Well you can't double jump and dash in Dark Souls either though. Whenever the Marauder does show up with other enemies it's an an arena big enough to avoid him long enough to deal with the other enemies first and then focus your attention on him. The Marauder and the Archvile work as queen chess pieces on the board. One forces you to locate and kill them as fast as possible and the other forces you to be agile enough to avoid them until you can finish them at the end of the fight. Don't understand what all the fuss is about. It's pretty clear that he's a an enemy that requires a very specific strategy to deal with and you shouldn't cry foul when you go against that very specific strategy and suffer the consequences.
@@baylego I wouldn't say that DS and DOOM are in the same book. THere's that "DS-like" comparison rearing its ugly head again, because ppl assume that if a game is hard it's "Dark Soulsish". Which I think is ridiculous. DS teaches you simple lessons and punishes you heavily for not following them. I personally feel like Doom eternal simply throws a bunch of shit at you to make it frantic. I've played Doom and FPS games for well over 25 years now and Doom Eternal pisses me off because it's really unfair in some ways. I literally had someone pull me from a glory kill as soon as I was finished to do the same to me like i didn't need health. I personally don't like Eternal as it veers really far from what the game conveys in it's previous titles. I think Doom 2016 does a WAY better job at being doom than Doom Eternal. Doom eternal feels more like Quake or Serious Sam.
"All those guts have to end up somewhere..." I don't know whether this is a nod to the Doom Comic and its 'huge guts" line or not, but it is a brilliant line nonetheless! Thanks Noah for great videos. :)
You truly knocked this one out of the park! Been watching your critiques for years! Oddly enough I need to figure out why the last couple of months I haven’t seen any notifications for your videos. You’ve got a life long fan! Keep doing your thing! You always give the most insightful games critique.
You make a great observation about the Maurader I've seen no one else mention. Most people who play on Ultra-Violence and Nightmare love the fight because he offers a challenge of making minimal mistakes. Perhaps the higher difficulties should've used the Maurader as it is now but lower difficulties have it only show up in its original fight.
Yeah, maybe lower difficulty should just have a "wipe all enemies" button for when multiple BFG shots, multiple grenades, chainsaw, all the guns and skills and perks and... ARE JUST NOT ENOUGH for incapable "gamers". 😒
@@tydendurler9574 Bro does your gamer card keep you from getting tickets when the cops pull you over cause you sound so hard core. Lemme give you my sisters number so she you can finger her. She gets so wet for hardcore Doom Eternal gamers
You should really see what is possible with dealing with the Marauder, because the game certainly gives you that Indiana Jones vs Scimitar Guy moment, but it is 100% earned via learning the game systems, making the right decisions, and executing them. I hope that, with time, you come to see the Marauder in a different light. I'm glad you took the time to produce such a wonderful video, in spite of our very different views on an important aspect of the game, and that you appreciate and enjoy it so deeply. I thoroughly enjoyed my time hearing your thoughts.
Good review, and especially great concluding thoughts. I completely agree that Eternal does make some odd mechanical choices that in the end cannot overshadow how well it absolutely nails the sense of revelry in carnage so characteristic of all the Doom games. It's amazing to me now that it is released, and confirmed to be a deserving heir in the Doom royalty line, how resilient Eternal and the franchise has been in its resistance to the corrupting influences of corporate meddling and overzealous shortsighted tinkering. Hopefully Id Software can keep that track record untarnished in future iterations.
Your description of the game's cutscenes and lore are exactly why I bounced off this game, drifting from annoyance to impatience and finally contempt. I feel towards this game like Doom 2016 Doom Slayer felt towards the the UAC robot dude's exposition dumps--I DON'T CARE. I DON'T CARE! I DON'T CAAAAAAARE! But no, Doom Eternal will make you care. It is a game completely in love with itself and the idea of Doom as a capital-B Brand and playing it just makes me want to play a quality PWAD instead and get something with more individual character, tighter level design, and more elegant gameplay with less stage management--and no crap about the Khan Maykr or Argent D'Nur or the Extended Doom Cinematic Universe. Doom Eternal felt overblown, bombastic and soulless to me. In fact, if you want a perfect counterpoint to Doom Eternal, turn its title around backwards--Eternal Doom. While there are plenty of dud levels in that 1997 classic, the highlights--"Inter-Base", "Time Gate", Darkdome", and all of Chris Couleur's maps--are absolute triumphs of mood and atmosphere above all else. There's some narrative about demons going back in time to conquer the Middle Ages, but its only purpose is a vehicle for delivering the sepulchral, hyper-gothic mood of inhabiting a black metal album cover, vast stone ruins under eternal twilight, crumbling under overgrowth and weathering, and a sense of loss, hopelessness, and desolation. And while Doom Eternal is constantly cranking up the intensity with arena fights and throbbing-penis industrial guitar tones and particle effects everywhere, a lot of Eternal Doom's mood-setting is subtle and meditative, sometimes even funereal. Depressing, but in a beautiful way. Especially if you have a good MIDI synth or soundfont. Doom Eternal centers *your character*, the great PWADs center *you* by not bashing you over the head with what they mean, and instead just being what they are and letting you take it as you will.
It’s interesting, some stuff I agree with while others I disagree with. I noticed this is a game you’re playing on PlayStation and I have a feeling the controller is part of what wasn’t clicking with you in regards to the movement. This is a game that I don’t think was well thought out on console. There is simply too many movement buttons that require the thumb coming off the aim stick to execute. A lot of the core gameplay requires the player to take their thumb off the ability to aim. This isn’t an issue on PC where your boost and jump are separate from your aiming tool (the mouse)
They did what they can, without sacrificing gameplay. Thakfully controls are ver customizable and first thing i did was to rebind jump to l1 and dash to r1. We need more buttons on new gamepad without any doubt
I disagree with you on that. The game is very well thought out for console, theirs just a bigger learning curve. I almost put the game down on ps4 when i first got it. I was having fun but i was really pushing myself. Try button remappings as its a game changer. Learning to quick switch is a game changer, and so is implementing the staggering system
People sleep on you Noah. You give some of the most technically , analytically summarizing compositions of games on UA-cam and I always look forward to any analysis that has you're name upon it. I feel honored every time.
@@Chilloutandwatchanime completely agree. I figured he wasn't good when he said he switched difficulties if he couldn't beat a fight in 3 tries. And the gameplay footage definitely confirms that. I beat the game with PS4 on Nightmare, definitely challenging but I never had to lower the difficulty. that defeats the purpose to me and cheats me out of the endorphins I'd get from beating a section on nightmare
ah, you guys misunderstood me, I didnt meant that Controller is inherently worse, I am well aware a skilled player can play ultra-nightmare on controller just fine, I was just thinking that an alternative control method would be a better fit for him.
I'm just glad shooters are getting away from hand holding corridors and back to actual fun arena shooting. Never really cared for the military shooters.
I completed the main campaign on UV because I wanted a challenge, and oh my goodness was it rougher than DOOM 2016, at least in the beginning. I had an absolute blast though once I finally found my rhythm during the last two levels and knew how to tactically dispatch enemies (and had all the tools). It was really satisfying to beat the Icon of Sin on only my first or second go (second for first phase, first for second phase). The wall climbing sections were more tedious than anything for me. I get the inclusion to break up the combat sections, but that was one of my biggest complaints about the game, which there aren't many.
Doom: eternal IMO has the most fun combat "loop" I've ever experienced in a game. I could never manage to play more than a couple of hours per session of it though because it was too stressful 😅
i loved spider manning with the super shotgun this is one of those games where your experience over times requires a reset halfway through to play again on the hardest difficulty because once the mechanics click it becomes about being the spectacle not watching the spectacle. just like burnout
Oddly enough, I didn't have near the trouble with the Marauder. Maybe it's my souls experience, but the waiting for the green flash was just a puzzle piece to completing the puzzle that made the corpse, and exploiting it was just a dance I found the rhythm of.
Wow im actually pretty shocked, im 24 minutes into the video and up till now i really loved the marauder, ive only played on the “smallest margins” as you put it but ive been a staunch supporter of playing on the difficulty thats right for you, no matter what anyone says. I heard these complaints about how the marauder forces you to respond to new pressure and in my head i always thought, well of course without him id just take the flow of combat and run it indefinitely! But what you said makes total sense and im kicking myself for not seeing it earlier and as of now i actually dont like his inclusion in the core gameplay loop. What id like to see is a return to the old different enemies on different difficulties system that was so common in old fps games (you know, like doom?) where mostly the marauder shouldnt spawn outside of his fight except on atleast ultra-violence, probably only on nightmare so i could still smash my face into his shield but it wouldnt stomp out the fun of smaller slayers.
He's said before that he's not interested in Metal Gear. That was before Death Stranding, so he might have changed his mind, but don't get your hopes up.
I really appreciate you being upfront with not being exceptional at this game. I feel the discussion around DOOM ETERNAL, other difficult games, and sometimes all games, can be reduced to, "You just need to get better at it". I think that video games are meant to be enjoyed by every person that purchases them, not just those with the time/skills "needed" to complete them. I've been following discussions surrounding DOOM ETERNAL since its release and, more often than not, the common critique of people who don't enjoy the game is to show off some high technical skills that some one has attained and say, "you just need to do that" like every person in the world is capable of doing it. I'm sure that with enough time, most any person can complete any game on any difficult, but the point of games isn't to beat them on the hardest level, it's to enjoy them and have fun. Specifically, I think your critique of the marauder is perfect because, for me, the enemy was never a big deal, but I failed to recognize the issue of the enemy for people who did have problems with it where even lowering the difficulty level doesn't help. This also helps to highlight the issues that most games have in their difficulty scaling, only ever modifying enemy count/power/health/damage and rarely, if ever, changing enemy behavior. If the marauder was changed on lower difficulty levels to have a broader repost window and or the inability to block certain weapons (grenades, BFG, Sword) then they are still a threat, they still mix up the strategy, but they allow for people with less skill/time to handle them in an enjoyable way. Great work again on this video and I hope you continue to find success/fulfilment out of this work you're doing.
Cheers Noah. Your reviews always help take my mind off things and an hour where I don't have to the think about the world right now is most appreciated
Urdak is a phenomenal microcosm of game design, and does the whole _lone-warrior-in-a-unfamiliar-world_ angle much more confidently and gracefully than Xen did in Half-Life.
Noah you badly need to play anything by platinum or the capcom action games like monster hunter or DMC. See your comparison between Doom and GOW is very misguided. While GOW went for raw mindless spectacle a lot of it's contemporaries went for far more meaningful gameplay which requires a significant level of skill and in turn rewarding the players with the ability to freely express their skill. Doom Eternal finally fully reached that point. The last thing the game could be described as just spectacle.
@@DMCMaster550 I kinda agree with this pretty hard. Doom Eternal is basically the FPS equivalent of Bayonetta and Devil May Cry, both of which are fantastic series that focus on ridiculous, gory action with campy characters and lore.
Hey Noah, great video and analysis! Just wanted to add one thing about the Marauder: he actually has a bunch of "un-official" weaknesses (as in the game doesn't specifically tell you about them). When shooting a BFG around the Marauder, he will turn his shield and whole body around to face the green ball, giving you the opportunity to shoot him directly with your guns OR another shot of the BFG (instantly killing him). And another weakness would be that he is vulnerable to splash damage dealt around him, such as grenades, barrels and remote detonated rocket launcher missiles. So there actually are more than one way to kill him other than doing his shotgun dance.
An odd thing about Doom Eternal that I felt was that this Doom felt more like the original Quake 1 then doom as a series. Besides both taking insperation from gothic architects and the medival fantasy knight theme crossed with hell you jump from diffrent places on earth with each area going with a diffrent theme, you have an hub area to visit everytime you have completed an mission and you are always looking for key parts in order to unlock things onboard your base. The combat is very aggresive & is bloody amazing in turns of spectical and aww. Even thou the glory kills are fantastic they do sometimes feel like they either works like a crutch or a replacement for the lack of ammo you recive from levels which isnt huge. Dont get me wrong, I love this game but I feel its more relatable to Quake then Doom Just my thoughts thou...
I already felt Doom 2016 was more of a Quake game than Doom. Doom Eternal just gives the idea justice while 2016 felt like a demo for it. Hate me all you want, a real Doom remake would be closer to Doom 3 than most people would want to admit.
@@aleksanderolbrych9157 Yes, finally somebody else who thinks that Doom 2016 should have been more of a sequal to Doom 3 then then the Quake hybrids we have now ( Doom2016/Eternal)! I've always seen Doom 3 as the black sheep out of the doom series for the wrong reason, sure its not as action heavy as the previous titles but it did try something diffrent and I feel like people tend to give it shihs for it not being the game they wanted which was more of the same action fps doom/doom2 was insteed of the slower horror fps Doom 3 was. Plus I have always thought that the lighting in doom3 was unsetteling and brilliant, plus hell sure looked like a nightmarish world insteed of the hellish heavy metal cover we got in doom eternal
@@jagtech490 Besides the awful firespread of the shotgun, techincal problems that can plaque the game, the game spawns enemies around corners when picking up items/ doing objectives, and the infamos door spawning demons who attacks you as soon as you open a door leaving you with little to no room to dodge the attack, hallways being in complete darkness etc. Yea I know that the game has problems but that doesnt mean that I shouldnt like it less, I still enjoy it alot and I still stand that doom 2016 should have either gone in doom 3s direction or step back to that classic doom style. We dont need another Doom/Quake hybrid, there is already plenty of them... Just my thoughts thou...
Redhatrose first off it made sense for doom to have some quake stuff since quake is essentially 3D doom.Another issue with Doom 3 is the monster designs (besides the hell knight) and the story
Thank you for the great review! Your works make me smarter in understanding games all the time. I liked how you framed marauder not as a design problem (as many would put it), but as a storytelling one. There's a temptation to stamp 'bad design' whenever you come across some game element that dissatisfies you, but resisting it can actually understand what this dissatisfaction means to you and how it impacts your understanding of the work as a whole.
Everybody (since I know they tutorialize it terribly): stay as far away as you can from the Marauder. He will do an axe beam attack, and then his next attack will be the glowing eyes one where you can hit him. Use the Ballista to deal maximum damage. Marauder will never be a pain for you again.
I do that but stun him with the Super Shotgun, quick switch to the Ballista for a second shot, then quick switch back to the super shotgun for a third. If you get all three hits in, the Marauder goes down in two cycles, even on Ultraviolence. That being said, they were still just NO FUN to battle.
Yea the biggest issue was the tutorial poorly explained the enemies basic mechanics. The enemy itself is was great. Under The Mayo has an excellent video that pretty much explains how to properly fight them. ua-cam.com/video/UmzAo7uM8Jo/v-deo.html
40:47 "Still can't kill? Get bigger gun!! Have biggest gun?! That's best goodest."
The delivery of this line is insanely good and very Doom. No matter which Doom, I always feel anxious until I have all the weapons. Even if I don't use them, it's best goodest to know they're there.
I’m never ready for him to make jokes like that but always so happy that he does
Noah "if you stare too deeply into the 90s it will stare back at you" Caldwell-Gervais
This video is exactly why I don't find the criticism of you not being great at action games to hold any weight. Despite your lack of twitch skill, you still thoroughly understand the games' design and the developers intent. Not to mention your insight into the non-mechanical aspects of the game far exceed any other reviewers analysis. That's why you're the best at this kind of thing. Keep it up.
What?
No, he simply doesn't.
If you're never in the "fun zone", you don't know about the "fun zone"
He would probably play Dark Souls on easy too if he could.
He's just very good with words and likes to know what he thinks he knows.
@@tydendurler9574 I'm curious about your thoughts now that he's made two videos about the entire fromsoft darksouls/bloodborne/sekiro/eldenring lot.
@@jamesnomos8472 stay curious
Edit for the lmfao-idiot below me:
I clearly won't sit through hours upon hours of that dude talking when i don't really value his opinion. So i can't and won't talk about what is said, therefore i don't have an opinion here and i honestly really don't care about Noah or you guys.
@@tydendurler9574 lmfaooo bro doesnt know what to say
@@tydendurler9574 its crazy because everything he said was right and he had fun with the game
almost like games arent just made for people with twitch reflexes and a game being hard doesn't necessarily make it not fun
He found his fun, and found it in most of the same places everyone else did
There's no need to be mad that someone worse at games than you is capable of sharing the same experience as you - its like saying people who struggle with old english are incapable of enjoying shakespeare on its thematic merits
"The pistol... was completely cut beyond a console command line" amidst a discussion of the pacing of the game and how it complements the theme of DOOM Eternal is a line that says a lot about your deep dives into media. It's a curious bit of technical trivia that people might know about, but is also a discrete and very important design decision (i.e. removing the only infinite ammo weapon in the game) that slips most reviewers' attention. I truly, deeply appreciate your work and incredibly dynamic perspectives on video games. You remember that it's holistic and there's a lot more to it than how fun it feels, or how good it literarily is.
Also, delving into the DOOM comic lore and how it fundamentally shaped the new DOOM games is an inspired choice; most people kind of leave that implicit, but you have gone in and laid out the beautiful absurdity. Much love.
Technically, you could consider the chainsaw an infinite ammo weapon. A very slow and pace-destroying weapon if you have to rely on it, but you'll always be able to get back that one unit of fuel.
@@h00pla434 Well, kind of, but I feel that is both implicit and kind of irrelevant, since the trade-offs of using the chainsaw as an ammo-gathering tool is at the core of the Doom Eternal gameplay loop. Additionally, the pistol in DOOM (2016) had legitimately infinite ammunition, whereas the chainsaw cannot be used on any enemies other than mooks when you've run low on fuel, i.e. it's non-functional at low fuel for some combat scenarios, in other words... functionally out of ammo.
fuck the handgun, just got noah cant conserve ammo doesnt mean we need that peashooter.
@@thedreamcapture2681 Or if melee did damage, or if enemies could damage each other, or if regular kills could drop ammo, or if staggered enemies could be chain-sawed for 1 fuel.
@TwistedGamer the fact that classic doom teaches you how to manage your resources subliminally makes what you said really funny, and makes doom eternal look really dramatic.
you're spoiling us with this release schedule man
Quite literally
When the video finished I said to myself "wow Noah's really spoiling us" and it makes me happy to know that is the exact wording that many of us feel. Thank you Noah may your arms be long and sperm plenty.
@@OldKingBone Okay, uhhh.... I will... back away from you slowly... please do not attempt to wish me good things...
:P lol
@@SplotchTheCatThing Who doesn't want long arms and big nut? you trippin.
On God
Marauder CAN be BFG'd. You fire one shot to his left, he turns to block with his shield. Immediately fire a second shot to his right, and he's toast. He can only block one.
Hadn't heard that one yet! The Marauder gets more interesting the more people discover about him. He doesn't summon the dog if you don't hit his shield for example, so whatever urge you have to shoot at him, wait for his green flash or stagger him. And you can stagger him in various ways, like grenades on the floor next to him, or using the rocket mod with manual detonation to fly over his shield and then detonate. I think the main trick here is just effective weapon switching.
You don't even need to waste 2 BFG shots on him. Use your SSG to stagger him then switch to the BFG and hit him with it point blank before he can move again. You need the quick weapon swap upgrade to pull it off but you really should be using that anyway.
@@vanqqish1 i tried that a few times and he always blocked after the weapon swap
Jen Soon Ng you gotta do it using hotkeys to immediately switch.
Or fire it over his head, he cant block doesn't hit him directly.
"The Doom comic [...] despite being nearly 24 years old, despite most people having never seen a physical copy, despite it not even being a point of reference for people who aren't already franchise fans, it is the single, defining document guiding who the Doom guy is supposed to be and how he's supposed to act."
Go figure. The same thing happened to Metroid.
I'm trying to get into Metroid lore, any advice?
@@Daggertail777 Metroid 1, 2, Super, and Fusion have all of the core plot and are the best parts of the story imo, but there isn't a whole lot. Prime is a self-contained trilogy taking place between Metroid 1 and 2. Most of the lore is in Fusion, Other M, and the manga. Whenever people talk about Metroid lore, they're almost always referencing the manga, or hearsay derived from the manga, and Other M and Fusion treat it as canon. Unfortunately, The manga sometimes contradicts the core series, so it's only canon in broad strokes. When I read it I felt like it didn't make a ton of sense and jumped around a lot, but I've pretty much pieced the lore together over the years. Here's the gist:
Samus's colony was attacked by space pirates when she was a small child, and her home was destroyed. Samus was adopted by a Chozo and brought to Zebes, where the Chozo, living contentedly under the protective watch of the biological super-computer Mother Brain, raised her and taught her how to use their technology. Samus was also genetically altered to have super-human strength and agility (the actual language used for this is that she was 'given chozo blood' so I'm partially applying head canon so this makes more sense.) The Chozo have become infertile for some reason, so adopting Samus had something of an ulterior motive. She's being raised as if she were the last of the Chozo.
The Chozo die out when Samus is in her late teens, and she winds up joining the Galactic Federation military, where she kicks all kinds of ass thanks to her Chozo warrior training and OP suit. (more headcanon: the Chozo genetic modifications are enabling her to use the power suit and that's why the federation lets her continue using it rather than give it to someone more qualified despite Samus presumably starting at the lowest ranks.) After several years of service, she leaves the Federation on good terms and becomes an independent bounty hunter. That's about where Metroid 1 begins. I think the lore is super cool but it's spotty and in serious need of some cleaning up. Other M tried but no one liked how it went about the task :\
@@GlowingOrangeOoze Wow thanks bud, that's super helpful, I'm going to start the games now. Thanks for taking your time writing this :D
@@Daggertail777 No problem, man. Hope you have fun.
Love that thing. The comic encapsulates the essence of Doom perfectly. Possibly why the Brutal Doom mod and its derivatives lean so heavly on it.
Well, that’s quite a way to start the video. “Doom Eternal is, essentially, the childhood fantasy of Doom 2 that I conjured up given a week to stare at it longingly without actually playing it.”
Doom Eternal is, essentially, the childhood fantasy of Doom 2 that I conjured up given a week to stare at it longingly without actually playing it. Then, 20 years later, I decided to continue not playing it by using a controller.
@ go make a better video if you're such a cool dude with your mouse and keyboard
@ I played this game with a controller and had the time of my life. I get the keyboard/mouse set-up is more accessible as well as having a higher curve for learning cool tricks like the weapon switch, but get over yourself, it's a testament to the game's overall competent design that the less savvy controller setup-up is viable. Might as well say the developers weren't good at their job when they adapted the control scheme to console controllers. To me, that's bullshit, Doom Eternal is a damn good experience, and I feel that's universal regardless of the PC's control scheme's advantages.
@@jdoe7015 well it can still explain why he didnt really got into the dash for exemple. You are supposed to be really godlike in lasts levels even on night mare once you understood the loop, i think ull miss this with a controller.
@ pCmAsTerrAce
I got the impression that Doom 2016's Doomguy was more _exasperated_ than anything. Someone who had been sleeping very poorly for a couple decades straight and had just as much disdain for the people prolonging that trend as he had implacable devotion to exterminating the demons they kept unleashing.
I feel like the Doomguy's revelous _gamer-bedroom_ might ruin that image for me.
I agree. Seeing the Doom Slayer's gaming cave kinda ruined it for me.
I know I'm necroposting rn, but Doomguy has never been a particularly serious individual, all the text screens from the og gams and thy flesh consumed paint the picture of a Doomguy who isn't particularly serious and just does what he has to. Our introduction to him in one of the original manuals is literally him "Watching restricted flicks in the rec room"
Even 2016 had moments where Doomguy's not so serious side slipped through (like fist bumping the little toy of himself). I feel like the 'gamer cave' shows what he does on his off time (as it's also his workshop where he works on his suit) while the time we spend with him *on screen* is still in line with what we've come to expect from him.
"Why are there all these bottomless pits everywhere? Are we a mile above sea level? Is this Denver"- Civvie
I fucking love that line
@@akoyash9964
Atleast he can admit it unlike most other channels that insist that the *game* is the problem.
@@akoyash9964 civvie basically never blames the game, and certainly didnt with doom eternal. he basically just says that the game is too hard *for him* and that he had to crank the difficulty down.
@bigevilworldwide1
Have you actually played the game yourself? Because nearly everything in your comment is wrong, and don't try n pull that "I don't need to play the game to know this and that" bullshit.
Classic Doom was a 2.5D video game made in the *90's* so no shit it was gonna be simple in terms of mechanics, you couldn't even *jump* in those games...But even then it was still a pretty complex game on higher difficulties, you couldn't just blast through it and be handed a win. You had to manage your resources, avoid attacks and kill large swarms of ememies.
Besides, you're completely forgetting that this is a sequel to *Doom 2016.* Obviously if you're gonna jump from the oldest game *straight* to the newest one you're gonna see alot of changes, but you're completely ignoring the fact that this game is a continuation of Doom 2016, *not* classic Doom.
"You have to destroy it's weak points"
No, you don't *have* to, it's just quicker and easier options. They don't force you to shoot off the Mancubus arm cannons, you could just as easily shoot him with a few rockets and kill him right then and there.
"So you want people to keep moving, but stop because you need to shoot a particular spot"
If you're *stopping* your movement to shoot your shots then that isn't the game's fault, that's just you being slow.
"Otherwise you need to chainsaw 1500 zombies" If you're running low on ammo would you rather run away and backtrack through the level to find resources or get it all back with a single hit of a key while staying in the fight?
It's been over 25 fucking years since the first Doom launched, and you're surprised that after *all* that time that there are new mechanics? Did you just want the same game over and over again? I don't know about you but I don't want Doom to be like COD/FIFA where they just pump out the same game with a slight lick of paint...
@bigevilworldwide1 If you want the more straightforward Doom experience, optimized to perfection, you have Doom 2016 which is more than efficient at servicing that, you want an advancement of each and every mechanic featured there that goes out if it's way to test you in a more hard edged experience, Doom: Eternal is where it's at. It's a sequel that's intent on being a sequel instead of a rehash that avoids progressing the design of the mechanics. I can see why you'd want a more optimized, simplistic experience but I hardly think that detracts from both the vision and realization of Id's software's efforts in crafting a game that will be testing player's skills in ways the 2016 release couldn't. It's like appreciating music for it's technical aspects as opposed to outright accessibility, or at least that's the analogy that comes to mind for me.
Marauder tip for anyone who might need it. Super shotty when the eyes glow, then quick switch to ballista and blast him once, then switch back to super shotty. This will usually get him into a loop where he immediately tries to attack with his axe again after you switch weapons twice. If you do it right and maintain your distance then you can end him within 30 seconds.
For later fights when he shows up with other Heavy demons I usually just bust out the BFG or Crucible anything that might be a threat and then focus entirely on the Marauder. I've seen a lot of videos of people using the super shotty exclusively against him, and that always leads to getting off rhythm. With the ballista swap in, you can also save a bit of ammo by spreading your consumption out.
The suggestions I've seen is ballista, super shotty, ballista (so swapping the other way around) for a two cycle kill. Personally I can't pull that off well enough, I fall back to two arbalest mod shots per vulnerability cycle.
I didn't bother with any of that. Just sticky grenades on the ground next to him, and remote detonate rockets, keep your distance and dodge the axes. Splash damage from the side goes through the shield
Supershot gun + Ballista makes Marauder into a cake walk. Just gotta have that upgrade for switching weapons. That and not having terrible timing when his eyes turn green. It's all about stun locking him.
The marauder does seem as restrictive as Noah said in the video at first but I think with the right strategies he offers quite a bit of wiggle room. I'm pretty sure you can falter him during his ranged attacks or hit him from behind using remote detonate rockets I believe.
thanks for the tips! Christ I hate the fucking marauder!
I love the fusion of travellogue and game critique you have. It's not just what game mechanics are present and what they do, but how the moment-to-moment experience and feel of the game is affected.
This game was a blast. It also was stressful and entirely "too much" at times. I marathoned Doom 2016 in a night or two, I had to do Doom Eternal in a week. It was great, but overstimulating for me.
I agree but also it's very statisfying to go back and replay it and have that stress grow less and less as you slowly master the game
I on the other hand had to force myself through Doom 2016 because of how repetetive that game was. Doom Eternal, on the other hand, I blew through in a few days, including a final stretch marathon that lasted the entire night till 6:30 AM in the morning despite Home Office starting at 10. I regret nothing.
I was humbled by having to switch to Hurt Me Plenty, and then I still got my ass kicked pretty frequently. But I don't get that sensation as often anymore. I feel I've been conditioned to win so much I forgot how being actually challenged/tortured by a game feels.
i was overwhelmed for half of the game, but then everything clicked
honestly it ruined shooters for me now
I think it's only overstimulating until you get the hang of it, but once you do you're in for a treat.
That opening shot is so Mountain Goats... ‘script that made prominent use of a pentagram’
Every time someone simply mentions Soldier of Fortune and its gore system, my day is instantly better. \o/
I was beginning to think I was the only person who ever played that wonderful game!
Don't forget Vivisector (2006) for bringing that back!
It’s so weird some budget studio hasn’t made a new one, just call it a spiritual successor
Man the shotgun in SoF was so bloody satisfying. I would love a reboot of that franchise even the Multiplayer especially in the second game was really fun.
@@jasethemuss86 loved the shotty in SOF you could literally shoot someone's stomach out and they'd stand there holding entrails lol
I really love Dash, once you get it to a higher level it is so much fun to zip around. Although funnily enough despite you saying the Marauder seems designed for the dash, I actually find the dash makes him harder when it comes to my playstyle. If I dash, he summons the goddamn dog. So I just sorta side step his attacks while constantly backing away from him while trying to maintain a certain distance without going so far that he summons the dog or too close that he shotguns me. At this point if I die its less because of him and more because of other enemies or because he summoned the DAMN DOG. The dog is worse than the Marauder lol
@@akoyash9964 I know it dies in one hit; the dog isn't usually an issue in most cases but early on when I wasn't used to the Marauder the dog kept pissing me off mostly because I'd be in a fight with the marauder, dash away at some point to top off ammo or health from a fodder enemy and then the exact moment the animation stops the dog will eat half my health or kill me before I can turn around to shoot it. It does seem to spawn if you are too far away too - tbh I've noticed it spawn more often from me being far away from the marauder than shooting the shield, even if I have seen that happen.
I just stand still and wait for him to come to me, if I move he starts throwing shit at me xD I try to avoid that.
It always seems like he summoned the dog if I shot him with automatic weapons (heavy rifle, plasma gun) I figured that was the trigger.
Hitting the shield is the trigger for the wolf, but it doesn't necessarily have to be you shooting the shield. Other enemies can also trigger it if they hit his shield. Since I learned that I've started taking out all non-zombie enemies in the area before the Marauder (I have more wiggle room because Blood Fueled helps me stay ahead of him plus all suit upgrades for the Dash) and have had a much easier time generally. With this approach I only have to attack him occasionally as I retreat, skirmish style, and by the time I've got the room how I want it there's nothing else to hit his shield and he's at least a bit less than full health.
The dog will not spawn if you don’t hit the shield.
Ah, good. Noel uploaded a new vide--OH GOD ITS ON FIRE
The gameplay loop actually very strongly reminds me of Ratchet and Clank, with flowing platforming section, collectables and combat arenas that benefit from a lot of circle strafing and weapon switching
Ive thought this since 2016 and i really love tf out of it for this. Better than the damn R&C reeboot
This is the first game I bought at launch in ages ...going through my Noah backlog with Control next
I love this video! it's pretty well structured, though theres some kinda awkward audio cut at around 56:23 where you seem to interrupt yourself talking about the Unmaykr to talk about secrets? and im now horribly curious what the rest of that segment was going to be
Me too.
it was weird, but I'm pretty sure the secrets you had to find for the Unmaker in both games was the point he was getting to anyway.
Having an ideal way to kill each individual enemy though allowing them to be killed in a non-technical way is how Halo's combat works. It's one reason I never get tired of playing Halo, it's not just about shooting your target in the face- Each weapon has a use and effects different enemies in different ways. Killing is almost like a puzzle. I've rarely seen such a system in other games, it's awesome that Eternal has this.
Yes, exactly.
Then there are guys like him that have low skill and don't care about any mechanics and just play on easy.
They will never get what's actually so fun about the gameplay, yet he talks about the game for 70min here...😒
@@tydendurler9574 I hope you at least get paid to keep that gate
@@SpoopySquid you know he does it for free like a good little slave goblin.
@@tydendurler9574 Did you miss the large portions of the video where he talked about how much fun it was and how much he liked it?
@@jamesnomos8472 yeah, like a toddler having fun in a ferrari without being able to drive it.
I said I wanted to hear Noah’s thoughts on this doom before buying it. My wish has come true.
He can barely handle easy difficulty, he doesn't care for the codex or lore, he whines about the marauder etc
Doesn't seem to me like his opinion has any weight at all.
@@tydendurler9574 Wow how little you understand both Doom and Noah Gervais if those are the things you think are important.
I'm so glad I watched this video, see, I have become cowardly over the years, leaving behind FPS games, no longer do I play UT2k4, Quake3, QuakeLive, etc. No longer am I bouncing death. So I was worried from how everyone described the game, it being basically 'Play aggressive or you'll die.' Making me think it's some Dark Souls of FPS. Worrying I'd get slaughtered unless I played on the easiest difficulty... What I say next I mean in the most positive, uplifting way possible. Watching your gameplay footage, and knowing that level of skill is enough to complete the game has given me confidence where before I had only scant hope. You suit your name, you give hope to those of us preoccupied with the fear of drowning, keeping us afloat on your arc, showing us animals the way.
Games coming out in the next 5 years being compared to Eternal?
You predicted the future!
true :3
I always appreciate that you're not toxic about game difficulty and I feel like we perform as a similar level which is nice to see.
mechanically inept gamer
@@DurkDiggler real
You good sir are a wordsmith. Love how you navigate your essays. I haven't played doom and i enjoyed everything you said.
I found I was kinda shooting both the marauder and everyone around him at the same time. I just had to get myself cornered (so no demons are behind me), use a shield chaingun to kill everyone and a wolf, then quickly go for ballista or supershotgun to hit the marauder. If I ran out of ammo or health, I just chainsawed some tiny imps or just dashed away for a better spot. I also did this if prowlers spawned.
I suppose this is how the late-game marauder fights are supposed to be. But this requires a hell of reaction, yeah.
Or you start dodging, kill heavy demons, then weaponswitch ballista, super-shotgun, ballista on the virgin marauder and prove your skill as a chad
Another great tactic is to keep your distance and shoot the marauder. Yeah, his shield will go up. However, the shotgun grenade comes in handy. I’ve shot plenty of them followed up by a hand grenade. It stunned the demon a few times. Saved my ass too
I can definitely say, if you've got the reaction time to swing it this game is insanely rewarding on Nightmare difficulty. The dopamine rush I get from clearing every individual combat encounter is just sublime, but its so mentally draining I can't play the game for more than a couple of hours at a time.
I would entirely agree if it weren't for my years of opioid addiction...Still love DOOM Eternal all the same. Sorry, but I felt I had to say this.
I've never found reaction time that beneficial for nightmare, I've got an average visual reaction time of 250 milliseconds yet I still do fine on nightmare.
Yeah, games aren't supposed to do that, bud. Spending countless hours on something hoping to nearly just skid by isn't fun in my book. Id rather eat food with one chop stick.
@@gozinta82 You sound like a casual, because games are absolurely supposed to challenge you.
@TwistedGamer The fact that you're lumping Get Over It, a joke hard game with deliberately terrible controls with Cuphead and Soulsborne games tells me that you are fundamentally underequipped to talk about this topic. Are games supposed to be fun? Absolutely. Do any of those games other than the one that's deliberately made to frustrate you have horrible odds and balance? No.
I'm not the one telling people how games should and shouldn't be here, that's all you; but to insinuate a game is lesser because it offers players a obstacle over a free ride tells me everything I need to know about your taste in gaming.
24:00 “If everyone will just be patient with me for a couple of minutes and take a number, the Doomslayer will be right with you.” Gold.
Wait. WAIT.
'16: Purified hell energy is used by humans
DE: Purified hell energy is used by aliens
DID I JUST PLAY A PALETTE SWAP?
Captain1nsaneo Shut up. Here gun. Shoot. Make meat puddles. Yay
DE: Purified hell energy is used by everybody and that's how Hell baits people into making contracts with them.
DE added new enemies and mechanics, so I'd say it's as much a palette swap as Doom 2 was of the OG
@@RazgrisFloob I believe king Novik is the one who put doomslayer in the machine and it seems almost implied that king novik was the seraphim. I'm not certain though that was just my interpretation since he's the one who says "we will send to them only you" and then gives the last line as the game finishes.
@@RazgrisFloob You're right, he is the guy who put you in the machine, on account of the fact that he shares the same voice actor as Hayden and he easily integrates his cyber-brain with your fortress. Not strong enough evidence to confirm it for sure, but they're surely hinting strongly at it.
I don't just love Noah because he's insightful and hysterical, I love him because he constantly introduces me to songs that passed me by, considering I'm only 19 right now. Ray Charles yesterday, foreigner modern day, just great picks all around.
I doubt you'll ever read this; Noah I love ya and I've followed ya since you had less than 3k subs. Speaking fast without pauses has never been your style, but if that is what you feel you want to be and go then that is entirely good because all things change in time. I just don't want ya to change incase you think you *need* to for other peps. I think most who enjoy your vids do so for the calculated and thoughtful perogative you present, not because you don't take breathing-pauses.
There's already tons of maymay channels, but only one channel where I'd look at a update, see "4 hours" and actually be happy to listen.
Either way, regardless of all. I hope yer doing good
40:46 - Not laughed like that in a while.
The biggest comedic moment in the video for me was when he was talking about seeing the big wave of challenge about to overwhelm him and his perfectly delivered, “Aw, fuuuuck...”
I love how the section on the maurauder finally ended with you killing one.
Pro Tip about the Marauder: There is, in fact, an alternative tactic for dealing with them. You can bait them into always using the attack with an opening if you keep yourself far away. They will launch a few axe beams at you, and then try to close the distance for their melee attack. Wherein you can punish them. Repeat until death. Much easier then trying to stay at mid range like the game tells you to.
There's a weird clip at 56:22
it's a curse
The Archvile in the classic games also forced you to play differently, he was a giant prick. Yet people still loved him. Why? Because after years of experience we learned to deal with him properly. The Marauder is the same.
Please don't forget that Doom games can be played for years. The originals are still being played to this day. Don't reject a new challenge the moment you need to square up.
And there IS a way to hilariously deny the Marauder. Already a quick switch combo has been shown to kill him in under 10 seconds keeping him stun locked for the entire time. The combo goes (after eyes flash green): Ballista, frag grenade, super shotgun, ballista, frag grenade, super shotgun, ballista, super shotgun.
That's something I don't get. People *love* the old demons that gave them a hard time like the Arch-Vile, the Lost Souls and the Chaingunners. But now that there's a new guy doing the exact same thing, people complain about him and say he should be nerfed/removed?
Doom 2 had an *Arch-Vile maze* yet the *Marauder* is where people draw the line?
I guess we gotta wait a whole 2-4 years until people come around...
Doom 2's Archvile wasn't *that* hard, compared to Eternal's Marauder: his attack was incredibly damaging, but you could nullify it completely by simply breaking line of sight, and while his resurrection ability put a lot of pressure on the player, the original levelset was never quite as sadistic about throwing hordes of chaingunners between you and it as something like Unloved or Sunder or Plutonia was.
The Marauder, in the meantime, has a mechanic I find incredibly difficult to trigger properly, since I never feel like I'm standing at the right distance. It wasn't until someone else pointed out that, when he runs up to you from far away that he'll ALWAYS trigger a melee attack that I found him easier to deal with. If you follow the tutorial prompt and try to play around the spacing mechanic honestly, it just feels like he ignores you and either shotguns when you feel you're standing far enough away or laser axes you when you feel you're standing too close.
Exact same thing? No.
In fact, the arch vile is IN doom eternal too, in about the same state.
In the original Doom games you just had to shoot them.
Its entirely different from the marauder, and I say that as someone who played the originals when they were released.
Are you saying you couldnt kill the OG archvile with the BFG?
@@losethegame101 lol, the Marauder being hard? I'm actually disappointed in the fact that he's so simple. Stay mid range, dodge one axe throw, almost guaranteed he'll charge at you, ss, ballista, as, back off, repeat. Other demons are played with, he's played around.
No one liked the Archville.
The dooms that don't feel like doom are the movies.
they're based on doom 3
@@thereallystoopidguy1449 well its the only doom with enough narration to be remotely practical to base a narrative off it. unless michael bay is the director. im surprised he hasnt made a doom movie
You mean the movie?
I only discovered your Channel couple weeks ago and since then I have watched every single video you have made. You are an excellent writer and I absolutely love your content. In fact I would say that you're probably the best Progressive content creator for gaming.
You're my hero bro. Your video essays never get old for me. While everyone else puts up up clickbait you post genuine content. Fucking thank you man.
Players: (complain about how the Marauder is difficult and forces you to change how you play, even when there are other enemies around)
Doom 2 Arch-Vile: 👀
it's very clear that noah never played Plutonia
fuggin zoomers
@bigevilworldwide1
"Before you can kill anything you have to destroy it's weak spots"
Let me ask you this, have you played the game for yourself? Because I'm pretty sure the answer is 'no' since you genuinely believe that hitting weak points is *required.*
"Your overcomplicating Doom"
Were you also complaining when *jumping* became a thing in Doom as well? Did that "overcomplicate" things for you as well since now you had to move/aim vertically as well as horizontally, was it too much for you to comprehend?
Imagine being suprised that a game series has new mechanics after *26 years....*
why are you comparing the Marauder to the archvile? Archvile is IN doom eternal. In doom.2 you could kill him.with any weapon, no invincibility and just had to break LOS to avoid his three second lonf casting.
So different it might as well be a different planet.
Marauder sucks.
@@Philibuster001 It has new mechanics.
It didnt NEED new mechanics.
In fact, part of the joy of it was the LACK of absurd mechanics.
I'd love to see Noah do videos for the Summoner franchise (unlikely since only the first one came out on PC, the sequel is trapped on PS2 and GameCube), and the Legacy of Kain and Soul Reaver franchise. For whatever reason, the Doom 64 section is what made me think of this.
As someone who's been attempting Ultra-Nightmare, 1:45 fucking gave me a heart attack.
As always, fantastic work. Many thanks!
This was a fantastic review of Doom Eternal. I've held off on getting it because I've been worried about if I'd like the less ammo/chainsaw focus, but you made me understand why it's a good change. 'A wounded animal is at its most dangerous'. Yeah :D
It’s not a good change. Unless you like juggling cooldowns and watching the same canned chainsaw animations 25 times a level.
ThirdEyedeas it’s a good change. By the time you get all the weapons you only need to use the chainsaw once every arena battle, maybe twice if it’s a larger scale fight. Honestly it makes fights both more challenging and interesting since you really need to get a feel for each weapon and their mods. In Doom 2016 the most optimal combo was the SSG and Gauss Cannon, which frankly caused some of the later battles to feel really repetitive.
Third eye you just sound like a pussy tbh 🤷♂️
Absolutely right. When I first started playing it, I was realllllly not liking the lack of ammo/chainsaw mechanic. That is until I realized the exact 'flow' that hes talking about. The constant juggling of putting enemies on fire to get armor, glorykilling to get health/bloodpunch, and chainsawing enemies to get ammo all to just continue to rip and tear is empowering. Plus the chainsaw critique is whack. It literally recharges in less time than it took for me to use hardly any of it and every battle arena has infinitely spawning foder enemies whose sole purpose seems to be as a resource for health/armor/ammo whenever you need it.
See I got to first play Doom (after having been denied) by picking up a book in the store and asking for that.
I loved to read, and the parents loved to encourage it.
They bought it without question.
It was The Making of Doom (or something like that. I forget the title.)
It had a copy of Doom on 3.5” floppy in the shrink wrap.
The Heavy Sniper mod is OP af when you realize it 1-shots Mancubus/Revenant/Arachnoid cannons and makes them trivial enemies.
Having watched *decino* demonstrating how I should be using it, yes. A thousand times yes.
That and the sticky Grenades.
_Damn._
I kind of appreciate that you implicate Doom 3 as being a Doom game. It's one of my personal favorites of the series because of its approach to horror and atmosphere, but I often see other fans say "it's a good game, it's just not a Doom game". When I ask them why they usually say it's because it has a story and cutscenes and a slower, darker pace compared to the others. Yet Doom 64, 2016 and Eternal get a pass on having similar things in it as well. It's something that has always frustrated me and have never fully agreed with. It was nice to see someone acknowledge that for all it's differences, Doom 3 will always be a Doom game.
Self Pity Entertainment doom 3 was a great game. It was better than 2016 and external, imo. The story and atmosphere was very dark and dim lit. Some type of psychological horror that really made the player feel insecure throughout the game. The tension was great.
@@SgtGudda Thank you.
@@SgtGudda I don't know, it just feels much less engaging and rewarding. I wouldn't call it better, just different.
The drive in Doom is "onward into power fantasy". You're not supposed to feel scared, you're supposed to feel scary.
That's most people issue.
@@theengine Most people are normie plebs.
Thank god for Noah Caldwell-Gervais.
This video says exactly what I've been trying to say but much better than any way I've been able to say it. Especially when it comes to your discussion on the Marauder. Kind of surprised you never mentioned the purple goop and tentacles that also fly in the face of the way the user is supposed to/supposed to be able to handle things especially when you mentioned that the Kahn Makyr did the same thing.
56:22 is there audio missing there? some sort of aberration maybe?
That's just Noah for you
No, it's called "too lazy to edit even a minimal amount". That's how he always does it. Thus you hear the clicks when he stops/starts the recording. When he misspeaks, it's in. When he has to stop a second because he is unsure what to say, it's in. That is why the footage never really fits what he is talking about. He takes large swats of video, slaps the audio under it, doesn't bother to check it or do the most minimal amount of editing (just getting the clicks and misspeaks out would take literally only minutes), and uploads it.
The audio and footage are great and fit perfectly, thanks.
@@TheMoviePlanet Does it tho?
Yes it does.
Nice touch with the editing showing marauder dying right as it’s section ends.
‘I was rewatching The Stand’ yeah I’m living it, we all are
Sorry about my cousin.
He’s a bit of a dick.
I absolutely love Doom, my favorite video game series ever! Played through BTSX E1&2, NEIS, playing Doom:Zero now, and Doom 2016 and Eternal is perfect in my opinion too. Doom: Eternal plays so perfectly smoothly and fluid, and I love how it makes you think and prioritize enemies. I love the platforming and secrets, though I think the classics still hold that place in my heart you know. The pain chances and tolerances, the RNG and the tactical placements of enemies and pickups, the speed and the strategies of prioritizing enemies in any given scenario and which weapon to use and when.
I would have liked to see more places in Hell, or on spots on Earth that weren't *just* cityscapes to see how the demonic invasion would affect a place along the lines of, say, Yellowstone... closest we get to something like that is the mainly-indoor environment on Cultist Base. But maybe that stuff is being saved for the dlc.
If nothing else the city levels' overall design and flow (not speaking of graphics here) is way better than Doom 2's attempts at same.
Also I looooved the dash in combat, and I'd definitely say it more than makes up for the odd finicky bit of traversal. If you don't want to use it that's your call, but since you turn the difficulty down already I'd really recommend playing through some of the combat again and focusing in on it (maybe even at the expense of some of the other mechanics) to at least get a good idea of how it feels to use... which, as far as I was concerned, is really really really good.
Marauder is still a dick though. That doesn't actually have much to do with the dash. :( He *can* be BFG'd, but it takes some technique, and might not finish him off completely depending on the arena's size. I think he would be better off used the way they used the buff totems -- once in a very occasional fight -- than how they kinda use several of them in most of the levels towards the endgame. I think if there weren't as many of them, the fights where they do appear would be more fun. Because he is fun to fight one-on-one.
That being said if you can run quickly and erratically enough through an arena, he'll never get a bead on you until you slow down, 'cause he doesn't lead his ranged attack very well. On ultra-violins the correct choice was almost always to kill everything else first. I would use the dash a lot for that part but since it's more about where you go I suspect it could be done just as well without it. His "hya"s also are a pretty good warning of when he's getting too close.
Your reading of the Doom comic lines is really good. This makes me want to watch you play something like Disco Elysium while voicing the lines.
The Marauder seems like an awesome boss fight but boyyyyyyy you can't just throw Ornstein and Smough into Blighttown or whatever. Everything has its right place.
I think that eternal ask you to get gud, in a similar way ds does, but the difference is that you get gud in ds on the second/third play through, and you roll around every attack and are literally speedruning, when you understand so much the game systems that you're killing Smough naked with a katana. Eternal ask you to get good enough as beating ds once every time you beat a marauder, by the time you are fighting two at the same time you need to be good enough to be naked and a katana beating the shit out of that Marauder. As the video said, you dance with the Marauder, you don't lead him, you dance with him, you roll naked and stab him in the back with your katana
Well you can't double jump and dash in Dark Souls either though. Whenever the Marauder does show up with other enemies it's an an arena big enough to avoid him long enough to deal with the other enemies first and then focus your attention on him. The Marauder and the Archvile work as queen chess pieces on the board. One forces you to locate and kill them as fast as possible and the other forces you to be agile enough to avoid them until you can finish them at the end of the fight.
Don't understand what all the fuss is about. It's pretty clear that he's a an enemy that requires a very specific strategy to deal with and you shouldn't cry foul when you go against that very specific strategy and suffer the consequences.
@@baylego I wouldn't say that DS and DOOM are in the same book. THere's that "DS-like" comparison rearing its ugly head again, because ppl assume that if a game is hard it's "Dark Soulsish". Which I think is ridiculous. DS teaches you simple lessons and punishes you heavily for not following them. I personally feel like Doom eternal simply throws a bunch of shit at you to make it frantic. I've played Doom and FPS games for well over 25 years now and Doom Eternal pisses me off because it's really unfair in some ways. I literally had someone pull me from a glory kill as soon as I was finished to do the same to me like i didn't need health. I personally don't like Eternal as it veers really far from what the game conveys in it's previous titles. I think Doom 2016 does a WAY better job at being doom than Doom Eternal. Doom eternal feels more like Quake or Serious Sam.
Depends on who you ask. I'd love to fight O&S in the middle of blighttown
"All those guts have to end up somewhere..."
I don't know whether this is a nod to the Doom Comic and its 'huge guts" line or not, but it is a brilliant line nonetheless! Thanks Noah for great videos. :)
My friends and I were obsessed with Goldeneye and Perfect Dark and even played Turok...but never heard of Doom 64
I think i still got the cartridges of Doom and Perfect Dark.
You truly knocked this one out of the park! Been watching your critiques for years! Oddly enough I need to figure out why the last couple of months I haven’t seen any notifications for your videos. You’ve got a life long fan! Keep doing your thing! You always give the most insightful games critique.
You make a great observation about the Maurader I've seen no one else mention. Most people who play on Ultra-Violence and Nightmare love the fight because he offers a challenge of making minimal mistakes. Perhaps the higher difficulties should've used the Maurader as it is now but lower difficulties have it only show up in its original fight.
Yeah, maybe lower difficulty should just have a "wipe all enemies" button for when multiple BFG shots, multiple grenades, chainsaw, all the guns and skills and perks and... ARE JUST NOT ENOUGH for incapable "gamers".
😒
@@tydendurler9574 Bro does your gamer card keep you from getting tickets when the cops pull you over cause you sound so hard core. Lemme give you my sisters number so she you can finger her. She gets so wet for hardcore Doom Eternal gamers
You should really see what is possible with dealing with the Marauder, because the game certainly gives you that Indiana Jones vs Scimitar Guy moment, but it is 100% earned via learning the game systems, making the right decisions, and executing them. I hope that, with time, you come to see the Marauder in a different light.
I'm glad you took the time to produce such a wonderful video, in spite of our very different views on an important aspect of the game, and that you appreciate and enjoy it so deeply. I thoroughly enjoyed my time hearing your thoughts.
Good review, and especially great concluding thoughts. I completely agree that Eternal does make some odd mechanical choices that in the end cannot overshadow how well it absolutely nails the sense of revelry in carnage so characteristic of all the Doom games.
It's amazing to me now that it is released, and confirmed to be a deserving heir in the Doom royalty line, how resilient Eternal and the franchise has been in its resistance to the corrupting influences of corporate meddling and overzealous shortsighted tinkering. Hopefully Id Software can keep that track record untarnished in future iterations.
'if you stare too deep into the 90's, the 90's will also stare back into you'
Bless you, Noah Caldwell-Gervais. Bless you.
"baseline of chunkiness"
thats poetry
Your description of the game's cutscenes and lore are exactly why I bounced off this game, drifting from annoyance to impatience and finally contempt. I feel towards this game like Doom 2016 Doom Slayer felt towards the the UAC robot dude's exposition dumps--I DON'T CARE. I DON'T CARE! I DON'T CAAAAAAARE!
But no, Doom Eternal will make you care. It is a game completely in love with itself and the idea of Doom as a capital-B Brand and playing it just makes me want to play a quality PWAD instead and get something with more individual character, tighter level design, and more elegant gameplay with less stage management--and no crap about the Khan Maykr or Argent D'Nur or the Extended Doom Cinematic Universe. Doom Eternal felt overblown, bombastic and soulless to me.
In fact, if you want a perfect counterpoint to Doom Eternal, turn its title around backwards--Eternal Doom. While there are plenty of dud levels in that 1997 classic, the highlights--"Inter-Base", "Time Gate", Darkdome", and all of Chris Couleur's maps--are absolute triumphs of mood and atmosphere above all else. There's some narrative about demons going back in time to conquer the Middle Ages, but its only purpose is a vehicle for delivering the sepulchral, hyper-gothic mood of inhabiting a black metal album cover, vast stone ruins under eternal twilight, crumbling under overgrowth and weathering, and a sense of loss, hopelessness, and desolation. And while Doom Eternal is constantly cranking up the intensity with arena fights and throbbing-penis industrial guitar tones and particle effects everywhere, a lot of Eternal Doom's mood-setting is subtle and meditative, sometimes even funereal. Depressing, but in a beautiful way. Especially if you have a good MIDI synth or soundfont. Doom Eternal centers *your character*, the great PWADs center *you* by not bashing you over the head with what they mean, and instead just being what they are and letting you take it as you will.
It’s interesting, some stuff I agree with while others I disagree with. I noticed this is a game you’re playing on PlayStation and I have a feeling the controller is part of what wasn’t clicking with you in regards to the movement.
This is a game that I don’t think was well thought out on console. There is simply too many movement buttons that require the thumb coming off the aim stick to execute. A lot of the core gameplay requires the player to take their thumb off the ability to aim.
This isn’t an issue on PC where your boost and jump are separate from your aiming tool (the mouse)
They did what they can, without sacrificing gameplay. Thakfully controls are ver customizable and first thing i did was to rebind jump to l1 and dash to r1.
We need more buttons on new gamepad without any doubt
Hes being stubborn.
I disagree with you on that. The game is very well thought out for console, theirs just a bigger learning curve. I almost put the game down on ps4 when i first got it. I was having fun but i was really pushing myself. Try button remappings as its a game changer. Learning to quick switch is a game changer, and so is implementing the staggering system
People sleep on you Noah. You give some of the most technically , analytically summarizing compositions of games on UA-cam and I always look forward to any analysis that has you're name upon it.
I feel honored every time.
"I can't hit that Rythm"
playing on controller probably didn't help, Noah.
but like always you make an hour feel like ten minutes, wonderful review!
SteveAkaGoatpile controller isn’t the problem he’s just bad look at how horrible the gameplay is
@@Chilloutandwatchanime completely agree. I figured he wasn't good when he said he switched difficulties if he couldn't beat a fight in 3 tries. And the gameplay footage definitely confirms that. I beat the game with PS4 on Nightmare, definitely challenging but I never had to lower the difficulty. that defeats the purpose to me and cheats me out of the endorphins I'd get from beating a section on nightmare
ah, you guys misunderstood me, I didnt meant that Controller is inherently worse, I am well aware a skilled player can play ultra-nightmare on controller just fine, I was just thinking that an alternative control method would be a better fit for him.
I love that you've been making many videos recently. I always enjoy a long deep dive to the soothing timber of your voice
I'm just glad shooters are getting away from hand holding corridors and back to actual fun arena shooting. Never really cared for the military shooters.
I completed the main campaign on UV because I wanted a challenge, and oh my goodness was it rougher than DOOM 2016, at least in the beginning. I had an absolute blast though once I finally found my rhythm during the last two levels and knew how to tactically dispatch enemies (and had all the tools). It was really satisfying to beat the Icon of Sin on only my first or second go (second for first phase, first for second phase). The wall climbing sections were more tedious than anything for me. I get the inclusion to break up the combat sections, but that was one of my biggest complaints about the game, which there aren't many.
Is it "Doom Guy" or "Guy Doom"? The first sounds like a dude, the second like a duke.
It's Doomguy, like some japanese popstars he just has one name on the birth certificate now
New theory: His actual name is the old English/French Guy (/ɡaɪ/).
Guy de Doom.
@bigevilworldwide1 Okay Doomer.
@@aleksanderolbrych9157 Is that his nom de doome?
i use these videos to fall asleep, god bless you for not putting ads in these. seriously
56:22
Well i guess the unmaker isn't that important after all then lol.
This was an amazingly fun video. Great work!
Doom: eternal IMO has the most fun combat "loop" I've ever experienced in a game. I could never manage to play more than a couple of hours per session of it though because it was too stressful 😅
i loved spider manning with the super shotgun
this is one of those games where your experience over times requires a reset halfway through to play again on the hardest difficulty because once the mechanics click it becomes about being the spectacle
not watching the spectacle. just like burnout
God I wanna watch this, But i wanna rip and tear it through first
Oddly enough, I didn't have near the trouble with the Marauder. Maybe it's my souls experience, but the waiting for the green flash was just a puzzle piece to completing the puzzle that made the corpse, and exploiting it was just a dance I found the rhythm of.
Wow im actually pretty shocked, im 24 minutes into the video and up till now i really loved the marauder, ive only played on the “smallest margins” as you put it but ive been a staunch supporter of playing on the difficulty thats right for you, no matter what anyone says. I heard these complaints about how the marauder forces you to respond to new pressure and in my head i always thought, well of course without him id just take the flow of combat and run it indefinitely! But what you said makes total sense and im kicking myself for not seeing it earlier and as of now i actually dont like his inclusion in the core gameplay loop. What id like to see is a return to the old different enemies on different difficulties system that was so common in old fps games (you know, like doom?) where mostly the marauder shouldnt spawn outside of his fight except on atleast ultra-violence, probably only on nightmare so i could still smash my face into his shield but it wouldnt stomp out the fun of smaller slayers.
This may be my favorite opening paragraph of any of your videos
"Have biggest gun? That's best goodest"
I laughed so hard at that
Noah, You're one of my favorite youtubers. I cannot wait to watch this video and hear what you have to say about it!
NOAH CALDWELL GERVAIS:
IT’S TIME FOR YOU TO ANALYZE METAL GEAR including REVENGEANCE.
Ok but I wanted at least one or two more of his videos this year. The research that would require is staggering.
He's said before that he's not interested in Metal Gear. That was before Death Stranding, so he might have changed his mind, but don't get your hopes up.
WHOA! THIS INTRO EVEN HAS A SPECIAL EFFECTS BUDGET!
I dies with "Is there any limit to how much ass this doom-guy can kick?", I mean... that's genius! :D
Exceptional writing & commentary of your impressions Noah, quite enjoyable & informative. Please stay safe during these uncertain times my friend.
I really appreciate you being upfront with not being exceptional at this game. I feel the discussion around DOOM ETERNAL, other difficult games, and sometimes all games, can be reduced to, "You just need to get better at it". I think that video games are meant to be enjoyed by every person that purchases them, not just those with the time/skills "needed" to complete them.
I've been following discussions surrounding DOOM ETERNAL since its release and, more often than not, the common critique of people who don't enjoy the game is to show off some high technical skills that some one has attained and say, "you just need to do that" like every person in the world is capable of doing it. I'm sure that with enough time, most any person can complete any game on any difficult, but the point of games isn't to beat them on the hardest level, it's to enjoy them and have fun.
Specifically, I think your critique of the marauder is perfect because, for me, the enemy was never a big deal, but I failed to recognize the issue of the enemy for people who did have problems with it where even lowering the difficulty level doesn't help. This also helps to highlight the issues that most games have in their difficulty scaling, only ever modifying enemy count/power/health/damage and rarely, if ever, changing enemy behavior. If the marauder was changed on lower difficulty levels to have a broader repost window and or the inability to block certain weapons (grenades, BFG, Sword) then they are still a threat, they still mix up the strategy, but they allow for people with less skill/time to handle them in an enjoyable way.
Great work again on this video and I hope you continue to find success/fulfilment out of this work you're doing.
Cheers Noah. Your reviews always help take my mind off things and an hour where I don't have to the think about the world right now is most appreciated
Urdak is a phenomenal microcosm of game design, and does the whole _lone-warrior-in-a-unfamiliar-world_ angle much more confidently and gracefully than Xen did in Half-Life.
The casual gameplay as a backdrop to gentleman-like narration is very endearing.
Noah you badly need to play anything by platinum or the capcom action games like monster hunter or DMC. See your comparison between Doom and GOW is very misguided. While GOW went for raw mindless spectacle a lot of it's contemporaries went for far more meaningful gameplay which requires a significant level of skill and in turn rewarding the players with the ability to freely express their skill. Doom Eternal finally fully reached that point. The last thing the game could be described as just spectacle.
Imran Ahmad he could play the new Bayonetta rerelease
Yeah I was constantly reminded of DMC during my playthrough - especially early on as they introduced more and more familiar elements
@@DMCMaster550 I kinda agree with this pretty hard. Doom Eternal is basically the FPS equivalent of Bayonetta and Devil May Cry, both of which are fantastic series that focus on ridiculous, gory action with campy characters and lore.
The “ that’s best goodest” speal you put in there gave me some well needed laughter lol
Hey Noah, great video and analysis! Just wanted to add one thing about the Marauder: he actually has a bunch of "un-official" weaknesses (as in the game doesn't specifically tell you about them). When shooting a BFG around the Marauder, he will turn his shield and whole body around to face the green ball, giving you the opportunity to shoot him directly with your guns OR another shot of the BFG (instantly killing him). And another weakness would be that he is vulnerable to splash damage dealt around him, such as grenades, barrels and remote detonated rocket launcher missiles. So there actually are more than one way to kill him other than doing his shotgun dance.
Actually the Marauder is weak to BFG once he is stunned but you need to switch to BFG quickly.
ua-cam.com/video/xFLhb0AZ1Is/v-deo.html
honestly i think this might be one of your best videos yet noah, so impressed dude
An odd thing about Doom Eternal that I felt was that this Doom felt more like the original Quake 1 then doom as a series.
Besides both taking insperation from gothic architects and the medival fantasy knight theme crossed with hell you jump from diffrent places on earth with each area going with a diffrent theme, you have an hub area to visit everytime you have completed an mission and you are always looking for key parts in order to unlock things onboard your base.
The combat is very aggresive & is bloody amazing in turns of spectical and aww.
Even thou the glory kills are fantastic they do sometimes feel like they either works like a crutch or a replacement for the lack of ammo you recive from levels which isnt huge.
Dont get me wrong, I love this game but I feel its more relatable to Quake then Doom
Just my thoughts thou...
I already felt Doom 2016 was more of a Quake game than Doom. Doom Eternal just gives the idea justice while 2016 felt like a demo for it.
Hate me all you want, a real Doom remake would be closer to Doom 3 than most people would want to admit.
@@aleksanderolbrych9157 Yes, finally somebody else who thinks that Doom 2016 should have been more of a sequal to Doom 3 then then the Quake hybrids we have now ( Doom2016/Eternal)!
I've always seen Doom 3 as the black sheep out of the doom series for the wrong reason, sure its not as action heavy as the previous titles but it did try something diffrent and I feel like people tend to give it shihs for it not being the game they wanted which was more of the same action fps doom/doom2 was insteed of the slower horror fps Doom 3 was.
Plus I have always thought that the lighting in doom3 was unsetteling and brilliant, plus hell sure looked like a nightmarish world insteed of the hellish heavy metal cover we got in doom eternal
Redhatrose I’m going to disagree with you doom 3 has many issues and if you would like I can tell you
@@jagtech490 Besides the awful firespread of the shotgun, techincal problems that can plaque the game, the game spawns enemies around corners when picking up items/ doing objectives, and the infamos door spawning demons who attacks you as soon as you open a door leaving you with little to no room to dodge the attack, hallways being in complete darkness etc.
Yea I know that the game has problems but that doesnt mean that I shouldnt like it less, I still enjoy it alot and I still stand that doom 2016 should have either gone in doom 3s direction or step back to that classic doom style.
We dont need another Doom/Quake hybrid, there is already plenty of them...
Just my thoughts thou...
Redhatrose first off it made sense for doom to have some quake stuff since quake is essentially 3D doom.Another issue with Doom 3 is the monster designs (besides the hell knight) and the story
Thank you for the great review! Your works make me smarter in understanding games all the time.
I liked how you framed marauder not as a design problem (as many would put it), but as a storytelling one. There's a temptation to stamp 'bad design' whenever you come across some game element that dissatisfies you, but resisting it can actually understand what this dissatisfaction means to you and how it impacts your understanding of the work as a whole.
Everybody (since I know they tutorialize it terribly): stay as far away as you can from the Marauder. He will do an axe beam attack, and then his next attack will be the glowing eyes one where you can hit him. Use the Ballista to deal maximum damage. Marauder will never be a pain for you again.
I do that but stun him with the Super Shotgun, quick switch to the Ballista for a second shot, then quick switch back to the super shotgun for a third.
If you get all three hits in, the Marauder goes down in two cycles, even on Ultraviolence.
That being said, they were still just NO FUN to battle.
@@benjscar1540 game difficulty doesn't affect enemy hp, only their aggression and dmg
@@libra_v3 ahh thanks for the clarification
Yea the biggest issue was the tutorial poorly explained the enemies basic mechanics. The enemy itself is was great. Under The Mayo has an excellent video that pretty much explains how to properly fight them.
ua-cam.com/video/UmzAo7uM8Jo/v-deo.html
I had been thinking of the God of War comparison for a long time, and it sure is nice to finally hear it from someone else.
Haha, there's a whole YT channel about / because of that comparison.
You just have to flip your burger and look what's under the mayo