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Multiplat Official DOOM ETERNAL Discussion

Just finished playing through it as well. The final optional encounter was honestly the easiest of them all imo.

The final boss was... not great.

Overall I thought it was ok. I enjoyed the first DLC more though.
The more I think about it, the more I realize that I'd have been happy with this level of quality for just about any other game. The final piece of DLC for this game needed to be better to properly cap things off though.
 
Haven’t had much time to play the main campaign but I decided to mess around with DOOM 2016 and it’s shocking how much easier it is than Eternal. It’s still a fantastic game but what you’re asked to do isn’t remotely comparable. Was definitely surprised by that as I hadn’t played it in years.

As for Eternal, I’m almost done with Cultist Base but things have started clicking much better. Blazing through fights that used to give me trouble.
 
I just beat TAG 2 a few minutes ago on UV. I'm a bit torn, to be honest. I loved some things, but felt others were a swing and a miss.

- First off: the new soundtrack does an excellent job keeping pace with the original game and DLC 1. Mick Gordon isn't really missed at all as far as I'm concerned. Andrew Hulshult and David Levy are killing it.

- I loved the new bestiary overall. The Armored Barons are just so cool, and executed really well. I like that the Stone Imps finally make the full-auto shotgun mod essential. The Screechers are also a fun way to make battles even more intense, since they're effectively explosive barrels that you DO NOT want to explode! I kind of like the idea of the Cursed Prowlers on paper, but in practice I didn't think it was very fun and I'm glad they were used very sparingly (there were what, roughly 3 of them throughout the entire DLC?).

- The Sentinel Hammer is a fantastic addition to an already stupidly-large arsenal, and somehow feels like it fits right in even though at this point there are so many weapons/gadgets it almost makes one's head spin (especially in the middle of a hellish fight). I love that it isn't just a one-dimensional AOE attack, and actually has some depth to it. And best of all, it allows you to take Marauders out of the picture VERY quickly if used correctly.

- The Meat Hook grapple points work so well and are such a natural extension of the game's traversal mechanics, I'm honestly surprised they weren't in the base game. I just wish they were put to use in more creative ways and complex environments, speaking of which...

- The level design was painfully linear and mostly forgettable: move in a straight line, fight it out in an arena, rinse--repeat. I don't recall a single branching path, and there certainly wasn't a keycard in sight. At least TAG 1 had both of those things. The secret areas were a complete joke, too--almost impossible to miss, and rarely rewarding to discover. I really wish we'd see larger levels with a greater emphasis on exploration just to mix things up a bit (see Foundry and Argent Facility from the 2016 game). I do understand this is DLC, though, and it probably takes much more time to construct such levels. But still: I want to do more than just move in a straight line and fight!

- The final boss battle was exhausting and fairly disappointing. It was essentially just a giant Marauder with a humongous health bar. I didn't really feel like I had to figure anything out, and I certainly didn't have much fun fighting him. Although it was far more tolerable than the finale of TAG 1, I just wish the showdown with the Dark Lord himself had something more unique/surprising to offer. Considering the hellish onslaught we had to endure to reach that point, we deserved better.

- I don't think I can put into words just how much I despise nuDoom's lore at this point. 2016 showed promise, but Eternal's lore as a whole--from the base game through this DLC--is utterly dreadful in my opinion. I'll take a simple-but-captivating tale over this convoluted bullshit any day of the week.

The last few points might make it sound like I didn't enjoy the DLC, but I honestly did. Although I was disappointed with the level design and finale, TAG 2's combat is bar none the best the genre has ever seen and it ain't even close. Not one weapon or gadget goes unutilized for long, and the sheer variety of enemies means you're constantly on your toes, either adapting to the situation at hand or getting ravaged for being sloppy or complacent. It's totally worth playing through the DLC just for the combat alone. I just can't help but wonder how amazing a game we'd have on our hands if the unrivaled combat were paired with levels that had more to offer than mostly straight shots from one arena to the next.
 
Apparently part 2 of this DLC is still considered part of the first DLC. So i got it for free since i own the Deluxe edition of the base game. Which is something i didnt expect.
 
I just beat TAG 2 a few minutes ago on UV. I'm a bit torn, to be honest. I loved some things, but felt others were a swing and a miss.

- First off: the new soundtrack does an excellent job keeping pace with the original game and DLC 1. Mick Gordon isn't really missed at all as far as I'm concerned. Andrew Hulshult and David Levy are killing it.

- I loved the new bestiary overall. The Armored Barons are just so cool, and executed really well. I like that the Stone Imps finally make the full-auto shotgun mod essential. The Screechers are also a fun way to make battles even more intense, since they're effectively explosive barrels that you DO NOT want to explode! I kind of like the idea of the Cursed Prowlers on paper, but in practice I didn't think it was very fun and I'm glad they were used very sparingly (there were what, roughly 3 of them throughout the entire DLC?).

- The Sentinel Hammer is a fantastic addition to an already stupidly-large arsenal, and somehow feels like it fits right in even though at this point there are so many weapons/gadgets it almost makes one's head spin (especially in the middle of a hellish fight). I love that it isn't just a one-dimensional AOE attack, and actually has some depth to it. And best of all, it allows you to take Marauders out of the picture VERY quickly if used correctly.

- The Meat Hook grapple points work so well and are such a natural extension of the game's traversal mechanics, I'm honestly surprised they weren't in the base game. I just wish they were put to use in more creative ways and complex environments, speaking of which...

- The level design was painfully linear and mostly forgettable: move in a straight line, fight it out in an arena, rinse--repeat. I don't recall a single branching path, and there certainly wasn't a keycard in sight. At least TAG 1 had both of those things. The secret areas were a complete joke, too--almost impossible to miss, and rarely rewarding to discover. I really wish we'd see larger levels with a greater emphasis on exploration just to mix things up a bit (see Foundry and Argent Facility from the 2016 game). I do understand this is DLC, though, and it probably takes much more time to construct such levels. But still: I want to do more than just move in a straight line and fight!

- The final boss battle was exhausting and fairly disappointing. It was essentially just a giant Marauder with a humongous health bar. I didn't really feel like I had to figure anything out, and I certainly didn't have much fun fighting him. Although it was far more tolerable than the finale of TAG 1, I just wish the showdown with the Dark Lord himself had something more unique/surprising to offer. Considering the hellish onslaught we had to endure to reach that point, we deserved better.

- I don't think I can put into words just how much I despise nuDoom's lore at this point. 2016 showed promise, but Eternal's lore as a whole--from the base game through this DLC--is utterly dreadful in my opinion. I'll take a simple-but-captivating tale over this convoluted bullshit any day of the week.

The last few points might make it sound like I didn't enjoy the DLC, but I honestly did. Although I was disappointed with the level design and finale, TAG 2's combat is bar none the best the genre has ever seen and it ain't even close. Not one weapon or gadget goes unutilized for long, and the sheer variety of enemies means you're constantly on your toes, either adapting to the situation at hand or getting ravaged for being sloppy or complacent. It's totally worth playing through the DLC just for the combat alone. I just can't help but wonder how amazing a game we'd have on our hands if the unrivaled combat were paired with levels that had more to offer than mostly straight shots from one arena to the next.
Is it just me, or is this DLC not as hard as TAG1? I was honestly kinda let down, I was expecting this to be as hard, or even harder.
 
Is it just me, or is this DLC not as hard as TAG1? I was honestly kinda let down, I was expecting this to be as hard, or even harder.
The general consensus is that it is easier than TAG 1. After playing through it again I entirely agree.
 
The general consensus is that it is easier than TAG 1. After playing through it again I entirely agree.
Hugo Martin basically admitted the first expansion was overkill and they wanted to dial it back a bit. The skill floor to clearing it even on the lower difficulties was too high.
 
Hugo Martin basically admitted the first expansion was overkill and they wanted to dial it back a bit. The skill floor to clearing it even on the lower difficulties was too high.
Oh I completely get why they did it and have no problem with them doing that.
If it allows the game to reach a wider audience or bring people back to try the game again I am all for it.
 
- I don't think I can put into words just how much I despise nuDoom's lore at this point. 2016 showed promise, but Eternal's lore as a whole--from the base game through this DLC--is utterly dreadful in my opinion. I'll take a simple-but-captivating tale over this convoluted bullshit any day of the week.
2016 did great, I think. It was interesting enough, didn't get in the way, and didn't take itself too seriously. I was so curious to see how they would carry that forward and handle Hayden as an antagonist, but then Eternal feels so different that it might as well be a reboot.
It's weird. I heard Hugo Martin say that they had a lot of fun stuff in the logs in 2016, but they found out most players never got to see it. People would read the first couple of log entries, saw that it was pretty dry, and never looked back. So, he said they really wanted to cut the fat and get that stuff to the forefront in Eternal. Then I play the game, and when I picked up a glowing page that said, "History of the Sentinels, Part XIV," I just had to laugh.
 
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I know I keep gushing about Kb/M but now that I’m feeling really comfortable with the control layout I genuinely don’t know how I beat this game with a controller. The absolute control I have over my movement/aiming is a game changer. I feel like everything clicked with the dual Doom Hunter fight and it’s been all uphill since. Not even the dual Tyrant/Doom Hunter Slayer Gate was an issue.

While the movement and control boost is great, what it’s allowed me to do is really experiment and have fun. It’s like I’m playing through the game for the first time almost. I’m having so much fun flying around arenas, quick swapping, belching/frosting/nading, and generally just feeling like an absolute beast.

Closing in on finishing the main campaign. Can’t wait to get into the DLC.
 
I know I keep gushing about Kb/M but now that I’m feeling really comfortable with the control layout I genuinely don’t know how I beat this game with a controller. The absolute control I have over my movement/aiming is a game changer. I feel like everything clicked with the dual Doom Hunter fight and it’s been all uphill since. Not even the dual Tyrant/Doom Hunter Slayer Gate was an issue.

While the movement and control boost is great, what it’s allowed me to do is really experiment and have fun. It’s like I’m playing through the game for the first time almost. I’m having so much fun flying around arenas, quick swapping, belching/frosting/nading, and generally just feeling like an absolute beast.

Closing in on finishing the main campaign. Can’t wait to get into the DLC.
I can't play ANY FPS now without using M+K. It just feels so fluid to me. Especially Eternal. The quick swap consistency is much better.

Currently going through Extra Life mode on TAG2 and this run is going MUCH better than my first since I am much more used to the encounters this time around and have been practicing and experimenting with my control scheme to allow for easier swapping.
 


Also, I feel as if this is a mutual laugh we can all enjoy from experience
<{MingNope}>
 
Is it just me, or is this DLC not as hard as TAG1? I was honestly kinda let down, I was expecting this to be as hard, or even harder.
Yeah, I found it much easier overall. I still haven't played TAG 1 after the difficulty nerfs (which apparently arrived alongside TAG 2), but I think I died just once in TAG 2 on UV whereas TAG 1 killed me at least 6 or more times. 1's final boss alone had me raging, whereas 2's didn't kill me even once. Another comparison: I ran out of lives in TAG 1 because I recall having to restart the final boss multiple times before I finally figured out a strategy that worked. When I beat TAG 2, I had a whopping 9 extra lives. And this was after doing all the optional gore nest encounters, too. I really think they took it a bit too far in the other direction.
 
Main campaign wrapped up on UV. I never thought I’d be capable of playing Nightmare but I think my skills are adequate enough to do it now. I had so much fun playing on PC, it’s ruined me. I can’t go back to a controller. Experiencing it this way has even elevated my opinion of it. The combat is a master class in game design and this is honestly one of my favorite games of this generation. Easily top five, maybe higher.

Onto TAG 1, I should be able to wrap it up tomorrow and get to TAG 2 finally.
 
Main campaign wrapped up on UV. I never thought I’d be capable of playing Nightmare but I think my skills are adequate enough to do it now. I had so much fun playing on PC, it’s ruined me. I can’t go back to a controller. Experiencing it this way has even elevated my opinion of it. The combat is a master class in game design and this is honestly one of my favorite games of this generation. Easily top five, maybe higher.

Onto TAG 1, I should be able to wrap it up tomorrow and get to TAG 2 finally.
{<redford}
 
Main campaign wrapped up on UV. I never thought I’d be capable of playing Nightmare but I think my skills are adequate enough to do it now. I had so much fun playing on PC, it’s ruined me. I can’t go back to a controller. Experiencing it this way has even elevated my opinion of it. The combat is a master class in game design and this is honestly one of my favorite games of this generation. Easily top five, maybe higher.

Onto TAG 1, I should be able to wrap it up tomorrow and get to TAG 2 finally.
I rely so heavily on the flaming meathook for mobility, armor and ammo (whenever chainsaw is up) that the idea of having to use a controller is an immediate nonstarter.

On mouse I can turn in midair if I see a spider demon, shoot off his weak point with the Ballista, and then dash off/meathook to safety without ever touching the ground. I can't pull that off with a controller.
 
I rely so heavily on the flaming meathook for mobility, armor and ammo (whenever chainsaw is up) that the idea of having to use a controller is an immediate nonstarter.

On mouse I can turn in midair if I see a spider demon, shoot off his weak point with the Ballista, and then dash off/meathook to safety without ever touching the ground. I can't pull that off with a controller.
Yeah I’ve seen people talk about attaching extra paddles to controllers which helps the action input but it can’t fix the movement. Even turning look sensitivity up can’t come close to replicating the control of mouse aiming. I hadn’t played a proper FPS on PC in close to 15 years, this was back in the Doom 3/HL2 days. Didn’t realize how much I missed it.
 
Was feeling pretty good, moving through TAG 1 with relative ease. Then I took a break for a couple of days and came back to it and the first thing I hit was the Slayer Gate in the last mission. I got my ass handed to me lol. The pressure in that tiny arena was ridiculous, I think I cheesed it my first play through with the extra life rune but I had none going into it so it was just up to skill.

Got through that and blasted through the rest of it. It was still an exhausting experience at times and there were instances where I didn’t feel accomplished finishing something I was just glad it was over.

I tried booting up TAG 2 and it had some technical issues, my FPS was suddenly sinking into the 30s, even after dropping my resolution. Had to reinstall and that fixed it but unfortunately I couldn’t play much because of the delay. Did meet the new Baron which I liked and so far I dig the environment, first arena was nice and open which was a welcome change of pace. Looking forward to putting hours in this weekend.
 
Finally got some time to play TAG 2, finished it today. I had a lot of fun with it. Nothing ever felt overwhelming. It was refreshing after playing through TAG 1. The new demons and hammer added some cool new elements. The story is so absurd at this point that I’m glad the Slayer’s tale is ending.

Going to go back through everything on Nightmare, I think. I’d also like to play through DOOM 2016. Still looks gorgeous and it’s a title I haven’t played in years.
 
Campaign and TAG 1 done on Nightmare...

upload_2021-4-22_21-35-14.gif

Actually wasn’t as bad I thought. Nothing gave me that much trouble until the Seraphim. For some reason that felt like running into a brick wall. The possessed Pain Elemental and Dread Knight felt like they were taking as much damage as a Tyrant, not to mention if I got caught in a bad spot I was instantly deleted. Still, got over it. Looking forward to taking it a bit easier with TAG 2.
 
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