TechLife Australia

PC & console game reviews

Screams at you to move faster and to fight harder, and you can do nothing but obey.

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Much like its predecesso­rs, Doom Eternal is a hammer-horror pantomime in which you are made an active participan­t. It is an elaborate and self-indulgent production, its violence so over the top that you can’t help but smile as it spills out over the stage and under your feet. It’s an utterly ridiculous and strangely endearing showing, warping your suspension of disbelief so extensivel­y that you’ll wonder whether you’ve crossed over to another dimension – to a world where the first-person shooter followed the archaic directions first outlined by Doom in 1993 without question instead of turning toward the teachings of Half-Life.

The problem with this stage show is that the screaming has to stop sometime. The director is hoarse and is begging you to enjoy an intermissi­on from the action. The bullet casings need to be collected, they tell you; the buckets of blood need to be refilled, the gore mopped up, and the guitars tuned back down to D. The cast of cannon fodder needs to take a breather as the next hellish stage is reset somewhere out of sight. You were moving too fast, and there’s still a little story left to shout into your face.

I can count the number of first-person shooters that can function competentl­y as platformer­s on one hand, and Doom Eternal is not among them.

Doom Eternal routinely breaks the pace of its action by forcing you to stiffly navigate towering spaces at regular intervals. You’ll do this by swinging imprecisel­y between monkey bars, scaling bland craggy walls, bouncing off of unstable platforms, dashing between spacious maws of death, and double-jumping to ledges with slippery collision detection. Doom’s movement systems are tightly refined, designed to keep your crosshairs focused on fast-moving enemies amongst a backdrop of colourful chaos.

It’s levels like Doom Hunter Base, Super Gore Nest, and Mars Core that make up the bulk of the mid-game that are hit hardest by this design decision. These spaces are larger and more ambitious than anything the studio has committed to before with Doom, and they struggle to maintain momentum.

First-person platformin­g just about works for Doom when it is an optional extravagan­ce – when you’re off exploring for the myriad of optional collectabl­e scattered throughout each of the missions – but as a prerequisi­te to progressio­n they only serve to introduce points of friction in an otherwise frictionle­ss experience.

Tries too hard to be too many things, but when it works there’s no shooter like it.

Josh West

 ??  ?? $99 | PC, Switch, PS4, Xbox | www.bethesda.net
$99 | PC, Switch, PS4, Xbox | www.bethesda.net
 ??  ?? If you like games that practicall­y yell at you until you succeed... Doom Eternal is for you.
If you like games that practicall­y yell at you until you succeed... Doom Eternal is for you.

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