this post was submitted on 18 Apr 2025
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Right, it's the fact that melee does no damage in Doom Eternal which I find aggravating. It worked just fine in 2016 as a last resort. They clearly removed its ability to deal any damage in order to force the player to engage with the flamethrower mechanic, which provides ammo (and also does no damage). It seems to me like clumsy design -- it achieves the desired gameplay loop, but in the most heavy-handed way imaginable. Fun gameplay loop sure, but zero effort to justify it with what's happening visually on screen.
I did enjoy the combat ballet though; in particular, it was fun to be always switching weapons. I just found myself often shaking my head because it's so contrived how it's implemented specifically. I'm sure most people didn't care, but it did pull me out of it.
Also, I couldn't understand the plot in Eternal whatsoever. Am I supposed to be saving Earth? It sure doesn't feel like Doom Guy gives a damn. He's just there to do some kind of prophecy I didn't really find myself pulled into. In contrast, 2016 is punctuated sporadically by plot points I at least understood and felt some amount of motivation for. Take, for instance, the scene where Mr. Glados says "don't dismantle the power generator things! They're really expensive!" And Doom Guy is like: "IDGAF. Demons bad." Best scene in the whole franchise if you ask me. (I'll admit, some of the dialogue moments that lock you into a room are way too long though.)