Reviews from

in the past


I got my ass kicked over and over, but I still make it through. Even afer beating the main campaign, it lets you know immediately that this a step up for the difficulty, it doesn't make it less entertaining though.

The DLC is awesome. But it’s so fucking hard.

Spirits get annoying but otherwise good expansion. Feel like I ought to be glad I didn't play it at launch though lol, the horror stories are a lot scarier from then, I seem to recall.

Long, difficult levels, and I'm not saying I don't like it, but the final boss sucks ass.


Good DLC but I don't really care for the microwavable ghosts. Cool mechanic but I hate having a single solution for enemies. The encounters are great here but I do think the challenge here makes me feel a lot more pigeonholed into finding the correct solution to each individual enemy rather than expressing myself more freely. Not a downside but just a vibe I got while playing.

Beat the living shit out of me and made me learn to Quick switch, the level of challenge this offers compared to base game is insane and my god it was truly Fun and something Special. 10/10 would Kill demons again

This review contains spoilers

Some of the most demonic (lol) combat enounters I've ever seen in a singleplayer FPS, requires paying full attention to your entire arsenal, all your resources and ability cooldowns in almost every single fight. I actually don't think this is that difficult, but if you aren't constantly paying full attention to your surroundings and your abilites you will get annihilated.

Also it's kinda funny that God and Satan are now part of the story in Doom (Call them 'The Dark Lord' and 'The Father' all you want no one is buying it.) Not really a fan of how Samuel Hayden ends up in this game, kinda seems like his big reveal ended up removing all his interesting character and personality traits.

Still, I think this is a great companion to the base game, both in terms of story and gameplay. Hopefully it sticks the landing.


Very epic dlc, I have to say some or the new enemies are very annoying so I played it on easy mode and still struggled (especially those damn spirits) otherwise that ending is an amazing reveal.

Liked the new locations, really hated the new enemies. The story is a great extension for the DE story.

It was okay, had some interesting story beats. Not much to remark on.

Finished DOOM eternal Ancient God Part 1 DLC, gotta say as a die hard DOOM ETERNAL fan kind of a letdown at the start, 1st chapter/level out of 3 total was horrible to say the least, OG DOOM eternal had perfect gameplay pacing/balancing, the right amount of exploration, platforming and combat sections, But this 1st level through all of it out of the window, it's just fighting multiple waves of enemies in a same arena twice or thrice, the level was way shorter and only dragged out by repeated combat section to the point where it loses all its adrenaline rush, but the next two levels were good, to say the least, the levels were big enough good platforming and combat scenarios, sadly not as pitch-perfect as the base game,
the new addition to this DLC was some new enemy types, one of them soul possessing demon which kinda of annoying rather than amazing.
The last boss fights 2nd phase was also annoying as it used the same soul-possessing type of enemies.
Also the ost is good get the job done but it ain't on the level of MICK GORDON.
OVERALL Kind of a let down would say 7/10.
GOOD cliffhanger tho

dlc infernal da porra, tem 5x mais inimigos pra enfrentar além dos tipos novos que são insuportáveis, level design meio confuso tbm, de resto a história é legal e o personagem já vem totalmente upado e com tudo liberado desde o início

when is THIS BATTLE OVER
4,5/10 - Length
4,5/10 - Price
6,5/10 - Performance/Bugs
8,0/10 - Gameplay
6,0/10 - Story/Experience

Score = 5,9/10

More doom eternal but a lil less exploration oriented and more focused on combat. Not bad by any means just a lil worse than base game cuz of lack of exploration.

Part 1 is fucking dreadful and Part 2 is the best part of the entire Doom Eternal game. What a bipolar experience.

Part 1 Review (1.5 Stars) -

The Ancient Gods part one story is great. Confusing and a bit meandering, it's still as engaging as anything in Doom Eternal. But my god the gameplay is actually awful. While Doom (2016) encouraged the player to rip and tear through enemies in whatever way they found most fun, Doom Eternal applies many more constraints. It asks the player to use certain weapons at certain times for any effect, not just for the best outcomes. But still, Doom Eternal allows the player enough agency to make their way through the levels and through the content in ways the players finds enjoyable.

The Ancient Gods Part 1 however just fucking hates the player. It's what I call anti-player design. The kinda thing you see in games like Dark Souls or I Wanna Be the Boshy. Gameplay design that's meant to frustrate and aggravate the player, not just challenge. The Ancient Gods Part 1 introduces a fleet of new enemies that can only be killed with explicit bullet types, Spirits, Turrets and Blood Makyrs. While this is fine, the base game does this with Doom Hunters and CyberMancubuses etc, it's the way the DLC uses them in battle that's beyond frustrating.

The way these get distributed in battle forces you to hold onto several ammo types for long periods of time, not allowing you to actually use your full complement of weapons. I understand why you would think to do this initially as a way to manufacture some new difficulty, but what it becomes is just plain unfun. You can't use all of your weapons in a fight because you're always hyper aware of the fact that you can't afford to run out of a certain ammo type lest you render an enemy (like a Spirit) completely unkillable. When the game throws at you several Shield Soldiers or Doom Hunters you become afraid of actually using your plasma rifle for fear that a Spirit will show up (which can only be killed by the plasma rifle's microwave beam). And lo-and-behold these fears are well founded because the game does this explicitly. Making you wail away at a Doom Hunter with a shotgun and rocket launcher because they're the only ammo types you can afford to expend. Even though they're inefficient.

This is all even more frustrating since Doom Eternal gimps weapons like the BFG/Unmakyr, Chainsaw and melee attacks. Meaning you have even less tools to dispatch enemies with. A game like Doom is all about the fast paced weapon switching but instead TAG Part 1 made me feel like I had less tools than ever to deal with enemies. And at worst it made me feel like encounters were supposed to be patently unfair. I actually hit a wall several times where I damn near just quit playing. But I purchased the Year One Pass and was determined not to let my money go to waste so I persevered.

The Blood Makyrs and Turrets are especially unfun enemies in Doom. While most enemies still rely and encourage a fast paced rate of play bopping around arenas through portals and rocket jumps, the Blood Makyrs and Turrets are sickeningly slow. They're only targetable by single headshots from the balista or heavy cannon. And they're generally shielded. Meaning you have to just wait for them to become targetable to kill them. Unlike the Makyr Drones which can be killed any time. The Blood Makyrs are the worst because they force you to stare at them underscope for 30-45 seconds dodging their slow attacks until their shield goes down and they become hittable. If the player was given any agency to rid this shield first maybe the combat would be more engaging. Instead I'm forced to just watch them and strafe for what feels like an eternity in an otherwise rapid fire game like Doom.

The platforming in TAG 1 is actually busted. Just flat doesn't work sometimes. Puzzle designs can be poor and they restrict player movement more than ever. Demanding the player take explicitly designed routes even when more efficient ones can be taken. Ledge grab detection seems awful? I don't know why it would be any different than the base game, yet here we are. What was already a weakpoint in the base game is sinful in TAG 1. They feel arduous and they take inordinate amounts of time when all I really wanna be doing is blowing shit up. I lost wild amounts of health to falling into the abyss during some shittily marked jumping puzzle.

Also why the fuck is there a dive suit? In Doom (2016) and Doom Eternal there are several instances where Doom Guy goes swimming to get around places but he somehow has seemingly forgot how to swim in TAG 1. Even worse there's at least one swimming occasion in TAG 1 that doesn't require the Dive suit anyway for some reason?

The story is still pretty good, taking you to new locations. It's still fun. But FUCK the final boss fight of TAG 1. I suppose you could respond to this entire review with 'git gud.' Maybe that's fair. But the difficulty spike I experienced in TAG 1 and the TAG 1 final fight versus Seraphim/Samur was outrageous. I beat Doom (2016) on Nightmare with some adversity but none that every actually frustrated me (except Cyberdemon). I beat Doom Eternal on Hurt Me, Plenty with only occasional trouble. I got all the way through TAG 1 with a lot of frustration on Hurt Me, Plenty but I had to turn down the difficulty to the lowest difficulty level on the final boss fight. Even then I died many, many times. I found out what Sentinel Armor was (something I never had to deal with before because I never died this much/played on this difficulty).

The final boss fight using so many Spirit enemies forcing me to use plasma ammo while making me fight those floating electro eyes and the tough enemies like Pain Elementals just meant I was frequently out of ammo. And standing still long enough to actually kill a Spirit was wildly difficult given the waves of enemies attacking you during that process. The final boss teleporting about the room also made plasma rifles the most useful weapon to fight him with but you couldn't actually use it because you needed it for other enemy types to do any damage. Some of these pains would be eliminated by Doom (2016)'s mechanics where I could've used the chainsaw and melee attacks and BFG more effectively. Or if TAG 1 hadn't gotten rid of the Crucible Sword.

TAG 1 was awful. Felt almost like a different game. Story was great, gameplay was shite and the level design/enemy design was awful. Also was disappointed that twice in three missions you were sent to the carrier ship with that intern but there wasn't a single thing to interact with on it. I didn't really understand the point. Why not just send directly to the next mission? All it did was add loading screens.

Pretty good but genuinely what even is this story. Extremely confusing and bizarre. The spirits and turret enemies are both pretty annoying but the level design is pretty solid.

This really wasn't that hard, guys. I played through this right after my first playthrough of the base game, both on Ultra-Violence and it's really not that much harder than the base game. Got through the first two levels without a single death, and only died to the final boss on the last level because I got too careless. So many of the negative Steam reviews are so obviously just people having a skill issue that it's hilarious, they're a good read.
A definite recommend for any fan of Doom Eternal who wants a bit of extra challenge.

I mostly like this and find this a nice challenge to the main DOOM Eternal campaign. I, however, find the main story a bit too short for my liking.

Ебанутый адреналиновый разъеб, после которого даже самый сложный уровень оригинала воспринимается как прогулка в парке.

Hacía tiempo que no me daban tantos palos en un juego. No sé si es que se perdió algo de balance respecto al original, o que lo que los nuevos enemigos no están del todo bien integrados, pero lo sentí distinto, menos 'justo'

Compared to OG Doom Eternal, something I loved, the balancing felt off in this content. They added new enemies, but the new enemies are not very good and don't mesh well with the flow of combat. Especially the spirits, fuck the spirits. Hate having to rely on one weapon mod to just kill them; it being apart of the final boss's mechanics did not help on my opinion on them. Story was alright, Doom Eternal combat is good as it always is, but man the some parts of the levels were frustrating.

pretty solid expansion, the new levels are great, they look fantastic and have some really fun encounters

bit light on new mechanics, really its just the support rune and a few new enemies
speaking of enemies, oh my god these new ones suck
their weaknesses are just kind of not fun to deal with


More doom eternal but a lil less exploration oriented and more focused on combat. Not bad by any means just a lil worse than base game cuz of lack of exploration. (x2 now)

This expansion was amazing, so much harder but the adrenaline was, once again, otherworldly. From the beginning till the end I took ages to complete it but finishing it felt extremely worthwhile. The new enemies and enemy types were a worthy addition and the game never felt more challenging. I easily recommend this with the game itself, adds so much more.

Absolutely hilarious that Samuel Hayden decides the best way to try to kill Doomguy after going through a William Birkin mutation is by hitting him with Touhou attacks.

Originally played this when it released, but I thought I was Big Dick McGamer and chose Ultraviolence after not playing the game that has you using your controllers and keyboard like you're playing Through the Fire and Flames and rightfully got my shit canned so bad I said "that's enough of that for today!" and never returned. Now I'm back and beat the game's ass so I think I'm doing pretty good.

The coolest part of TAG is how confident the devs are in your skills and the arsenal they've prepped that they just dump the most insane nonsense at you. It's the FPS version of DMCV dumping a Fury into a swarm or Bayonetta hitting you with Gracious and Glory and then telling you to do something about it. It rules. Yeah there's still the silly tutorials telling you how to deal with something but that's like 2% of the chapter. Also, Andrew Hulshult's tracks are really good too. Glad he didn't just try imitating Mick Gordon even if some things can't really be avoided seeing as this is the modern sound of Doom now. Especially after how brutal the falling out (LMFAOOO) he had with Bethesda and id would have been in really bad taste otherwise.

Excited to start Part Two and witness the conclusion to this absolute nonsense crackhead story.

que negocio entendiante, ele so triplica os monstros e começa coloca marauder a cada dez passos.
o modo enjoa mt rapido pq ele não adiciona nada pro level designe a te pior o que eu disse sobre loop enjoativo.
desculpa mas n vou jogar a dlc 2 não.