Reviews from

in the past


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.

I'm a believer in Doom Eternal's superiority to 2016's Doom and this DLC reinforced that belief. I hadn't played the game since its original release so there was a slight learning curve, but once I was back in the swing of demon slaying it felt like coming home. This DLC is an amped up version of the challenges that I encountered in the base game along with some new twists. I wasn't the biggest fan of the spirit mechanic given it requires a specific weapon loadout but other than that I had a blast with part one. Also, found the concept of a Doom slayer intern absolutely hilarious.


This just didn't do it for me, which is unfortunate because I love Doom Eternal and replayed it just to prep for this. The DLC leans too heavily on just throwing more enemies at you more frequently, instead of adding something new to the level design. The new enemy types are extremely annoying - when the combat is this fast paced, I don't want to slow down to aim at an eyeball, or roleplay as a ghostbuster with the spirit. I had the same complaint with marauders in the base game - they hurt the flow of the game by forcing you to slow down and also just use 1-2 specific weapons.

I don't think I'll be playing Part Two.

The difficulty was just what the original game needed

Fantastic DLC that expands on the lore and story of Doom. Also leaves a lot to hope for in the second part.

final fight is really bad, also did not enjoy the ghostbuster mechanic, it was not that fun

rest of the game is really fun and hard as fuck, i loved playing it in ultra-violence (until the final fight), genuinely do not go into this kindly, it will Beat Your Ass !!!

bro i held out on playing this because I saw mixed reviews and then just never got around to it. But this shit slaps so hard. Three long levels that are just really good and jam packed with difficult fights and also some cool story. I love Urdak so I was happy to go back there as well. I played this all basically in one sitting. I was expecting the DLC levels to kinda just be like Master Levels, but they add lots of new stuff so it warrants being a DLC.

Amazing expansion to an already amazing game. More cool levels with cool new things. What more could you want!

The difficulty is stupid compared to the based game - felt like it turned into a souls game towards the end.

Amazing much harder then doom eternal still haven't beaten this on the hardest difficulty

This first part of the DLC was sooooooooo bad. Wins points for still having the good base gameplay but the DLC wanted to be hard so it makes gimmick enemies that can only be hurt by certain weapons and makes 30 minute fight encounters.

This DLC is great, i sure hope they don't have a shitty boss fight in the next one

This review contains spoilers

Similar with my review of TAG 2: You either love it or hate it

This one gets a lot more love, but the hate is also there too. Specifically since this one is actually very difficult. I love this DLC a lot, so I'll just put up what I did love and what kept it from being the perfect DLC.

Gameplay:

The gameplay from the eyes of what DOOM Eternal's full potential could be here, is perfect with one flaw.

Starting off you have all of your upgrades you got through the main campaign to go here in this DLC. So your full arsenal is here and ready to go. Right off the bat in the first arena: this is Nu-DOOM's plutonia. If you haven't played this game in a while like some did back when it released in 2020:

You will die within the first 3 arenas quickly.

The goal with the gameplay here in this DLC was making you put in all you have learned throughout your journey in the base campaign and all the mechanics you have mastered.

You don't have the crucible; it's stuck with the icon.

You still have the BFG and Unmaykr but the BFG pickups are a lot less common in this DLC so you have to use them strategically.

Anyways with the goal of iD's intentions here with this DLC explained here's a summary of what you get in each mission.


UAC Atlantica: This is my #1 slightly edging out the Blood Swamps

There is one newer enemy here and that is the Eyeball Turrets. They take two Precision Bolt or Ballista Shots to their eyes and drop ammo when killed.
Most of the arenas here throw a lot of classic DOOM like surprises at you, trust me, your first time playing this and seeing the double Marauder will either excite you like me, or make you seethe like a lot of people.
A lot of the arenas in this level have a lot of higher tier demons, you aren't getting a lot of Revenants and Mancubi like in TAG 2. You WILL be getting Baron's, Pain Elementals, and Tyrants. Not to mention, Carcass's are a lot more prominent in this level.

Anyways a more simple TL:DR before playing this DLC

Play the Cultist Base master level, and try to relearn the mechanics through this before entering this mission on your first TAG playthrough. It'll help a lot.

Blood Swamps:
This level is honestly the maximum level outside of the master levels to test your mastery of the DOOM Eternal combat loop. It is hard, and you may have to turn down the difficulty.

Enemy wise there are two new enemies. The first is a giant tentacle. These are the lamest additions, but they're a big jump scare that iD uses now in future levels.

Next up the one and only flaw I think is really in this DLC's combat: Spirits

For me they are fun, especially now with my skill level. They add a lot of gameplanning and mid arena puzzle-like solving with how to deal with them. You wanna get rid of them quick or deal with them at the end? And the reason they are a flaw is because one of the biggest gripes from the Eternal-hate club tells about the game is that it forces you to use certain weapons on enemies.

While it CAN feel this way in the early campaign of Eternal without the arsenal being fully maxed and learning the mechanics in the beginning vs. 2016's laid back approach, as someone who's beaten every base-game content the game has to offer on Ultra-Nightmare; this isn't true.

But for the spirit, it is. You are forced to use the microwave beam to kill it fully without it resurrecting another enemy. This is the ONE and only case where you are forced to actually take care of something one way, which is honestly sad. I do enjoy the enemy a lot personally, but I 100% understand people's gripes with the Spirits in this game.

Onto the level design: it's a lot harder than UAC Atlantica. And if that was hard enough for you, yeah, you might wanna turn down the difficulty on this one for sure. It really is the perfect test to show your mastery of Eternal's combat, it's amazing.

Expect A LOT of spirits and more prominent Arch-viles here along with a lot more super heavies.


The Holt: This is the easiest mission here IMO. But still is hard, don't get it twisted.

There's one new enemy and that is the Blood Maykr. I love this enemy, it's fun and is entirely new compared to reused assets in TAG 2 enemies (TAG 1's are the same but the Spirit is a comeback of the Summoner from 2016 and it's cool).
The Blood Maykr is invincible until it has a Maruader like opening which you can one shot with a Precision Bolt or Ballista. It drops ammo when killed


The Holt itself has some challenging arenas but it isn't as bad as the first 2 missions. There are memorable arenas though, like the possessed Tyrant with another Tyrant to the other side of it, and the Pinky and Shield Gunner arenas near the end for a quick change of pace.


Anyways that's it for the lazy summaries of the missions.

Here's some extra stuff for the missions

Slayer Gates and Runes:

In both UAC Atlantica and the Holt there is a Slayer Gate challenge. The Holt's is VERY painful, it has the possessed Marauder. Trust me, it took me quite a while on my first playthrough to get past this. It is hard, especially with the small space this arena has.

Once completed, you will have three upgrades to have for extra runes (Blood Swamps has a secret to get your rune from instead of a slayer gate challenge)

1: Upgrades your Blood Punch to do double damage when under 75 health
2: It gives you a chance to regain your 1-up when killing an enemy
3: It gives a huge blast radius when hitting an enemy weakpoint which falters other demons near it, I prefer this one to the other two since my playstyle uses a lot of faltering in it.


Level Design and Artstyle:

I love the level design in these levels. So many memorable arenas and if you are missing that DOOM 2016 crave in atmosphere and art style I think UAC Atlantica and Blood Swamps come very close. I REALLY love the Alien-like Maykr levels so the Holt is a very pleasurable level especially with the less colorful first two missions (I still love them though).

The only miss in terms of arena design is the Slayer Gate arena, it's just very tight and compact and just isn't as good as the base-game Slayer Gate arenas.

Boss Fights:

The Trial of Maligog: It's the worst fight in the game IMO. It's just really easy, and the concept isn't really too enticing. It's fun, I guess though.

Samur: This is one of the best boss fights in the game, if not the best. It REALLY tests what you have learned through the game. Especially with how much you learned through the game's platforming aspects. And I'll say this now, it's also the hardest boss fight in the game. Especially if you AREN'T at the nightmare-level skill needed which this DLC's audience aims for. There are hazardous eyeballs which can be killed with two PB shots or ballista. And then there are Blood Maykr's and when you kill Samuel Hayden, there are two different spirit sections.

First is a spirited Hell Knight and Mancubus. Both can be taken care of easily.

Now where it gets fucking CBT level is the spirited Pain Elemental and Dread Knight. GODDAMN are these the two hardest possessed demons to deal with at once. Wow what a combination. If you hated this DLC because of this certain section I completely understand. What a pain in the ass to deal with especially on an already hard UN run this game gives you in just the combat arenas alone.


Music: With the Mick Gordon situation in hand (please Bethesda and iD (specifically Marty Stratton) give him what he is owed. This situation is entirely fucked and no person deserves what Mick went through) iD decided to hire Andrew Hulshult and David Levy to do the soundtracks for this DLC.

It has a lot of bangers, The Holt is honestly fine but compared to UAC Atlantica and Blood Swamps, it doesn't hold a candle. This is pure metal, and you can tell it was done by Andrew, specifically Blood Swamps. It's great, I personally prefer Mick's DOOM stuff but this is some good shit too.


Story: UNPOPULAR OPINION

I like the twist, specifically the Samuel Hayden twist being the Seraphim, that was cool. I will mess Sam, but I like that he is finally becoming the actual villain in what (could) be the 3rd game in the nu-DOOM trilogy. I'm more okay with VEGA being GOD now which is pretty insane, but The Dark Lord reveal was mid honestly. It's my biggest gripe, but him being a clone of DOOM Guy/Slayer was pretty lame. If only Covid and the 1 year promised pass didn't fuck over this game's rushed story in the DLC's. But oh well, I'm happy with what we got.

Also, DOOM Slayer has a fanboy who works with him now which is fine but now the whole circlejerk with DOOM Slayer is a lot more apparent here with him than in the campaign.


Final Thoughts:
I love this DLC, it's not for everyone but the major Eternal heads all love this DLC for a reason and it's amazing. It's so close to being a 5 but there is some things that could've been fixed. But pure gameplay wise, it's a 5.

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.

Oyun için söylediğim her şey geçerli ama bi yarım puanı kırıyorum çünkü kısa sürsede kompakt bir hikaye yok hadi o neyse doom bu ama oyun düşmanları boca edercesine üzerinize salmaya başlıyor hatta kombo yapamıyorsunuz. Baya sinir oldum ama genel olarak güzek bir deneyimdi.

yani yeni bir şey yok sadece hikaye devam ediyor, üç yeni boss fight var o kadar. daha fazla doom eternal'dan fazlası değil

Azione adrenalinica dall'inizio alla fine
L'unico problema è che dura tipo un'ora, forse nemmeno.

Pues al igual que el juego base me ha gustado mucho, concretamente porque es exactamente igual. Es tanto su virtud porque sigue teniendo todo lo bueno de eternal, como su defecto, ya que echo de menos alguna cosa nueva.

Solo añade 3 enemigos nuevos, uno chulo , otro intranscendente y por ultimo otro bastante malo. Basa su existencia en convertir a enemigos regulares en esponjas de balas, justo lo contrario que lleva a haciendo el juego hasta este punto. También me ha dado la sensación que hay demasiados enemigos por combate, satura un poco.

A nivel estético sigue al nivel, siendo increíbles. La banda sonora cumple bastante bien aunque se nota que no es mick gordon, pero sabe transmitir la misma sensación que la original.

68

The Ancient Gods – Part One is more of the same. It doesn’t add too much new content other than a few levels and a couple of new enemies— which are all fairly annoying to fight. They come across as too gimmicky, with most of them being centered around you waiting to shoot them; the spirit in particular is really frustrating and doesn’t mesh well with the gameplay that the base game set out to make.

This DLC adds three new levels which all take you to unique environments separate from the base game, and they’re all mostly cool! but the first one is easily my favourite. It’s giving Kamino vibes and I love it for that, it’s also stunning because of the rain effects, making it the best-looking level in the game by far. It obviously helps that the layout is great too— having a strong emphasis on platforming and getting around the oil rig; I also noticed how narrow a lot of the rooms and areas are, adding to the difficulty aspect because you can’t dodge as easily, which forces you to be more precise with your shooting and movement. It’s definitely the most unique of the bunch.

The second level was when I started to find the DLC a bit repetitive. It wasn’t trying to do anything new, and with a game like DOOM Eternal… that’s a very bad thing. The base game was constantly adding new mechanics and enemies throughout every single level, which is a huge reason as to why it was so well paced and enjoyable; and The Ancient Gods – Part One does the exact opposite of this, they don’t add much of anything, and even drag out the fights. This doesn’t make much sense when you really think about it, I know they wanted to make the DLC more difficult, but prolonging the fights is a bad way of doing it. A better way of increasing the difficulty would’ve been through level design and enemy variety— which the first level excelled at as I’ve already pointed out. The boss fight in the second level wasn’t great either, it’s literally the turret enemy except it sometimes teleports around— it’s lackluster and incredibly easy (even on nightmare).

The third level was also eh. Nothing is able to beat the first level’s visual fidelity and immaculate design; I honestly wouldn’t be surprised if The Ancient Gods – Part Two doesn’t live up to it. The best thing about the third level is the boss fight, which is miles better than the previous one, and is actually hard (although not that hard on nightmare).

I know most of this review has been me hating on it, but I honestly still really enjoyed it for what it was, which is just more DOOM Eternal; and that in of itself will always be good fun. Extra points for having the “intern” give a doomguy reference.

DLC's - Ranked
2020 - Ranked

Yeah naw, this one ruined the difficulty balance of the base game, with a worse soundtrack
Lore was also kinda uninteresting

Whereas the main game is fun and challenging, this is unfun under the facade of challenge


The Ancient Gods Pt. 1 is an expression of absolute confidence in id Software and its commitment to the fans.

They didn't back down from the game journalists or people who can't face a simple challenge in life or try to improve themselves. The negative reviews prove my point.

Everything in the DLC is double-down and it's not for new players. Combat arenas are more chaotic than ever. There is a significant increase in pressure units and fodder demons. My first playthrough was on Nightmare difficulty and it was more challenging than the main game on Ultra-Nightmare.

id Software couldn't have chosen better composers than Andrew Hulshut and David Levy. They did a fantastic job. I enjoyed their work more than Mick's Gordon.

Something that often gets overlooked is the fantastic job done by Emerson Tung - the creator of most characters, environments, languages and the whole Maykr lore. DOOM has never been a series about stories or lore. But this whole new DOOM universe they have been building is very well thought out and unique.

RUAAAAAAAAAAAAAAAAAAAAAAAAAAA (Parte 2)

A great continuation of Doom Eternal's story. Following the trend set in Eternal, we continue giving the Slayer more and more agency in how he influences the world around him, for better or for worse. We also get some questions answered about the supporting cast and some interesting peeks into the broader universe.

No new weapons to play with but the new Escalation Encounter system is fun. The new support runes don't really change up gameplay a whole lot IMO. Spirits are a devious new addition to the roster and make some enemies that were previously jokes into full on minibosses.

My only complaint with TAG is the same one I have with Eternal's base campaign, in that I wish the levels were broken up into two parts - as they are, they feel incredibly long to where you can't really sit down for a quick session and clear one.

What the fuck Id? Lmao. Borderline masoquism. This dlc feels like Doomguy doing 500 jumping jacks on your balls. I mean, if you're into that I don't judge, but I was slowly playing this between college exams whenever I found the free time, and it certainly felt like more work. Painful. Hope the next part is not as ball busting. Recommended if you're a freakazoid git-gudder though.

★★ – Bad, but playable ❌

Oh yeah, if you didn't learn to quick-switch in the base campaign, do yourself a favor and learn for this dlc because it is impossible without it.