Lets pound our way into the Mars hole! || Massacre Mondays

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Doom Eternal
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Krayven Stream for Monday 20th April, 2020 [ Gameplay immediately; Gladiator boss guide: 1:22:24 ; Final Slayer gate one-shot: 3:35:36 ]
https://www.twitch.tv/krayven | Follow me on Twitch & watch when I'm live!
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#DoomEternal #DOOM #letsplay

Tricky one today.
Last week had so many cool moments, and awesome content: Marauder boss, the BFG-10000, shooting a hole in Mars etc,... so lets start with the good bits.

The Blood Area fight was very cool. Each boss introduced so far has been great fun, and really engaging. Also, so far I'm 3 for 3 on killing them first time.
We also go the final Slayer Gate completed and the last key - it was also the first Slayer gate I managed to one shot. It was a really fun fight, with a Tyrant as the big baddy.

The rest... well. I have uploaded this one for completion of the playthrough:

- In places, there is some lag, for some reason my frame encoding started to drop when it never has before. Apologies for that.

- The lore-dump through the Sentinel level gets excessive. It's optional, and if you want, unobtrusive - but plenty of that could have been spread out. I was starting to get Doom 3 flashbacks.

- DON'T have the Doom guy talk! EVER! If it's going to be that bad. I was just (barely) starting to warm up to the cut-scenes with the introduction of 3rd person (the initial meeting with the Hell Priests and how he doesn't cut them down on the spot, but show-boats with one of the heads was terrible and out of character), but some later interactions are quite cool. I also appreciate that the back-story needs to expand, and the range of level visuals is a great new direction.
But just like that first time he goes 3rd person with the Hell priests, the first times we hear his voice as some trembling animal in Argent D'Nur (referencing one of the shittest tie-in comics ever), and say 'Rip... and Tear...' in the arena. His voice acting is crap, and undercut the character building in 2016 massively. He might choose a direct path, but it's established he chooses to. He's a badass, but he's not a mindless animal. What bits of dialogue he's had so far are utter shit.

- The game suddenly taking the Marauder away from the 5th Slayer gate was insulting bullshit. If you going to force us to deal with such an unsuitable enemy for mass encounters in future anyway, don't make it so he can be randomised away if the game thinks you're struggling (also the first time I saw a major enemy change in a Slayer Gate retry).

- Gameplay-wise, the return of the Marauder as a regular enemy is a poor choice. He's a great enemy, with a cool mechanic who works so well as a boss (in concept & narrative as well as his gameplay mechanics), but not as part of mobs. Stop, wait, don't bother arguing if you're one of those 'git gud' sexless neckbeards who just have to comment on how they 'started the game on Ultra Nightmare for a bit of a challenge' to compensate for so much else in life where they fall short... I'm going to break it down here in a short summary (and I was a games designer for 10 years).
(a) this isn't meant to be an 'easy game', but neither is it meant to be Dark Souls or the Pantheon of Hallownest.
(b) Regardless of difficulty level, the Marauder is wrong for the type of combat and gameplay that is encouraged throughout the game. If you have it on super-easy or ultra hard, he's not just a sudden spike in fight difficulty, but it's done in a lazy and poor way. Difficult isn't inherently bad, it can be done very well. Neither is 'punishing' if you handle it right. But how he works is often just unfair, because he doesn't obey the established game design rules the way you have been encouraged to play and how ALL other enemies do. He's not only punishing, he slows down and breaks combat flow (and tbh Carcass demons) in game where the intensity and speed has been ramped up vs. its predecessor, totally countering one of the few consistent combat mechanics. His shield reflex is OP (especially when coupled with his health pool) and his dogs could just be removed.
It doesn't make you 'think on your feet and change up your tactics', at least not in-game, as the tutorial for dealing with him is specific to the boss version encounter. He's just an unenjoyable chore to get past on whatever difficulty. The Arbelest / SS combo is seemingly best to chain him - the game tutorial encourages a totally different approach, and normal gameplay doesn't make you think you could hit him more than once in a row - and if you do figure that out, you have to die A LOT in some of the least fun encounters to master the hot-swapping. Typically, you have to look up the strats, and be exposed to the most obnoxious kind of tragic 'hardcore gamer' attitudes whilst you do (likewise for the BFG tactic or blast damage)




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Krayven currently has 31 views spread across 7 videos for Doom Eternal. This game accounts for over 1 day of watchable video on his channel, or 2.08% of the total watchable video for Doom Eternal on Krayven's YouTube channel.