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Content

As the red dust continues to settle after Doomguy's latest landing, Cane and Rinse keeps pace with the mythical space marine. Leon, Brian, Darren, Josh and community contributors get to grips with the awesome arsenal, mighty moveset and diverse demons featured in 2020's frenetic DOOM Eternal.Music featured in this issue:1. Meathook (Slayer Gate theme) by Mick Gordon2. BFG Division 2020 (Fortress of Doom combat theme) by Mick GordonCane and Rinse 460 edited by Jay Taylor

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Comments

Jon Cheetham

I credit this episode for making me want to get back into Doom 2016, of which I played about two hours then just forgot about. Coming back to it now it really is a lot of fun. Also interesting hearing this episode because it echoes so much of the talk around Doom Eternal over the past year - despite the rave reviews and big numbers, any in-depth discussion presents a large number of caveats. For now I'll stick with the simplicity of 2016. Also I have to steal the phrase "git gud willy waver" because it's just too perfect.

Scott Lamond

After loving Very Doom I was looking forward to Very Very Doom, to the point of being there day 1 which is something I never normally do. When I started playing it I was worried. The changes to the mechanics meant that instead of a fun filled blastathon I was performing Derren Brown-esque memory feats trying to remember what gun/mode damaged which bit of what thing, and how to keep all my various gauges topped up. It just didn’t feel as good as 2016. However, as the mechanics and controls became muscle memory rather than conscious thought, Doom Eternal came to life and exceeded its predecessor. More than just being a frenetic shooter, the extra layer of ‘combat puzzle’ made each breathless encounter even more satisfying. Loved it. Pants platforming though(!)

Magnus Berg

I finished this on Nightmare. I have no idea how anyone would achieve the same on a gamepad, let alone a Switch. Just brutal.

Steven Cookson

Despite being a decent game in its own right, Eternal felt like a huge step down from its predecessor. It felt like the developers wanted to add new elements to see off any complaints of being "more of the same", but all these just culminated in an experience that wasn't as fun. The levels are way too long, the platforming is boring and there's nothing more I can add to the Marauder complaints. The usual shooty bang-bang stuff is fine though, can they try to add more of that next time? Also, Doomguy speaking feels like a shark jump moment to me. At this rate I fully expect him to be wisecracking and verbally winking to the camera in the next one.

James McCaul

I definitely agree with a lot of what was said in this episode. I struggled with the weapons systems and also found the exposition very Halo 2 like. Still had a lot of fun with the game though.