I think I like it, but I'm not going to feel comfortable with its combat for a long time
I guess that's why I'm intrigued, mostly—it's rare for a modern shooter to really ask anything of me. Even Doom 2016 was very "use whatever, it's cool". The way it throws all these tools at you and then actually forces you to use them feels antithetical to the 'play it your way' open-approach design of a lot of AAA. I frequently feel clumsy or overwhelmed, forgetting about various parts of my arsenal or the way they answer various threats, but I do feel compelled to overcome and master it. And presumably, the game trusts me to do that too.
The overload of tools, upgrades and constant tutorial windows spelling out everything with Capitalized Terms feels like a borderline parody of an AAA video game, but I do see what they're going for with the more prescriptive, rigid, character-action-y approach. I don't think you can really beat Doom 1/2 at being Doom, so I'm happy to see sequels trying to branch off in different directions. It feels like the healthiest thing for a long-running series to do, even if individual entries aren't always the most popular (I'm still a Doom 3 apologist, though).
The levels feel like 'playgrounds' in the vein you might expect from a 3D Sonic—somewhere with ostensibly a vague sense of place, but lots of abstract affordances like floating platforms, bounce-pads and swing-bars just kinda hanging out there. Not offensive, but again, strange. They also feature a lot of the good old AAA invisible wall over ambiguously traversable environment art (although in spite of that, I'm still having a good time hunting for secrets. There are some fun little spatial puzzles in here).
I think the only part I find truly objectionable so far is the increased obsession with lore, and factions, and the Doomguy's own personal mythos. It reads like a pulpy fantasy novel, which is very funny until you get the dawning impression that they expect you to care. Doomguy's characterisation in 2016 was near-perfect—a raw force of disruption who spoke more with gestures than some characters do with their entire script—and there are echoes of it here, but he's too much of a factor in the narrative, too much of a Named Character. He even has a secret base with a gaming PC and a bunch of guitars, as if we are to believe this is a man with a concept of 'free time'.
I like it, I really do. I'm glad it does something different. But I will not budge on this: Doomguy is not a gamer.
