Doom Eternal hands-on: can id's next game possibly live up to expectations?

Three hours of solid play with a preview build of Doom Eternal? I just couldn't couldn't pass up the opportunity. For me, Doom 2016 marked id Software's return to form and in my opinion, it's one of finest shooters of the last decade. So with that in mind, expectations were positively stratospheric for the sequel and after my session with the sequel, I've got to say that I'm feeling good about it. Much has changed since the reboot, both in terms of the game's structure and thanks to the transition across to the new id Tech 7 engine.

To begin with, let's talk basic features - Doom Eternal offers an even larger options menu than its predecessor. It's possible to adjust just about every element of the HUD and controls. Importantly, the centre weapon position and simplified cross-hair are both available and this is my preferred way to play the game. I really appreciate how customisable the game is straight away as it caters to a wide range of players and allows you to dial in that perfect feel.

Once into the game, what immediately becomes apparent is how different progression is handled - and it's the biggest change from Doom 2016. Rather than focusing on a single location, Eternal allows players to visit different areas around the planet. This is accessed from a central hub location - basically a flying space spire inhabited by the Doom Slayer, which he uses to travel around. It's a fun idea and thankfully, doesn't slow down the gameplay. More to the point, it means that each stage can offer a unique look and feel without any big sudden changes feeling out of place or jarring.

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