23
Products
reviewed
0
Products
in account

Recent reviews by Mustard

< 1  2  3 >
Showing 1-10 of 23 entries
No one has rated this review as helpful yet
2,065.3 hrs on record (2,063.3 hrs at review time)
The devs are based.
Posted September 30, 2022.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
651.1 hrs on record (160.8 hrs at review time)
It has all the customizability of a game like Team Fortress 2 with none of the microtransactions.
Posted June 16, 2022.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
340.8 hrs on record
Still has an active playerbase and it's still a great zombie game.
Posted January 8, 2022.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
1.2 hrs on record
Even better than I remember. There's a part near the end of the game that's just awesome.
Posted December 25, 2021.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
1,356.0 hrs on record (474.1 hrs at review time)
It's good with friends or by yourself, but it's best with mods.
Posted May 31, 2021.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
2
2
0.0 hrs on record
This DLC could've been so much. It could've been so good, and it just wasn't. They made it far too easy, and although it is fun on the first playthrough, it lacks the immense replayability that Final Sin, Urdak, Nekravol, Taras Nabad, everything in Ancient Gods I (before its nerf), and the Master Levels had. It's less difficult than Final Sin, which is just pathetic for a DLC that takes place afterward. Also, they've nerfed a few existing enemies in this update, and that just makes it even easier.

First, I'll start with the good, and first up is the level design. The first level, World Spear, is beautiful, starting out in a sunny forest and moving to an arctic area before finishing inside of the World Spear itself, which is a crystalline pillar (although I will say that it's a massively missed opportunity for a wide-open arena with some tough demons). It introduces the Armored Baron and gives you the hammer, and it also has a couple arenas with Meat Hook platforming nodes for you to use while fighting. While opening in a sunny forest is a bit weird for a DLC with this heavy of a tone, I feel like it makes some degree of sense given where the DLC started in the first cutscene.
Next is Reclaimed Earth. It's, again, a beautiful level, and it introduces the Cursed Prowler and Chaingunner. Both new enemies are severely underutilized throughout the DLC, but that aside, Reclaimed Earth has quite a few missed opportunities for big arena fights in open areas. There's even one place where you turn on the power and the floor in one part of it gets electrified, but there's just no demons to fight at all. Most of it takes place outdoors in an overgrown area, which sort of makes it feel a bit too much like the first part of World Spear, but aside from that, it's a good level.
Then there's Immora, the capital city of Hell. The siege part of it is certainly fun and interesting, but it's way too short and only really has one proper arena (two if you count the fact that it's an escalation encounter, so there's a second stage to it), which isn't even particularly difficult (even for the second escalation encounter). The city of Immora itself is mostly platforming, but it does actually have two challenging fights in it: one with two Marauders in a small, flat arena full of Screechers, and one at the end with a wide variety of heavy and superheavy demons. Immora is extremely monotone in color, but I think the dark feel works fairly well for it. Its biggest problem is the frailty of its new enemy, the Immora guards.

Next up on the list of the DLC's positives is the music. The songs for World Spear, Reclaimed Earth, and Immora are all absolutely fantastic, better than anything in TAG I and very much on par with the best that the campaign's OST has to offer. The Dark Lord's theme is boring and repetitive, but then again, that suits him well. As for the new main menu theme, I like it. There's only one problem: for some reason known only to Id themselves, they've set the music volume to be so low that you can hardly even hear it. You can fix this with the sound settings config, but it's annoying that you have to.

Now for a mixed bag: the "Sentinel Hammer", or as it's much more awesomely named in the DLC's trailer, the Hellbreaker (which is what I'll be calling it). The Hellbreaker replaces the Crucible, but it functions absolutely nothing like it; instead, it's a much more strategic weapon that you can recharge through gameplay, and it stuns enemies for a duration that seems to depend on their health pool, scaling up the more health the demon has. It also instantly kills any fodder in its shockwave and makes them drop a tiny amount of ammo each, and if they're on fire, they'll drop a crazy amount of armor. It's a very fun weapon and a great concept, but its problem is that it's honestly just too powerful for how easily you can recharge it. Nerf its stun duration and how much armor it gives and make it harder to recharge and it'd be balanced.

As for the new enemies, they have their good points and their bad points. The Armored Baron of Hell is the best new one introduced, but its problem is that it's a pushover unless there's other superheavy demons in the fight with it, or at least plenty of heavies. In TAG II, you barely ever fight more than just it and some fodder at once.
The Chaingunner could've been great, but instead, it feels like a zombie soldier with a shield you can't break; it doesn't shoot quickly enough or for long enough to be an actual threat, so you can basically ignore them while you deal with the bigger stuff.
Cursed Prowlers are an interesting concept, but they're executed very poorly; they almost always spawn where you can see them (and they get staggered in a single Ballista shot, so that means you can kill them basically instantly), and even when they don't, there's usually just not enough going on in a fight where they're present for you to be so distracted that you can't find them. Even on the rare occasion that they do hit you, though, the true bad design of the enemy shows its ugly face: if you don't have a Blood Punch, you are pretty much screwed, as that's the only way to deal with them and your health ticks down slowly while your movement options are removed.
Stone Imps aren't used enough to be as annoying as they would be if they were present, and they're designed to force you to use the full auto shotgun mod. Id, however, has forgotten that they die instantly to the chaingun shield's bash, which makes them trivial. If they spawned in bigger swarms, they'd be more worth remembering.
Then there's the Screecher, which is literally just a pink-textured glowing zombie. It buffs every enemy nearby if it gets killed, and it has about as much health as a Lost Soul, so it can die very easily. It's actually a good addition, but it does give things damage and stun resistance, which is sort of questionable since it also gives them buff totem effects.
All of the new enemies are just reskins of old ones, except for the Armored Baron, which at least has armor modeled for it.
Oh, then there's the Immora Guards, which seem to be bugged so that they die from literally anything hitting them, even just the Meat Hook or Flame Belch. They're just a reused multiplayer model from DOOM 2016.

Then there's the Dark Lord, who's a combination of the worst parts of the Gladiator's first phase and the Marauder, but for five healthbars. He is the absolute worst boss in any Doom game, if not in any game, period. The Marauder is a fun enemy that you can fight in a number of ways and doesn't overstay its welcome, but with the Dark Lord, you literally have only one option for fighting him: walk really, really close to him, hope that he does the swing where his eyes flash green, shoot him in the face with the Ballista, and then hit him with the Hammer so that you can spam lock-on rockets or do some weapon switch combo. He's like this for all five phases and the only things that change are that he gets the Gladiator's dash attack from his second phase and also spams an occasional grenade. Also, he has a swing where he doesn't have his eyes flash green, and if you shoot him during that, he regains a huge chunk of his health even if you don't get hit by the swing. It honestly felt like a bug at first, but it's just bad design instead. All in all, he is an extremely boring and unchallenging boss; I've fought him four times (once on my first playthrough, once on Ultra Nightmare, once on Extra Life Mode and once when I fought him again to see if he was as buggy as I thought; he is buggy, but it turns out the massive healing even when I didn't get hit is intentional) and he hasn't killed me once.

Then there's the story, which is just atrocious and has too many problems for me to go over without hitting the character limit that I'm already nearing. Much of it makes no sense at all and feels rushed, to put it briefly.
Posted March 18, 2021. Last edited March 22, 2021.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
4.4 hrs on record (3.2 hrs at review time)
It's best played in VR since you can actually use the plane's controls.
Posted February 20, 2021.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
1 person found this review funny
323.3 hrs on record
The crash bomb challenges are buggier than a steaming pile of horse manure.
Posted January 19, 2021.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
394.5 hrs on record (5.2 hrs at review time)
They fixed the netcode so it's good again.
Posted November 21, 2020. Last edited January 13, 2023.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
0.0 hrs on record
Id Software warned people to play through it on Ultra Violence for the first time. I didn't listen and I'm glad I didn't. They made it genuinely challenging, more difficult than the Master Levels, and introduced just enough new mechanics to keep it interesting without making it overwhelming. The arenas are great for the most part, but there was one in the Blood Swamps level that I didn't like because it relied on obscuring the player's vision with thick fog. While I'd give Eternal a 9.5/10, I'll give this one a 9/10 because of that, but I may increase that later once I play through it again and figure out how to do that arena (it seemed a little frustrating since I was getting hit by things I could barely see).
The direction they're taking the story is certainly an interesting one and also one that makes sense in my opinion.
Posted October 20, 2020.
Was this review helpful? Yes No Funny Award
< 1  2  3 >
Showing 1-10 of 23 entries