đ
The 4 "P"s of DOOM's Amazing Combat - YouTube
Channel: Game Maker's Toolkit
[1]
Thereâs something very special about the
combat in the most recent DOOM games.
[6]
As you bounce between enemies like an angry
pinball, itâs not uncommon to come out these
[11]
gauntlets with an elevated heart rate and
a white knuckle grip on the controller, or mouse.
[17]
Every single combat encounter is a rollercoaster
ride of glory kills, weapon switching, quick
[22]
decision making, and lighting-fast movement.
[25]
So letâs break one down.
[27]
Not a whole level from DOOM Eternal, but just
one, single, five minute fight.
[33]
What can we learn about DOOM combat from a
single combat encounter?
[37]
Letâs find out.
[39]
So letâs jump to the gameâs 11th stage,
Nekravol Part II.
[44]
This level takes place in a towering citadel
in the heart of hell where souls are extracted for...
[49]
uh, I dunno.
[51]
I wasnât really paying attention to the
story.
[53]
Anyway, the levelâs first proper fight takes
place in this chamber, which is built around
[59]
a massive soul-sucking⊠fountain thing.
[62]
The first thing to note is that the area looks
more like a multiplayer map than your standard
[67]
singleplayer corridor.
[68]
This is a pretty large, and totally symmetrical
arena with different levels of elevation - including
[74]
a raised platform at the bottom, and two areas
on the sides which are accessible via ramps,
[80]
or acrobatic bars.
[82]
Lower down, youâll find pools of toxic soul
juice which hurt pretty bad if you tumble in.
[88]
There are also lots of items scattered around,
like ammo, armour, and chainsaw fuel - plus
[93]
a handy overdrive power-up which momentarily
gives you infinite ammo for all your guns.
[99]
But more important than all of that, is the
monsters.
[102]
This single encounter features almost half
of the entire DOOM Eternal cast - but they
[107]
donât all come in at once.
[109]
Instead, they spawn in at specific points
during the fight, giving the encounter a unique
[114]
flow - which Iâve split up into a bunch
of different phases.
[118]
So in phase one weâre faced with two Imps
- bouncy critters who can throw fireballs,
[124]
a Mancubus - a bloated lump with flamethrowers,
and a Revenant - a scrawny skeleton with a
[130]
jetpack and missile launchers.
[132]
Thereâs also a few Zombies, but more on
them later.
[135]
After you kill a handful of enemies, we enter
phase two.
[138]
Here, two more Imps spawn in at the bottom
of the map, and four new enemies appear at
[144]
the top.
[145]
These are Gargoyles - basically Imps with
wings, which makes them even more of a nuisance.
[150]
Kill a couple more enemies and we get the
first big baddy: the Baron of Hell.
[155]
This guy is a super upgraded version of the
Hell Knight, and relentlessly charges after
[160]
you with deadly ground-pound attacks.
[163]
The next phase only kicks off when you drop
the Baron of Hellâs health pool to about
[168]
a third.
[169]
At that moment, a Pain Elemental appears.
[171]
This dude floats around like DOOMâs famous
Cacodemon - but can also spawn Lost Souls
[176]
who zoom towards you like kamikaze missiles.
[180]
And if you drop the Pain Elementalâs health
to roughly one third, weâll be greeted with
[184]
two Whiplashes: slithering monsters who zig-zag
right up into your face.
[190]
Kill either the Pain Elemental or one of the
Whiplashes and we enter the fourth and final phase.
[196]
It starts with the Doom Hunter: a shield-covered
baddy on a hoverboard who was introduced as
[201]
a boss in level four, but is now liable to
show up in standard encounters.
[206]
And if you drop the Hunterâs health to about
half, weâll see the last spawn of the encounter:
[211]
two Prowlers, who are teleporting nasties
with a painful claw attack.
[217]
This trigger system ensures that you wonât
be completely inundated with different demons.
[222]
But it does mean that if you donât take
out the biggest demons fast, you can have
[226]
a whole bunch of monsters to juggle simultaneously.
[228]
And while there is a predictable rhythm across
all of your restarts, itâs never going to
[234]
be exactly the same each time you play.
[237]
Okay, so thatâs the set-up out of the way.
[240]
But how does this encounter actually feel
to play?
[244]
Well, from the moment you start playing, this
combat encounter will see you asking yourself
[248]
a number of key questions.
[251]
Starting with this: âwhich enemy should
I focus on?â
[254]
Staying alive in DOOM Eternal means figuring
out where you should focus your fire, by deciding
[260]
who is the biggest threat.
[261]
So, in phase one, the Mancubus is slow and
its projectiles are relatively easy to dodge.
[268]
Especially if you neuter its launchers with
a well-aimed attack.
[272]
That means you can leave it alone with only
minimal worry while you concentrate on other
[276]
enemies - like the Revenant, whose endless
missile barrage makes it a good target for
[281]
destruction.
[282]
(I should note that in this specific combat
encounter, the Mancubus and Revenant seem
[286]
to be practically glued to the spot.
[289]
I'm not sure if thatâs a bug or intentional,
but it does make both of them way less threatening
[294]
in the grand scheme of things).
[296]
In the second phase, the decision of who to
fight first is largely made for you.
[300]
The Baron of Hell is ultra aggressive and
makes a constant beeline towards your position
[305]
- so you really need to focus your fire on
him.
[308]
And in phase three, we see a good example
of an enemy who demands to be taken down quickly:
[313]
the Pain Elemental.
[315]
Because it can endlessly spawn new monsters,
it should probably be taken out pretty quick.
[320]
Though, as itâs quite slow and the Souls
go down in a single shotgun blast, you might
[325]
be alright to leave it for a while as you
focus on the more aggressive Whiplashes.
[330]
When youâve picked an enemy, the next question
you should ask yourself is this:
[334]
âwhich weapon should I be using?â
[336]
Success in DOOM Eternal often means making
smart choices about which weapon to use on
[342]
which monster.
[343]
The Mancubus, for example, is a giant, slow-moving
target, so heâs easy to bonk with a rocket
[348]
launcher - especially when compared to the
small and nimble Revenant.
[352]
The shotgun is great for monsters who like
to get right in your grill like the Whiplash,
[356]
while the heavy cannon is great for picking
off enemies who hang back, like Gargoyles.
[361]
The Pain Elemental is a flying enemy, and
so itâs particularly weak to your ballista weapon.
[366]
While the Doom Hunter is covered in a blue
shield so youâll probably want to use the
[370]
plasma rifle to break his defences.
[373]
And the Baron of Hell can be chopped to bits
with the chain-gun.
[377]
Throughout this encounter, youâll be changing
your weapon constantly.
[380]
Youâll also want to think about the other
stuff in your arsenal.
[384]
Your freeze bombs are great for stopping the
teleporting Prowlers.
[387]
And the blood punch can deal huge damage to
the Doom Hunterâs shield.
[391]
Plus, youâll want to choose the perfect
moment to use your get-out-of-jail-free cards
[395]
like the BFG and the crucible.
[398]
And donât forget about that tasty overdrive
power-up.
[401]
Great for chewing up the Baron.
[404]
Soon enough, youâre going to run out of
ammo, or lose a bunch of health.
[408]
So DOOM Eternal throws up another question:
âhow am I going to recover my resources?â
[413]
Maybe youâll dart towards one of the health
kits or ammo pick-ups on the map, but thereâs
[418]
only a few and once theyâre gone⊠theyâre
gone.
[421]
Luckily, DOOM turns every enemy into a loot
crate on legs.
[425]
A resource piñata just waiting to be burst.
[428]
So you can use the glory kill on staggered
enemies to get health.
[432]
The chainsaw to get ammo.
[433]
And the flame belch to make enemies drop armour
shards.
[437]
To facilitate this, the Zombies actually infinitely
respawn during the fight.
[442]
These staggering idiots can barely do damage
and get killed in a split second, but theyâre
[447]
a handy source of ammo, armour, and health.
[451]
And in the middle of all of this chaos, youâre
going to have to ask yourself the even more
[455]
fundamental question of âwhere am I going
to move to next?â
[459]
Many enemies in DOOM Eternal will punish you
for standing still, and others will force
[464]
you into specific movement patterns.
[466]
So the Baron of Hell makes you backpedal,
while the Revenantâs lock-on missiles force
[471]
you to jump and dash.
[472]
And because thereâs no such thing as cover
in this game - youâll spend pretty much
[476]
this entire combat encounter in a state of
constant movement.
[479]
So the arenaâs floor plan contains
a number of distinct pathways - both
[484]
on ground, and in the air.
[486]
In fact, these monkey bars allow you to move
between the three most elevated areas without
[492]
ever touching the ground.
[493]
This allows you to move around unimpeded by
obstacles, while picking between different
[498]
routes, depending on where you need to go,
and what you want to do.
[503]
So getting through this fight - or, in truth,
any combat encounter across both DOOM 2016
[509]
and DOOM Eternal - means finding answers to
four key questions.
[514]
You might want to think of these as priority,
preference, preservation, and position - or,
[519]
the 4 Ps.
[521]
All four Ps must be considered simultaneously,
and constantly reevaluated as the new information
[527]
arises - like running out of ammo, or seeing
new enemies spawn in.
[531]
The weapons and monsters are distinct with
unique properties and different weaknesses
[535]
- encouraging you to find preferences and
priorities - but without creating a single,
[540]
âright answerâ to the combat puzzle.
[542]
Plus, the four Ps regularly feed into each
other: especially by having resource management
[548]
be part of the combat system.
[550]
This means that running out of stuff can hijack
the other questions: so your priority might
[555]
quickly shift from taking down a boss monster
to shotgunning a zombie.
[559]
And the open level design gives you the space
to dodge and weave through the environment
[563]
as you weigh up your options.
[565]
And with all that in mind, you can see why
DOOM feels so different to other shooters.
[571]
Indistinct enemies provide no real reason
to prioritise targets, so you might as well
[576]
pick at random.
[577]
Two-weapon arsenals limit your ability to
make interesting choices.
[581]
Regenerating health makes you run and hide,
instead of changing your engagement style.
[585]
And a cover system means you often donât
need to think about your position, simplifying
[590]
the mental load to only three questions at
a time.
[594]
Itâs no wonder why DOOM feels so intense
in comparison.
[598]
But thatâs not to say that the series is perfect.
[601]
Especially so in Eternal, which makes a number
of bizarre changes to its design
[606]
that, in mind, meddle with the beautiful balance
of its predecessor.
[610]
So, some enemies now carry weapon-specific
weaknesses - like tossing a sticky bomb in
[616]
a Cacodemonâs mouth to instantly stagger
it.
[619]
And these are drilled into your head with
pop-up tutorials on every loading screen.
[624]
Even though other weapons will work, this can make
it feel like there actually is a single right
[630]
move you must perform to win, effectively
reducing the gameâs raft of tactical possibilities
[636]
down to a single, correct answer.
[639]
Likewise, the Buff Totem and Archvile - which
continuously spawn new, super-powered demons
[645]
- are so dangerous that they simply must become
priority one.
[649]
Compare those to the Pain Elemental, which
spawns Lost Souls, and DOOM 2016âs Summoner,
[655]
which spawns Imps - both are good candidates
for early destruction, but can also be ignored
[660]
for a while without you becoming totally overwhelmed.
[663]
And finally, thereâs the more aggressive
resource management.
[667]
The max ammo on all your guns has been massively
reduced, and youâve now got to regularly
[671]
use the new flame belch to get armour.
[674]
Both of these facts can push the preservation
question to be unevenly pronounced in your
[679]
mind - so you can find yourself spending more
time patching up your resources than slaying demons.
[685]
Oh, and donât even get me started on the
Marauder.
[688]
Just... screw that guy.
[691]
But when theyâre at their best, the combat
encounters in the new DOOM games are a flurry
[695]
of fast movement and tactical decision making.
[698]
And all of this happens in the blink of an
eye.
[701]
A single playthrough of this encounter might
last all of five minutes - much less time
[706]
than youâve spent watching this video - but
itâs an incredibly tense five minutes - with
[711]
your brain having to be on full alert at all
times as you constantly find new answers to
[716]
those four key questions.
[719]
I wonât blame you if you need a moment to
catch your breath when the last demon drops.
[729]
Hey, thanks for watching!
[730]
Iâm curious to hear your thoughts on
which game did it best: DOOM 2016 or DOOM Eternal.
[737]
Please leave your thoughts in the comments
down below.
[740]
As always, Game Makerâs Toolkit is funded
almost exclusively by viewers like you who
[745]
donate every month to my Patreon page.
[747]
I couldnât just do this without you lot.
You can go back to the homepage right here: Homepage





