The Terminator/T2, Alien/Aliens analogies are apt for these two games IMO. The sequel has more bombast and dials things up, but it loses some of the soul of its predecessor.
I like both games, but not equally. Doom Eternal is a more mechanically complex balancing act and I respect what they tried to do, but the tonal difference, change in narrative direction, and one note gameplay loop resulted in a game that was absolutely more technically more impressive, and had more finely tuned combat, but lacked atmosphere and curtailed some of the freedom found in Doom 2016 and earlier games in the series.
Doom Eternal has to be played one way. It works, and it’s very tightly designed, but it’s also incredibly monotonous and doesn’t allow for any real experimentation, particularly on higher difficulties. I’m glad it exists, because it really is a great experience, but after completing it on Nightmare, I find myself only returning to individual levels, whereas I have played through Doom 2016 at least once every year since its release.
Doom 2016 has better art direction. The dark, more realistic and grounded tone provides more atmosphere than Eternal. Weapons are placed in the levels in a realistic fashion and aren’t floating, spinning green pickups like in Eternal. In that respect, Doom Eternal is actually closer to the first two Doom games where weapons did float. They didn’t glow green or spin.. [spinning weapon pickups were introduced in Quake and have been an id developed Quake staple throughout] ..but they did float. Doom 2016’s weapon pickup placement is like Doom 3’s in that it’s more grounded in reality and there is more context provided in the locations where you find them. The much more subtle HUD, the environmental design, even the weapon designs themselves, are more realistic in Doom 2016. That’s something I really appreciate about the game. Like Doom 3 it feels more grounded, both literally and figuratively.
In comparison, Doom Eternal fully leans into its videogame nature, and comes across as cartoonish in comparison… something Hugo Martin has commented on multiple times, likening it to a “Saturday morning cartoon”. A gorgeous gruesome cartoon at that. And that’s not to say that Eternal is devoid of great art direction; the gothic stylings of Exultia and Teras Nobad can be quite striking, and Nekravol is legitimately gorgeous. That everything is so much brighter in Doom Eternal does often work to it’s detriment as far I’m I’m concerned though and most of the levels look incredibly generic (Urdak is ugliest of them all). The Atlantica Facility in Ancient Gods Part 1 is stunning, and Immora in Part 2 is top tier, but Eternal is much less consistent then Doom 2016 with respect to it’s visual design. Like Doom 3, Doom 2016 has a more oppressive atmosphere, a sense of isolation, and better world building than Eternal. The same is true of the difference between Quake and Quake 2. Quake is darker and more foreboding, whereas Quake 2 is brasher, more vibrant, and less concerned with the atmosphere.
I think for the most part the differences in enemy visual design direction are minor. Some enemies look better in Doom 2016, but most look better in Eternal. Possessed soldier variants in Eternal are more faithful, but I actually prefer how they look in 2016 since the chunky models in Eternal look goofy. I think the Barons look better in 2016, and I think the Cyber Mancubus looks better in 2016. I also did like the updated Cyberdemon in 2016, but it’s way more faithful in Eternal and overall I prefer the latter. The rest either mostly look the same or look better in Eternal, and obviously Eternal features a whole bunch of demons that aren’t present in 2016. Both games do a great job of enemy designs, though like Urdak, I’m really not a fan of the Maykrs from a visual perspective.
The visual differences extend to the weapon designs too. The Combat Shotgun in both looks great, but I prefer the look of the sticky bomb CS in Eternal. I also appreciate the larger visual difference between the sticky bomb variant and the gatling variant in Eternal. I can’t say the same of the Heavy Cannon in Eternal though. I think the Heavy Assault Rifle looks much cooler and less toy-like (the Eternal variant does sound way punchier though). The Super Shotgun in 2016 looks perfect, and while I don’t hate the look of the SS in Eternal, it isn’t my preference. The Plasma Rifle in Eternal is night and day better than the 2016 weapon, the Chaingun is better in 2016, the Gauss Cannon looks cooler than the Balista, and I like the Rocket Launcher in both games. One of the things I do appreciate about Eternal’s weapons deigns, is the greater visual differences the mods bring.
Functionally, Eternals weapons sweep the floor with those found in 2016. I do love the final upgrade for the Super Shotgun in 2016 where you can fire it twice without reloading, but the Meat Hook SS in Eternal provides an additional way to play and drastically increases player mobility so it’s hard not to give that the win. The Combat Shotgun in Eternal is valuable all the way through the campaign and both mods are genuinely useful, where the same can’t be said of the 2016 weapon. The Heavy Assault Rifle and Heavy Cannon are very similar, but the Precision Bolt mod is more useful than the 2016 Tactical Scope. The Plasma Gun is better in Eternal period. The Rocket Launcher is a wash. The Chaingun is mostly a wash with the Mobile Turret mod, but the option to have an Energy Shield version in Eternal gives that game the win. The Gauss Cannon vs. Balista is slightly more complicated. I think the Siege Mode in 2016 was overpowered, but it was also stupid fun and came in clutch when playing on Nightmare. Arbalest is better than Precision Shot, but Seige Mode is better than the Destroyer Blades. I’m tempted to give it to Eternal, but the Gauss Cannon is one of the best weapons in any id game. I don’t particularly care for the melee weapons in Eternal and the pistol is dogshit in 2016. Overall, the functionality and usefulness of Eternals weapons wins.
The more consistent utility of Eternals weapons; that all are completely viable throughout the game, is part of why the combat is so much tighter. It’s hard to argue against Eternals weapon balance. Where Eternal falls short isn’t how combat feels, but how closed its ancillary gameplay systems are. It’s a tight loop of weapon switching based on enemy type, targeting of weak points, ice bomb, flame belch, grenade. It works perfectly, but it provides less freedom in the approach to combat encounters. Most people think that because you’re forced to play that way, that it’s more complex with resource balancing, but it isn’t hugely different to 2016. In 2016, the Siphon Grenade leeches health and armour, Glory Kills generate health, and the Chainsaw generates ammo… but ammo is also far more abundant, giving you more flexibility and freedom in terms of weapons choices and tactical approach. Only having a handful of fuel reserves, and different enemies requiring different numbers of reserves makes the player consider when best to use it. In Eternal it just regenerates and you have to spam it endlessly. Frag Grenades are similar, but it’s nice to be able to upgrade them directly in Eternal. I can’t say I love the shoulder mounted equipment launcher in Eternal though, and the Ice Bomb is very un-Doom-like. It was weird in 2016 when you could actually throw grenades, but I grew to love it. Blood Punch is fine I guess but it feels like it exists as a tacked on get out of jail free card because of how the combat loop is built, and Flame Belch is just a weird addition that is unfortunately absolutely necessary to use. Eternal is just more rigid, and sometimes less fun to play as a result.
One of the other key differences between the two games is how secrets work. Doom 2016’s are far harder to find and almost never telegraphed. In Eternal they are hidden behind ugly giant cracks in the walls, hiding massive yellow question marks. It’s horrendous. In 2016, secret areas are harder for find and require more exploration. As somebody who loves the original Quake, Doom 2016’s approach is far superior to me and what they did in Eternal comes across as an attempt to make finding them easier for casual players.
The inclusion of extra lives also struck me as an odd inclusion pitched at addressing the steeper difficulty spikes in some of the combat encounters in Eternal for casual players. These and the Blood Punch feel like afterthoughts. It’s not even like Eternal is actually a very difficult game. Certainly not if you play it the way it’s intended to be played and actually take full advantage of the systems they built. It isn’t difficult in the way that Blood is difficult on higher difficulty levels, and parts of Quake are far more challenging on Nightmare than anything in Eternal. Ancient Gods Part 1 is tougher, but the base game isn’t as hard as most of the “git gud” wannabe elitist clowns pretend. It isn’t Dark Souls hard or Returnal Hard. It’s Sekiro hard, which is to say, it’s only challenging if you don’t play it the way the developers want. Eternal is more difficult than most current FPS games, but only because most FPS games are built for 13 year olds
Eternals worst aspect is the story. It’s unnecessarily convoluted, leaves nothing to the imagination, and comes across as though Bethesda pressured them to expand the lore and mythos behind the Slayer so they could sell more merch. A bigger, sprawling plot that features multiple speaking characters, less cool text logs than the PDAs in Doom 3, and a vast array of different disconnected locations. It’s nice to have such a diverse world, but there’s something special about the Mars facilities in Doom 3 and 2016. The location is so detailed and you see so many areas of it that it becomes a character unto itself. It feels lived in and like a place where people actually worked and abandoned. The same can’t be said of any location in Eternal. Both approaches have their strengths, but it’s understandable that some people prefer one over the other. To me, the Mars facilities are like the Nostromo and LV-426 in Alien and Aliens respectively, Gotham in the Batman films, or New York in Taxi Driver. Eternal takes you to more places, but none have the same kind of impact.
At the end of the day, I’m glad both games exist. If Doom 2016 was a short game, I wouldn’t be as content, but it isn’t and it’s always going to be there for people to play.