Previews
[Hands-On Preview] ‘Doom Eternal’ Offers Plenty of Relentless Demon-Slaying and Buckets of Gore
I’m surrounded by demons. Using my quick-dash and double-jump abilities in quick succession, I maneuver myself out of harm’s way and tear two enemies apart with the same shotgun blast. Low on health, I stop for a split-second to scout the area for leftover health drops. I’m slammed in the back and, spinning around uncontrollably, catch one-last glimpse of a Hell Knight as its fist slams into my face to deliver the telling blow. Great, I thought, that’s one of my two extra lives lost.
Don’t stand still. That’s the key underlying message that, if it could speak, Doom Eternal would be demonically screaming at you every 30 seconds. Even with the game’s pulsating heavy metal score pounding through my ears, it felt as if Doom Eternal was shouting this at me anyway during my hands-on session at QuakeCon Europe last weekend.

Make no mistake, Doom Eternal will punish you if you aren’t constantly on the move. Sure, this was just as key to your survival in the 2016 reboot, but it feels like it’s an absolute necessity in the sequel. Enemies aren’t here to make up the numbers as you rip and tear your way through them. Never-ending waves of enemies seek you out – in greater numbers this time around too – and bit to halt your progress across Doom Eternal’s many locations. I only got to sample one such area during my playthrough – the Mars space station level – but, if this is anything to go by, Doom Eternal is shaping up to be just as much Hellish fun as its predecessor.
Before I could dive head-first into slaying demons, a quick tutorial needed to be completed. It might seem strange for a game demo to have a tutorial section, but it’s required for you to get to grips – literally – with Doom Eternal’s new traversal system. Wall climbing is now a thing, and you’ll need to master this in order to clear some extremely treacherous terrain in certain levels. Thankfully, id Software has made this pretty easy to use. Clicking in on the right thumbstick makes Doomguy cling into these particular walls, and simply pushing up or down on the left thumbstick makes you ascend or descend. Doomguy can also swing across cavernous areas using strategically placed yellow pipes. By double-jumping to these, you’re able to stay airborne for longer and dodge demon attacks.

Once you get an idea of how traversing Doom Eternal’s areas works, it’s an extremely fun mechanic to utilize. You’ll find yourself constantly jumping, swinging, and running rings around demons, and get the drop on unsuspecting ones. It introduces a verticality that wasn’t as prevalent in Doom 2016, and enables puzzle-platforming sections to blend seamlessly into the all-action, horror genre that the series is renowned for. You’ll need to become very adept at using the traversal system if you want to find every secret in the game. Judging by the in-game map, id Software won’t make it easy for you to get them all, but God loves a trier.
As for the demons you’ll face, there’s plenty who return from Doom 2016. Hell Knights, Cacodemons, Mancubuses, and others are ready to tear you apart, and they’re joined by a number of new enemies to boot. Arachnatrons, Gargoyles, and Pain Elementals featured in the demo I played, and these new additions provide new challenges and different ways to approach combat. Deciding whether to take out the big guns first and mop up the little guys later, or kill the smaller demons before tackling those goliath-esque beasts, builds upon the strategic layer to battles that Doom 2016 introduced. You might find that bouncing between enemies – dealing snippets of damage as you go – becomes your go-to tactic. It’s one that I used often during my hands-on session, and it worked for the most part.

Of course, you’re nothing if not powerful as The Doom Slayer, and the legendary protagonist has some new cards up his sleeve in terms of weaponry. You’ll bludgeon, torch, zap, and obliterate enemies with your guns and suit upgrades, and it’s these latter weapons that are vital to your resource management. Doomguy comes equipped with a flamethrower and left-arm blade attachment that, along with his chainsaw, are key in determining what items enemies drop. The chainsaw now only drops ammo, even if it is by the bucketload, while the flamethrower causes demons to drop armor. Getting glory kills, by using the blade attachment, meanwhile, ensure you get health drops.
You’ll need to strategically decide when the best time to use each of these is too. Like Doom 2016, the chainsaw requires fuel to work, and the flamethrower needs a cooldown period before it can be used again. These weapons can get you out of jail if you’re in a sticky situation, and each one feels fantastic to use. Only being able to use them at specific points certainly adds a new layer to combat, and you’ll need to learn how and when to activate them to get the best out of them. Due to the frenetic nature of fights, it took me a few battles to remember that I had these items available. Once they became ingrained in my mind, however, it became second nature to rely on them when necessary.
You usual arsenal continue to pack a punch as well. The super shotgun, chaingun, and plasma rifle feel fantastic to use as you blast, mulch, and shock demons into submission. The super shotgun’s grappling hook, in particular, is extremely gratifying. There wasn’t a greater thrill I felt during my playthrough than jumping into the air, latching onto an enemy, drawing myself towards them and blasting them to pieces with a meaty shotgun slug.
Other things that make Doom Eternal feel more modern and streamlined. The HUD has been overhauled and looks more stylish as a result. Id’s decision to bring back Doom’s historic blue health potions, which you can find scattered around the map, is a nice touch too as the franchise celebrates its 25th birthday. The dry humor on show in Doom 2016 is back for another round, and it’ll never get old seeing all of those startled scientists and soldiers as Doomguy enters the Mars facility.

There were a couple of niggles during my playthrough that I’d like to see tweaked ahead of the game’s release. Double-jumping to clamber up ledges felt clunky at times – if my button prompts even made Doomguy jump in the first place – and some battles felt a little too lengthy for my liking. The final fight, before the demo ended, was one such instance of this. There were two occasions where I thought I had nearly cleared every demon out, only for another 10 to 15 to spawn. Sure, beating demonic hordes up is a ton of fun, but there comes a point where it can start to get tiresome if you’ve been battling for your life for over 20 minutes already.
There’s plenty to love about Doom Eternal, though, and there’s time for my grievances to be ironed out before its official launch. It’s a punchier, improved, and more satisfying version of Doom 2016 and, given how superb the reboot was, Doom Eternal looks and feels like it’ll surpass its predecessor. I can’t wait for November 22 to roll around and give those demons some more Hell to deal with.
Doom Eternal preview was on PC.
Doom Eternal is out November 22 on PS4, Xbox One, PC, and Nintendo Switch.
Previews
‘Silver Pines’ Preview: David Lynch Surrealism Meets Survival Horror
The gaming world owes so much to David Lynch. “Twin Peaks” alone has inspired the premise and setting of so many games, from Deadly Premonition to Alan Wake, and its dreamlike tone is one that’s perfect for an interactive medium.
Silver Pines, the upcoming title from Swedish-based indie developer Wych Elm, is the latest in the lineage of Lynchian games, this time presenting survival-horror-style gameplay from a 2D perspective. While I’m not traditionally as hot on 2D games, after spending time with the demo, available now on Steam, I can’t wait to see more of this intriguing new world.
It starts out simple. After a brief, narrated dream sequence, you wake up in an empty diner in the small American town of Silver Pines. There’s a quick tutorial sequence that teaches you the game’s mechanics as you escape from the diner, followed by a phone call that sets up the premise of the game. You play Red Walker, a private investigator on the hunt for a missing musician named Eddie Velvet. It’s an elegant bit of exposition that’s delivered with a slightly dreamlike vibe, setting the tone for what’s to come.
As you begin to explore the titular town, you find it eerily abandoned, thanks to an evacuation order that’s caused the majority of the residents to take the ferry out of here. Empty streets and vacant buildings bring to mind Silent Hill, which is a great start in my book. There’s something really unique and special about small town horror like this, and Silver Pines is able to capture it immediately without feeling too much like a tribute act.
Navigating the Unique 2D World of Silver Pines

One of the things that impressed me immediately was how easy I found it to navigate the 2D space. Much like the indie classic Lone Survivor, you have a map that represents the space, and you turn down streets and hallways by pressing up or down at certain openings in the background to “turn” on the map. It seems like it should be incredibly difficult to follow directional shifts like this, but it becomes immediately intuitive, especially with the addition of diegetic signage that guides you without feeling out of place and handholdy.
I usually associate 2D games with more dynamic jumping and movement mechanics, but Silver Pines keeps things grounded, managing to find ways of creating navigation challenges without resorting to platforming tests that would feel out of place in a narrative like this. The map is particularly excellent in this game, as you can use a camera to add photos to it to help remind you what’s there. I love it when main characters mark up maps with locations of puzzles or items, and putting that power in the player’s hands was an interesting mechanical wrinkle that felt helpful and unique.
The other thing that gripped me from the start was the art style, which uses a slight cel-shading technique for the character models that makes them look hand-drawn. They really pop when compared to the backgrounds, which have a slightly different, but complementary, style to them. Wych Elm also shows off a masterful understanding of lighting, creating a shadowy look that’s never too dark to understand what’s going on.
The way the various layers of background and foreground give a parallax effect as you walk adds so much depth to every moment, making the imagery feel more dynamic. This game is treading familiar ground, with abandoned hotels and empty small town streets, but the unique look sets it apart enough to justify it among its peers.
Puzzles Balance Logic and Surrealism

Aside from just navigating the spaces, you’ll need to solve a variety of puzzles in order to progress. Many of them are just finding keys to open doors or figuring out which item is helpful in which situation, like an adventure game, but there were a few in the hour-long demo that gave me a level of satisfaction in actually figuring something out. Like the best survival horror games, the puzzles are an equal bit grounded in reality and slightly surreal, adding to the tone of the game. One of them gave me a Silent Hill vibe with its logic, asking me to win a BB gun shooting range mini game to get a pool key (which also teaches you how to use weapons).
While the game isn’t crawling with enemies, there are more threats scattered throughout the levels than I expected. Early on, you get a blade to defend yourself, which also acts as a key to cut through doorways blocked by cloth, and it’s just the right balance of effective and clumsy. There’s a surprisingly useful dodge that lets you slip past enemies. With the right timing, it’s not too difficult to survive one-on-one encounters, but it’s also not so easy that you can go on autopilot. Once multiple enemies get into the mix, it starts feeling more desperate, forcing you to make smart use of your stamina and weapon durability to survive.
A pistol gets introduced late in the demo, and that also felt surprisingly punchy, but its power was balanced smartly by limited ammo. One of my favorite gameplay elements of survival horror is ammo management, and it seems like Silver Pines is going to make that a core part of its combat experience, asking you to think carefully about which enemies are worth your precious bullets. This is further complicated by the fact that your gun can also be used to shoot padlocks to access previously locked areas, making it an even more valuable resource.
Enemy Design is the Demo’s Biggest Question Mark

Ammo and tape will be crucial to the continued use of your gun and knife, respectively, and there’s a quick little minigame for reloading and repairing that adds some tension to encounters. In addition to scavenging for resources, there was a vending machine I ran across where I could spend money to buy ammo or health kits. Be careful, though, the money is what you use to save at the payphone save points, so you don’t want to spend it all. It’s a clever variant on the classic Resident Evil-style ink ribbon system that makes your resource for saving a more abundant currency, but one that is used for more than just saving.
There were a couple of mementos that I ran across while exploring, and these can be equipped to provide specific character modifiers. I’m not entirely sold on the system yet, as there weren’t enough in the demo to really be able to craft a meaningful build, but with the surprisingly fun combat I’ve seen so far, I’m hoping that they will allow you to shape your playstyle in a way that’s tuned to how you like it. Any new wrinkles on combat are welcome, as it will need to find ways to keep fresh if it wants to stay compelling throughout.
As much as I think the combat is responsive and interesting, I think the enemies might be the weakest part of the game’s identity. This could also be a symptom of just seeing the early game, but so far, they are a bit more indistinct than I’d like, consisting mostly of shadowy people and bugs that didn’t have much going on. There was a boss fight that had a bit more of a menacing design, but I don’t know enough about the full shape of the narrative yet to see if the enemy design is in sync with the tone it’s trying to achieve. Right now, they just feel a bit generic, but I’m hoping things improve as it goes on, because they are pretty fun to fight for a survival horror game.
A Strong First Impression

Back to the opening thoughts about Lynch, the part that has me most interested in this game is the narrative. It’s simple so far, but there have been some surprisingly effective surrealist sequences that make me think this story is going to be something that will sink its hooks into me. One of the coolest moments of the demo involved turning off a light switch and being transported into an entirely different space, one dripping with dreamlike vibes. Even the choice to have the person you’re searching for be a musician adds a nice bit of texture to the narrative, putting a thematic focus on the game’s music in an important sequence involving a performance.
The cutscenes shift to a distinct painterly style, making them stand out without having to animate them, and it’s all brought to life with great voice acting. There’s even a little show you can watch in bits on TVs you pass, feeling a bit like a nod to Alan Wake II’s “Night Springs”.
I’m going to be honest, watching the initial trailer for Silver Pines had me feeling a bit sceptical. Not everyone can nail that Lynchian vibe, and when you try for that tone and miss, it can leave you with a narrative that’s either confusing or pretentious. Based on my hour with Silver Pines, I’d say they are on the right track, ready to deliver a surrealist narrative that draws from its inspirations while still carving out its own identity.
No word on the release date yet, outside of a vague 2026 timeframe, but I’ll be there day one to check it out.
Silver Pines is scheduled to release on the PlayStation 5, Xbox Series, Nintendo Switch, and PC via Steam.

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