I know I was not the only one who was frustrated by the cliffhanger at the end of The Ancient Gods – Part 1. Perhaps frustrated is too strong a word; I was perplexed. After slogging through the annoying final boss that was Samur Maykr, I was left to learn that Slayer (Doomguy, if you’re nasty) went through all of this trouble to make…AN EVIL TWIN?! Thankfully, The Ancient Gods – Part 2 (TAG2) ties up the Doom Eternal story quite nicely, with a few key additions to boot.
For the sake of spoilers, I will avoid discussing the story in this review simply because of how short this DLC episode is. I was able to complete the entire DLC (all required and optional encounters, final boss) in a little more than three hours. I understand that id Software approached Doom Eternal’s DLC by releasing small episodes to complement the game, but it would have been nicer to have one longer DLC rather than two small episodes.
If you have yet to play TAG1, I reviewed TAG1 on the Nintendo Switch here. The gameplay of TAG2 is similar to that found in Doom Eternal and TAG1: Clear multiple waves of demons and engage in a variety of platforming sections. Unlike TAG1, however, the demonslaying arenas of TAG2 are highly variable. Some arenas are tiny, forcing you to quickly dodge your way through multiple demons. Others are gigantic (like most found in TAG1), but in the vertical sense. Several of the arenas featured more interactable terrain and deadly obstacles that forced me to keep moving as I tried to survive my way through enemies. I appreciated the layout of these arenas much more than TAG1, as I was kept on my toes.
The platforming in TAG2 is significantly more refreshing than TAG1 and feels like a true addition to Doom Eternal. TAG2 introduces terrain that requires you to use the Meat Hook as a grappling hook to swing around and vault yourself over rubble. While you won’t “feel like Spiderman” with a shotgun, you’ll feel pretty damn mobile swinging through broken buildings and across giant pits. Other platforming sections feel much harder, however, and require you to fall blindly into the abyss to figure out where you need to jump. Luckily, the more difficult platforming sections have floating armor fragments that respawn every few seconds, so if you’re having difficulty you won’t be too punished for not getting the rhythm right away.
TAG2 introduces a new weapon for Slayer to use in encounters: The Sentinel Hammer. The Sentinel Hammer is used to stun enemies that are surrounding Slayer, stopping (most of) them in their tracks so you can either get away or land quick finishing blows. Personally, it’s an excellent and balanced gameplay addition that can be used in multiple scenarios.
Unlike TAG1’s “secret encounters” (that could be skipped altogether yet unlocked suit modifications), TAG2 features two-phase “Escalation Encounters.” The first phase of these encounters are required for advancement in the story, but the second phase is entirely optional and include more (and more difficult) demons. Completing the first encounter unlocks an upgrade for your Sentinel hammer, and completing the second unlocks additional skins for your character. These optional encounters sweeten the pot for those who want to test their mettle against more difficult waves of demons, and I wish these kinds of cosmetic incentives were available in TAG1.
Another significant addition to Doom Eternal is TAG2’s adjusted UI. At the center of your in-game screen, several icons are clustered around your reticle. These icons correspond to your currently available powerups, such as the number of grenades and chainsaw charges. Seeing them on the Switch’s screen can prove a smidgen difficult (and can be turned off), but they’re quite helpful when your Switch is docked. These small UI elements were not included in the base game, and it would have been nice for them to be present all along (rather than only in TAG2).
Several new enemies are introduced in TAG2, most of which require you to switch up your weapons and playstyle to eliminate. Some require you to use specific weapons: Stone imps can only be destroyed with the full-auto shotgun. Other enemies are straight up annoying: Cursed Prowlers teleport around arenas and inflict “curse” on you, which poisons you over time, prevents you from using your dash and jump, and can only remove the curse when you kill the blasted hellspawn with a Blood Punch (if you can catch the damn thing). The enemies are mostly a welcome addition to Doom Eternal, but be prepared to lose lives in the harder Escalation Encounters.
Consistent with the additional levels in TAG1, TAG2’s levels are nothing short of unique and inventive for a series of games that has mostly taken place in demon-filled hellscapes and bloody apocalypses. I was pleased to find myself in Reclaimed Earth. Instead of a level that was brimming demonic tentacles, red lightning, and bloody pools, I found myself immersed in Doom’s take on a post-apocalyptic city slowly being reclaimed by nature (reminding me of Crysis 3’s biomes). However, the uniqueness of these environments is hindered by linearity of the map layout. Like TAG1, there is very little to explore off the beaten path (to a more restricted extent in TAG2). The few exceptions to this are small nooks and crannies that contain nothing more than 1UPs and 2UPs. But those levels…their designs are awesome. It’s just a shame that the Switch’s hardware detracted from so much of the mayhem (especially the third level).
Herein lies the issue with porting AAA games to the Nintendo Switch: You will get great gameplay, but you’ll get it at the cost of graphical immersion. It is incredible that the developers of Doom Eternal were able to pack so many enemies onto the screen and allow me to eat through demon after demon without framerate hiccups. The third (and final) level’s “Avenger’s Endgame”-style battles felt awesome to play through. Yet, I mentioned in my previous review that the graphics of Doom Eternal (and its episodic DLC) are significantly inferior to the graphics of its PS/XB/PC counterparts; looking up how to complete enemy encounters reminded me that the game has a TON of detail and demonic life that is glossed over by the Switch’s hardware. This does not mean that AAA titles, Doom Eternal included, have no place on the Switch because of its hardware. Instead, it becomes difficult for me to recommend this title for individuals who own multiple consoles. If you are a diehard Nintendo enthusiast, then by all means pick this game up (and its DLC, too)! I can assure you that you will enjoy the gameplay and story. But if you own multiple consoles…perhaps you should consider this game (and its DLC) on another console.
To say that Doom Eternal: The Ancient Gods – Part 2 is better than Part 1 in every way would be glossing over the strengths and weaknesses of both expansions. In some ways, TAG2 is the DLC I wished Doom Eternal had released much earlier; most of the new enemies, the platforming sections, and the Sentinel Hammer refreshed my interest in becoming engulfed by waves of demons Doom Eternal had prepared me to slay. In other times, I felt that TAG2 seemed shorter and more linear than TAG1, and was utterly disappointed by how quickly the game ended. Be prepared to have a helluva good time, but not for a bloody long time.