The sequel to the Doom soft reboot that I reviewed the monsters of a while back is Doom Eternal. It's bigger in scale, going for more spectacle and jumps straight to a demon invasion having taken over most of Earth, and throws us straight into the lore of the origin of the Demons and the Mayk
rs that have only been mostly hinted at via collectible notes in the previous game. As someone who read all the notes, I can follow the story, but I can imagine this would be quite jarring for those that played through Doom 2014 and saw it as a simple, self-contained story about a destroyed scientific base on Mars with some sojourns to hell via portals. I did like Doom Eternal's main story, though, which I found to be quite fun and entertaining -- not so much the platforming, or the DLC -- but for the most part it was a positive experience.
That said, we're here not to talk about storytelling or gameplay, but rather the monsters and demons!
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Returning Enemies: Soldiers, Shield Soldiers, Cueball, Unwilling, Imp, Lost Soul, Revenant, Pinky, Spectre
A lot of the enemies return to this game from Doom 2014, and some have their art and visuals and behaviour revised more than others. Some don't. The Soldiers and Shield Soldiers get brand-new models that keep them more in-line with older games with a less serious 'body horror' vibe like Doom 2014 and more of a 'chunky' feel, but they're more or less the same. The Cueball, Unwilling, Imp and Lost Soul really don't change much. The Pinky is a bit pinkier, and both it and Spectre look a lot less 'meat-gore monster like they did in Doom 2014. The Revenant also has a bit more of a 'cleaner' look to it, removing a bit of the grittier vibe of the previous game.
I started with Doom 2014 so I do miss the more body-horror look of the 2014 designs, but I also appreciate them trying to evoke the original appearances of these monsters, which the fanbase probably would appreciate more. There's a bit of explanations in the lore pages with how the Revenant program continued even after the destruction of the Mars base, and how the Spectres are actually created by Hell instead of what was originally thought to be the result of UAC experiments, but otherwise the data logs for the monsters are a bit of a step down in quantity and quality compared to Doom 2014, being a lot more concise.
Returning Enemies 2: Zombie, Hell Knight, Cacodemon, Mancubus, Cyber Mancubus
Some enemies change quite a bit. The Zombie replace the 'Possessed' of the previous game, which were utterly skeletal with whorls for faces. The basic zombie enemy is... just a cartoonish zombie, shambling around zombie-ing around. The killing blow for the Zombie has Doomguy bash the skull so hard that it gets embedded in the torso, a surprisingly Looney Tunes kill that you'll see a lot in the game.
The Hell Knight gets a more fleshy tone and whatnot, which is fine... but also gains two beady eyes. I feel this is a lot less intimidating and makes him a lot more boring than his original Doom 2014 eyeless design. The Cacodemon shares most of its prior appearance's looks, with two key differences -- the insides of its mouth glow blue now, and its eye now has a pupil. It makes the Cacodemon a lot less threatening and a bit goofier. But for the Cacodemon specifically, it does feel like it's intentional since it's the game's mascot.
The Mancubus and Cyber Mancubus get the biggest change, which the game actually notes in-universe by explaining that the Doom 2014 Mancubi were created from a different alien race; while these Mancubi are more associated with transformed humans. They are more bulky than hideously obese, still having bulk but ones that are more proportional. Gone are the chitin armour, and even the base Mancubus has clear man-made weaponry grafted to it. The face is the biggest change, however, getting rid of the single eye and massive fangs, and replacing it with two beady eyes and a somewhat orc-like mouth. The Cyber Mancubus gets a completely brand-new swanking bright green armour with massive shoulderpads, making it a lot easier to instantly tell it apart compared to its non-cyber brother.
Mecha Zombie
A new 'mook' enemy that replaces the 'Hell Razer', the Mecha-Zombie is essentially a Zombie with additoinal mechanical parts grafted to it. That face definitely reminds me of the Terminator, and I'm a huge fan of the barbed fingers on one hand, the exposed metal endoskeleton in the legs, and the visible guts shown. The Mecha-Zombie sadly doesn't really get any lore to it, so we don't know if they were mechanized and cyborgized before or after they became zombies.
Gargoyle
A new weaker demon is the Gargoyle, which is noted to be 'brethren' to the Imp. It's more elaborate than just giving the Imp some bat wings and calling it a day, though! Gargoyles also get a longer neck and nicely different face, with one of those lower jaws that split apart. Gruesome, and cool. Their arms also end in two massive blades, that glow as they try to shank you. The Gargoyles are noted to originally be regular species in the Sentinel world (which is a secondary medieval-magic-themed location that Doom Eternal visits a couple of times) before they got converted into Demons for the specific purpose of gaining air superiority.
Arachnotron
Arachnotrons are smaller versions of last game's final boss, the Spider Mastermind. The Arachnotron keeps a lot of what made the Spider Mastermind so distinctive, being mostly a giant brain on a spider-mecha leg, but also with glowing eyes and a screaming demon mouth on it. Doom Eternal pivots to having most of the stronger demons having a specific weapon or mod that is particularly effective against it. The Arachnotron's powerful turret and mobility is countered by the sticky shotgun shells, which latch onto the Arachnotron's gatling-laser-gun thing and disables it.
Arachnotrons are cloned from the material recovered from the original Spider Mastermind, and interestingly the brain matter ended up being receptive for 'impulse-controlled prosthetic frames' built by the UAC. Like the Revenants, the Arachnotrons were originally built by the UAC to combat demons before they inevitably broke free and slaughtered everyone in the UAC facility. Because that facility runs on its own AI, the factory continues to produce Arachnotrons in perpetuity. Nice little worldbuilding showcase to the smaller conflicts that happened in-between Doom 2014 and the war.
Dread Knight
This one is cool. The Dread Knight is a cyborgized version of the Hell Knight. That's really all there is to say, since the Dread Knight behaves similarly, being a relentless pursuer that chases you around the map. Pretty cool design, though, with a Terminator metal skull-helmet, mechanical arms, glowing yellow tubes and two massive energy blades mounted to his wrists.
Interestingly, the UAC cultists that modified the Dread Knight did a lot of sci-fi modification with hormones and neurotransmitters to cause the Dread Knight to be injected with dopamine any time it gets a kill. It's otherwise always roiling in epinephrine-induced rage. I really don't think that Hell Knights and demons in general need more incentive to kill humans, but the Dread Knight does so seeking the high and temporary reprieve from the rage boiling inside of them.
Whiplash
The Whiplash is a cool one. I really like her head, a skull with two horns pointing backwards. She's also cybernetic, with her lower body being a complex, coiling snake body and her arms ending in black mechanoid augmentations holding twin daggers that are tied to her arms with whips, giving her surprisingly long reach. Whiplashes are very fast, if more fragile than the other 'heavy' demons. The combat in Doom Eternal definitely tries to give us a lot more variety in enemy, and not just 'mooks and durable guys' that was in Doom 2014.
Prowler
Another stronger demon, the Prowler initially just looks like a slightly off-shade Imp. But the head and their abilities set them apart. Prowlers are able to go invisible, and teleport short distances away from the Doom Slayer. I really like its head, with three dot-eyes that resemble a stealth helmet's nightvision goggles (it gives me Splinter Cell vibes specifically) and I like that those jaws don't even look like they can close together properly.
Prowlers are jumpy little shits that try to leap away and teleport away from you. They're not the most dangerous alone, but combat in Doom is always chaotic as all kinds of demons try to jump you, and the fastest way to get rid of a Prowler is to use any of the mods that can 'heat-seek' and track them, whether with missiles or rockets.
Pain Elemental
My favourite! The Pain Elemental is kind of an upgraded Cacodemon, but it's a variation of the iconic design that looks so distinctive! The Pain Elemental has the 2014 Cacodemon's pupil-less eye, two much more developed arms, two horns... and like eight extra mini-jaws that open and close and give the Pain Elemental so much personality... and creepiness. Nothing in nature should have so many jaws!
Pain Elementals, as their name implies, feel only its pain. They are 'cursed' to always forge Lost Souls within its own bodies, a process that, of course, causes itself pain. This process is only alleviated for the brief moments that the Pain Elemental can unleash that pain upon others. In combat the Pain Elemental will actually summon Lost Souls not just as extra minions, but it will reach into its mouth, chuck Lost Souls at you, and even sometimes summon a horde to fly around it as a shield.
Probably my favourite demon in Doom Eternal, by virtue of its wacky multi-fanged deisgn.
Carcass
Oh, this asshole. Reminding me of Lord Harkonnen from 1984's Dune adaptation, the Carcass is an another angry cyborg corpse. Its lower body is turned into a three-legged spider body, and it holds a massive cannon... that creates forcefields in front of allies. The Carcass itself isn't particularly threatening, but it can jump surprisingly far distances with those legs, and the shields can really screw up your maneuvering and demon-killing. The shields blow up with blasts from the plasma cannon, but that weapon otherwise isn't the most effective against other demons.
The Carcass is noted to be 'neither living nor dead', except it's not reanimated just by demon powers like the zombies. Instead, the Carcass is fully a decaying organic host being forced to move with cybernetically-simulated electrical impulses. This one is definitely a monster that I love to hate, and the glory kills made to this one is particularly over-the-top.
Maykr Drone
The last 'middle' enemy we see is the Maykr Drone, which chronologically only appears in the last couple of levels in the game... but I find it strange putting them above the mini-bosses. Maykrs are the setting's analogues to angels, and are also robotic. They are ostensibly against the demon horde initially, but the Doom Slayer would find out that the Maykrs have been manipulating things all along and led to the downfall of the alien civilization of Argent D'Nur.
None of these are really important to the monster, which are just floating robots with golden masks. Under the robotic 'robes' you can see glimpses of their true form, however -- red writhing tentacles, the true nature of which becomes more apparent as you near the end of the game. Despite having some amount of individuality, Drones are all part of a hivemind that is subservient to the Khan Maykr, and are unable to resist a command from them. They are particularly weak to headshots, which instantly kill them.
Fireborne Baron
The Barons of Hell from Doom 2014 do not make a return in their original form, but appear as an upgraded version -- the Fireborne Baron. Initially having a grayish-black outer shell, as you damage them their internal true skin is revealed and it's just made straight up of magma. The Fireborne Baron also shoots out a lot of fiery attacks. This divergent abilities and visuals does really help to set them apart from the Hell Knights, since they do just feel like 'Hell Knight but bigger and hornier' in the original Doom 2014.
Archvile
Probably the demon I fear the most is the Archvile. His design isn't the most special, just being another 'flayed man' demon. He's a lot less bulkier than the Barons or Dread Knights or Mancubi, but is easily the most terrifying. Creating fiery shields to protect himself, the Archvile will summon entire extra waves of minions to crush you. Doom is already hectic enough with any given stage having large numbers of demons swarming, having indefinite amounts of waves as the Archvile teleports around and tries to get away from you is even more horrifying.
I do like the vibe going on here too, with the chest actually being hollow inside, the long claws, and the frowning, more intelligent-looking face. Archviles are noted to be descended from the eldest demons, and hold the position among the ruling caste. Neat!
Tyrant
The Tyrant is a 'degraded' version of the Cyberdemon boss from Doom 2014, but has an appearance that matches closely its original design from the first 3 Doom games. Pretty menacing 'big towering monster' demon, with a monstrous goat-head and tusks, and clear parts of the body being replacde with cybernetics. Love the exposed machinery in place of intestines, and of course it's got a giant cannon arm. I'm not a big fan of the very fleshy elephantine organic leg, but I suppose that does show stark contrast with the hyper-detailed robotic leg.
Alongside two more others that debuted as bosses initially, the Tyrant is one of the toughest enemies in the game in no small reason that they appear alongside entire hordes of minions and are such gigantic health-sinks to bring down.
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MINI-BOSSES:
Doom Hunter
The first Doom Hunter was introduced in a pretty cool manner, as the Doom Slayer runs around a base and sees the first Doom Hunter's mechanical and organic parts being moved around and assembled as he goes through the Cultists' Base. It's a manner similar to the excellent Cyberdemon level in Doom 2014. The Doom Hunter itself is another cyborg demon, with the upper body of a one-eyed demon with large horns, a chainsaw for one arm and a giant gatling gun/mace thing being held by the other. The spine connects down to a hoverpad coupled with even more cannons. The Doom Hunter is faced in a two-phase fight, where you need to bring down the energy shield and then blow up his lower tank-body, and then the second phase has his upper half fly around and shoot you.
The backstory is that the Doom Hunter is one of a race of beast-like hunters that were excavated from the frozen depths and resurrected with a combination of dark magic and science. The coolest thing, of course, is that while the first Doom Hunter itself is a pretty neat boss fight, later on it will appear as minibosses throughout all the levels, sometimes multiples at a time, and is treated with more or less the same gravity as Archviles and Tyrants. That's pretty neat.
Marauder
Simultaneously the most annoying but the visually coolest enemy is the Marauder -- again, initially met as a boss fight at the end of the level, and being one of the few demons to speak. The Marauder's design is quite simple, a pale demon-man with horns and dressed up in a 'barbarian' version of the Doom Slayer's own outfit. He wields a massive laser axe (to contrast the Doom Slayer's sword) and even a double-barreled shotgun similar to the Doom Slayer's own.
The backstory? The Doom Slayer was once part of the Night Sentinels, a group of anti-demon hunters in the now-fallen world of Argent D'Nur. Many of the Night Sentinels ended up being corrupted, betrayed Argent D'Nur, and defected to demonkind and transformed into the Marauders. So each and every Marauder is technically part of the same knightly order that the Doom Slayer was once part of, theoretically making them all as badass and as powerful as the Doom Slayer.
In practice, they are annoying due to being a very strict 'counter him with a specific weapon during a specific part of his combo', which is cool when the Marauder is the final boss of his level... but otherwise he's just not the most exciting enemy to fight, being more tedious than anything. They at least look cool, though.
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ONE-OFF BOSSES:
The Gladiator
The Gladiator looks like he's part of the same type of demons that became the Cyberdemon, with horns and a 'Predator'-esque style of lower jaws. He's huge, with bull legs, and is fought at the end of an arena as the Doom Slayer goes around dimensions to try and kill the three Hell Priests. The Gladiator is a demon brought to make a mockery of Argent D'Nur's gladiator arena, and wields a shield that 'entombs the tormented soul of his undying master'.
I really don't find it particularly interesting, and even the whole "shield contains the soul" isn't communicated particularly well in my opinion, especially not compared to how well-done the Pain Elemental was. In fact, I actually completely forgot this was a boss fight!
Khan Maykr
The penultimate boss is the Khan Maykr (pronounced 'Maker'), the leader of the angel-like Maykrs that we would find have been in cahoots with the demons, siphoning the souls of the dead to create Argent Energy to empower their people. The Khan Maykr torments the Doom Slayer throughout the game, mocks him for his failures, and later tries to get him to stop just to prevent the status qou from being shaken up.
The fight against the Khan Maykr is a bit of a gimmick one that involves her flying around with her robotic angel wings spread out as she nukes the battlefield, while we try to survive and wait for her vulnerabilities to show before we grapple up with our chain-shotgun and punch her in the face. Pretty fun boss fight!
The design of the Khan Maykr herself is pretty all right, more or less what you'd expect from a 'robotic angel' -- a design choice that is always neat but has appeared in quite too many things for it to be novel. What is cool, though, is as we deal damage to the Khan Maykr, we tear off chunks of her armour to reveal a fleshy, demonic face beneath -- showing that for all their talk, the Maykrs are hypocrites and are likely the same type of being as the demons themselves. I really did feel that for how much they tried to spotlight the Khan Maykr, the Maykrs themselves aren't the most represented among the enemy base -- and I wished we had maybe one or two extra Maykr levels instead of all the Maykr world being still infested with the same demons.
Icon of Sin
And the final boss is a titanic, kaiju-sized demon robot called the Icon of Sin. The Icon of Sin was the boss in Doom 2, back then being 'merely' a giant goat-head on a wall to represent the head of a large demon. The same demon head also appears as a cameo in Doom 2014. Now, the Icon of Sin is fully realized as a titanic demon that is such a powerful source of magic that could warp space-time itself if he's allowed to remain on Earth for too long. There's also a background where the Icon of Sin's form is actually born out of a 'devil's pact' that the Maykrs made with a traitor among the Night Sentinels, resurrecting his dead son into this monstrous form.
The final level has the Doom Slayer jump from building to building as the Icon of Sin walks through a city, crushing and toppling buildings and lurching around in the distance like goddamn Godzilla, while the Doom Slayer slaughters all the demons in his path to get to the final rooftop that he fights the Icon in.
The Icon of Sin itself is a giant boss fought on top of two different large rooftops, and you have to slowly whittle down his health... with a twist. Each part of the Icon of Sin's body has a separate health bar, and you need to tear off the mechanical armour of each part. Some parts are easier to shoot than others, while others move around so much; or the ideal place to shoot them is too close to where the Icon will unleash his attacks. The battle's second phase has the Icon of Sin stripped to demonic flesh underneath, which you blow up until he's just bone.
It's a simple, if long, boss fight. All the while lesser demons keep popping up to both harass you but also serve as ammunition drops. Design-wise I feel like both the Icon and Khan are both pretty effective for what they are, covering their respective tropes well and being both visually and gameplay-wise quite impressive.
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...and that's it for Doom Eternal! There are some variant monsters that appear in The Ancient Gods DLC, but I... I didn't have the best time going through that game, with an over-abundance of platforming puzzles, supporting characters going through rapid and questionable character development, and a real lack of lore that explains what's going on (instead focusing on the past). Almost all the enemies are just remixes of old models with one or two extra gimmicks, so I don't really feel they're particularly interesting to talk about either. We'll see if I ever pick up The Dark Ages, but until then, it has been a blast mowing down the forces of hell in the world of Doom!























