Hey all, first post here since my account finally got approved
Gave this demo a shot on PS5 Pro and, while I definitely enjoyed it, I found this build to have a few too many polish and game feel issues that prevent it from being a day 1 purchase.
Let's start with what works:
- The gunplay isn't exceptional but the guns look cool and feel satisfying to shoot. Hit feedback on enemies is also solid enough and I found myself quickly getting into a rhythm during arena fights. Not top-tier in the genre but pretty good. I picked the chain charge shot upgrade on the magnum pistol and that was cool, although the vfx and sound when letting it fly could both stand to be a bit punchier imo.
- Mobility options allow you to quickly dash around enemies and gain the high ground to blast them from above. You can grapple, wall run, and use bounce pads to reposition and grab pickups around the maps. It's obvious that both DOOM 2016 and DOOM Eternal were the main inspirations here, with a push-forward style of combat that rewards you for being aggressive. From what I've seen the skill tree upgrades should only make things cooler as you progress, with abilities like jetpack hovering added to the mix.
- The game's defining mechanic is your ability to rip the core out of enemies and then use it offensively or as a resource to buff yourself. You can either chuck it back at enemies like a grenade or consume it to regain health and buff your melee. There are a bunch more upgrades in the skill tree dedicated to ripping cores, with things like movement speed buffs and turning enemies into AoE bombs when you rip out their cores. I found ripping cores to be fun and snappy, adding a bit of decision making on the fly during encounters since there's a pretty lengthy cooldown before you can do it again.
- Some enemies also have armor that you need to break before their core becomes exposed; hitting them with a melee will both stagger them and make their armor vulnerable to damage, so you're encouraged to get in there instead of just hanging back all the time. You also get a one-time super punch that can wreck armor after consuming a core.
- Enemies were fine overall in this demo but nothing too special. I played on Brutal difficulty and the game felt fair and well-tuned. It's not as intense as something like DOOM Eternal on Nightmare but the enemies were dynamic enough to pressure you and keep you on the move.
- I generally like the artstyle but it's very derivative and lacks its own identity. They try to ape the Ghost in the Shell intro sequence and it just fell completely flat since the MC just doesn't look very appealing. Not a big deal though.
- Music wasn't bad. It works and fits the pace but none of the demo tracks were outstanding or anything.
Now the bad:
- Framerate is very inconsistent and the game is plagued with stuttering whenever it switches to pre-rendered story cutscenes. For a game that leans heavily on its aesthetics and vibe, this is a major blemish. There's also minor hitching happening during traversal and when navigating menus. The default quality mode is super choppy in some of the larger combat arenas and performance mode didn't feel smooth either, mainly because the v-sync toggle didn't seem to work properly in that mode.
- The implementation of the acceleration curve on the right analog stick is downright awful and makes the game feel extremely sluggish to control. The main problem is that it seems to take a second or so before acceleration kicks in and your character starts to rotate at a decent speed. The slower acceleration you get before this happens makes both looking around and aiming feel super sticky and unsatisfying. There aren't any options to tweak this either, so this is 100% something they need to fix before I consider buying the full version.
I honestly don't understand how you can make a first-person shooter nowadays and not focus on getting the controls right... It's such a bummer whenever an otherwise decent game has these kinds of issues; I can only imagine the PC version with mouse and keyboard controls received most of the attention during development.
- The weapon wheel implementation on controller is poor compared to something like DOOM 2016 or Eternal; I just couldn't reliably quick swap to the pistol in the upper right diagonal slot of the weapon wheel. It also takes a bit too long to bring up the wheel, so the game pace ends up slowing down whenever you switch weapons since you can't just "flick switch" like in those games.
- Sound design in general felt unfinished, with missing voice acting and sound effects in some cutscenes. The script and localization are also both rough around the edges, with awkward lines and plenty of spelling errors and inconsistencies.
Hopefully this demo is an early build and the final version fixes most of these problems since I did enjoy the game overall and would love to support the devs. I had a good time with their previous game, Ruiner. With DOOM The Dark Ages out within a few weeks of Metal Eden though, they'll need to do a bit better than this demo unless the price is in the $40 range. Curious to hear how the game runs and controls on PC since there's a good chance it'll be significantly less problematic on that platform.