Doom Eternal turns ripping and tearing into too much work

Early on in Doom Eternal, the latest installment in the legendary shooter series, and the direct sequel to developer id Software’s fantastic 2016 reboot, your character—Doom Slayer is the official name, but Doomguy is the better name—silently marches up to a demonic Hell Priest who’s in the middle of giving a big speech, and effortlessly slices off his head. Doomguy is just a wrecking ball with a gun (and a chainsaw and some swords), which the 2016 Doom used to great effect, with a phenomenal combat system that took the speed and constant movement of the old ’90s games and updated it with flashy new graphics and a system called “Glory Kills” that incentivized charging right into a crowd of demons and violently ripping them apart in order to restore your health. It made every fight into a celebration of over-the-top video game action, turning the gameplay into a reflection of Doomguy’s contempt for his enemies and the foolish humans who summoned them from the pits of hell. It was, to put it in terms that seem appropriate for the subject matter, fucking rad.
Doom Eternal is that but more. A lot more. Too much more, even. It has so many systems in play in the average combat sequence that it sometimes detracts from the pure joy of slaughtering monsters, which is pretty much the cardinal sin a Doom game can commit (aside from maybe the flashlight nonsense in Doom 3). The last game had guns to kill monsters, Glory Kills to restore health, and the chainsaw to restore ammo. Eternal adds a flamethrower that restores armor, grenades that recharge on their own, something called Blood Punch that has to be charged by doing Glory Kills, and a handful of special weapons that have their own ammo that can only be found in specific places. It is, again, a lot.