1. Elite Dangerous - PC
2. Soldier of Fortune - PC
3. Star Wars: TIE Fighter: Defender of the Empire - PC
4. Star Wars: TIE Fighter: Enemies of the Empire - PC
5. Star Wars: X-Wing vs. TIE Fighter: Balance of Power - PC
6. Star Wars: X-Wing Alliance - PC
7. Phoenix Point - PC
8. Serious Sam HD: The Second Encounter - PC
9. Descent II - PC
10. Inbento - Switch
11. Ori and the Will of the Wisps - XB1
12. Doom Eternal - PC
Doom Eternal follows up Doom 2016 by being essentially a remake of Doom II (while 2016 was a remake of Doom). So now the action is set on Earth with Hell invading and it's up to you to kill all the things. This entry adds in more story than the last one, and it does break up the action a bit. I'm still undecided as to whether or not it's a good thing; I'm a sucker for the existence of story and I like learning about stuff in a constructed world.
For the most part the game will be familiar for fans of the preceding game. You've got good weapon variety, all of which are useful for one task for another. Those weapons can be upgraded and then mastered, as well as your personal abilities can be upgraded. The personal upgrades are split into three; runes are passive magical bonuses that you can equip up to three of at a time, suit points buff abilities coming off your suit, and shards buff your health and ammo. The shards have a mechanic where if you pick two different types (e.g. health and armor, or armor and ammo) you'll unlock a passive; this encourages you to not just blitz four points into one category.
The biggest change is in the flow of the action. Max ammo (even with the upgrades) is fairly low in this game, but you start with the chainsaw. So the general flow is that you want to get into a rhythm. Glory killing enemies gives you health, hitting enemies who are on fire gives you armor (thanks to your shoulder flamethrower), and chainsawing enemies gives you ammo. The chainsaw can only be used on weak enemies and staggered medium enemies. So combat becomes much more of a dance; enemy fire is damaging, accurate, and in quantity, so going from enemy to enemy quickly dispatching it in a manner that gives you the resource you need is paramount. In a way it can feel like a Sekiro fight; if you approach it bad you get trashed, but if you get into the right groove then you feel like an amazing badass.
The game's collectables have been expanded. In addition to figurines (this time of monsters) you can collect lore entries (which explain the game's background, as in game story doesn't use "as you know"), soundtrack items playable in the Fortress of Doom, upgrade items, and cheats. The last one is a neat feature; when you replay single levels you can turn on as many cheats as you like while still being able to do almost anything in the level. This is useful for going back for certain challenges you might have missed the first time (which award suit upgrade points).
The level design is based a bit more around arenas (similar to the blood nests of the first game). In addition to the basic arenas there are two others. The first is a hidden arena, which are in out of the way places. These are timed challenges where you have to kill all the spawned monsters within the time limit. Some of them can be quite brutal, as they usually involve a confined space and nasty enemies spawned on top of you. The second are the slayer gates, which are the only thing you can't do with cheats on. There are six of these, and each one teleports you to an arena with a massive series of enemies, usually including ones that you won't face in the main game for one or more levels. Completing all six gives you access to a second super weapon that shares ammo with the BFG.
There's a handful of new enemies. Pain Elementals, Arachnotrons, and Archviles appear as would be expected in a Doom II remake. Archviles are just as nasty as you remember, though instead of resurrecting enemies they now spawn them. There is a floating enemy called the Doom Hunter; he serves as a boss initially before becoming a regular super heavy enemy. There are scaled down Cyberdemons called Tyrants. And finally, there are Marauders, which stick out the most in terms of not feeling quite like they fit. The Marauder has an axe, a shotgun, and a shield. If you shoot him, he instantly shields. If you are far away he will make a beam from his axe. If you're close he pushes you back with his shotgun. If you're at the right distance he will lower his guard and swing his axe; this is where you can nail him. So it's your standard "bait the attack" enemy. The problem is that there are usually a bunch of other dudes around you, so you can't get into the rhythm you need. He also can randomly summon a ghost dog to attack you (and it doesn't give drops). The Marauder ends up being probably the most threatening thing you face, as he is highly resistant to the super weapons so you can't just cheese him like anything else can. He's an exercise in arena management and a bit of luck, depending on what attacks he does. Personally, I think reducing his health for non-boss encounters would have been appropriate, given his impact on the flow of the game.
The game also has a few proper boss encounters. Besides the aforementioned Doom Hunter and Marauder there is a Gladiator (who starts as a counter fight before going on the offensive), a spoiler boss (which is based around needing to reduce shields and get in a hit, repeat N times), and finally the Icon of Sin, who instead of being John Romero's head behind a wall is instead a giant monster who you have to destroy piece by piece. And in a wonderful bit of level design his arena has constantly respawning powerups, so it's more an exercise in taking your shots when you can and managing the enemy respawns (for resources).
Doom Eternal is not quite as pure of an experience as its predecessor, but it is no less fun. It answers the question "how do we build upon what we did before?" in a reasonable fashion, and every time you get through a particularly hellish arena you feel great. And that's the main thing I'm looking for out of this series.