I'm really enjoying the game but it puts me in a jarring mental spot because it's, in practice, a pretty awful direct sequel to Doom '16. id has taken the idea of Doom '16 on paper but rebuilt it as something completely, fundamentally different and it does not operate the same at all. From the progression through stages to the layered complexity of the combat system and encounter design, it's asking a different approach from the player and balances its enemy/weapon strength/weaknesses, ammo/armour/health distribution, mobility, and everything else around a new formula. And it's a good one, but man is it different.
I will say, one of the big standouts, despite the overall change in direction, that I don't like very much is the directional change of presentation. The tone seems more or less similar, although Doom '16 was bigger on the dreariness, but the game has really tripled down on lore, backstory, characterisation, premise, etc. Doom Slayer is now a far more fully formed identity we play as, as opposed to an elegantly simple avatar we become. If Doom '16 was a cheeky take on the the legacy of the franchise, in particular the Doom Marine, and how to reimagine it with minimalism for a new era, Doom Eternal is id going hard in building a fully formed character and universe.
It's very different. Not to my preference, but I guess that difference is to be expected given the rest of the changes.