Review | DOOM
BAM!!! And that’s It in a nutshell, survive, kill/shoot & survive some more. The game starts in a similar fashion to its predecessors, you wake up on an operating table, rip away your restraints and pulp a zombie’s head with your bare hands, all inside of about 10 seconds. That’s all the orientation you need in a game about murdering demons on Mars. None of this 15 minute CGI backstory, oh no ( looking at you Konami!). You are thrown into hell and killing straight from the off. Doom is a shooter at heart and it’s not going to mess with its biggest draw, however, it does recognise it needs a little update to keep new people interested. So it places in some ‘’tweeks’’ like – holographic echoes of now-butchered people fiddling around with ancient artefacts, upgradeable gear, weapon select wheel and a lore database for the gorgeous weapons. Each weapon offers a choice of alternate fires, such as the shotgun’s hold-to-charge grenade launcher.
Besides this little beauties to keep you interested when killing the mass of demons isn’t enough, there are small challenges whilst going through the levels too. These mission tasks are usually pretty straightforward — “find X,” “kill y number of z in a unique way,” and so on. If you’re not a completionist, these upgrades certainly aren’t mandatory. The game’s “Glory Kills” melee execution system is amazing – this lets you polish off a weakened, flashing foe in brutal style with a single button press, showering you in ammo and health packs to boot. The gory and deathly chainsaw can turn even the biggest demon into mush, which in turns will refill your weapons, however, this entails putting yourself in harm’s way. And unlike its predecessor you need fuel to do this. One bar will take down minor enemies, whilst the biggest will use all three of your fuel bars, so you need to plan carefully when to use it!! Doom’s music is meant to add to the ambience of the game. It only triggers when you enter demon-heavy areas, creating the intended “suspense” effect. A sudden spike in music puts the player on edge when combat starts, and that music is an blasting out of heavy metal, which works well. It does a good job of getting to the desired grating and unnerving feeling effect.
The environments are well-crafted, beautiful areas with lighting that makes the main path easy to find, but darker paths offer something alluring in their own right, which always appeals to the level design senses in all of us. The Mars facility has a fresh look whilst still feeling familiar. It’s industrial, but filled with futuristic screens and machinery, interrupted frequently by satanic symbols and a lot of gore. Everything in the game shows that a lot of craft has taken place within its environments. Places where the demons have been on the Mars facility are clearly translated into visual cues, which gives a subconscious feeling of dread or security, based on the signs. I often found myself looking into the distance, going ‘’ohhh’’ before I was rudely awakened by a charging demon.
Multiplayer is back to old school way of thinking. Fast shooting and well placed design of the maps can make it quite and hectic and engaging which sometimes the modern day shooter have failed to realise. Because of this, not all will enjoy how it plays out. Again there is lot of customization options here, from your armour, style of guns, taunts and even perks which kick in once you have died. ID has thought about how this will play out, and from what I have played, it does the job. Will it last long.. only time can tell.
SnapMap is a brilliant and easy addition which really helps the game in its long term playability. This simple yet effect bolt on lets players create some fantastic and well thought out maps, stories and even new modes which I would recommend anyone to allow yourself to get invested in. This quick system can do the most arduous of things nice and quickly and if you allow yourself to go through the tutorials, you will in no time be setting paths for Demons to jump unsuspecting gamer in your own idea of Hell in no time. I can’t really describe the mechanics of this systems well enough to do it justice, just that it’s a simple point and click affair. All I can say is go and have a play, you won’t regret it.