Alas, I am late once again. But perhaps I can still bring something new to the table. A lot of people jumped into the new game almost instantaneously. Many claiming it was a full on return to form. Open, vast stages. Swarms of bad guys. All of the stuff Doom 3 was missing. Others claimed it did none of those things. That it was blasé. After spending some time playing through it, I don’t think either camp is entirely accurate.
PROS: Fun, arcade gameplay. Atmosphere. A wealth of performance options.
CONS: Still not quite the DOOM you remember. Creator tools lacking.
ROTT: They took a page from Interceptor’s Rise Of The Triad reboot, adding to the fun.
This version of DOOM went through a very long development hell period. It started. Then restarted. Then id software was bought out by Zenimax. Then John Carmack left the studio to go do Oculus Rift. The game restarted again, then focus veering more old-school. It came out a few months ago, and here we are.
DOOM gives us the two modes we’ve come to expect. A one player campaign, and a multiplayer game. It also has some tools for players to make their own stages. As well, as a host of performance options for those playing on a computer. Though, it goes further than most games in this regard on game systems as well. For those of you who do pick this up for your computer, you’ll find a wealth of settings to play with. The one I saw the biggest difference with, was the rendering selection. You can use the long running OpenGL renderer, or you can use the newer Vulkan renderer.
From what I understand the Vulkan renderer uses far fewer resources than OpenGL does. It shows. Just to see how hard the game could push my middle-aged GTX 760 I tried the game on maxed settings using both renderers. On the tried, and true OpenGL it was an absolute slide show. Single digits the entire time, and going to a huge battle was too much for the card to handle. Trying that out on the Vulkan renderer got me into the high teens in fire fights, and the low twenties when I didn’t have much of anything going on.
Mind you, I still couldn’t play through the entire game maxed. But it goes to show what an improvement this was on my configuration. So if you do buy this for a computer with an older CPU, and GPU You can probably run with higher settings on the Vulkan, and have it look closer to what consoles see, rather than running with everything set minimally on OpenGL trying to break the 30 fps or 60 fps standards.
With the firefights as frantic as they are in this game, you’re really going to want to get the frame rate as high as possible. You can see, and feel a difference as things are not only smoother looking, but more responsive feeling too. Some other settings you can take a hard look at are the lighting effects, and the resolution scale. DOOM seems to be a big fan of video card memory. So if you have an older card like mine with less than 4GB VRAM on it, you’ll have to turn some of these off or down a bit.
Fortunately, at everything aside from the absolute rock bottom settings, DOOM looks spectacular. At medium details it looks about on par with what you might see on the consoles, at high, slightly better. nearly night, and day, maxed out. You don’t have to have the latest, and greatest to run it on Ultra. But you also can’t do it effectively on a card that was midrange 5 years ago. Again, if you have a really old card, you’ll probably want to eschew the nice visuals in favor of a higher frame rate. The shootouts in this game really do benefit greatly from performance. If that means some jaggy lines, or blurry textures it’s worth the hit in visuals.
Whatever settings you ultimately go with, One of the things this game does well is the atmosphere. The stages all look creepy, whether you’re on a base on Mars, or in a chasm in Hell. The texture work is phenomenal. The character models are terrifyingly beautiful. All of the bad guys from the old games have been translated very well. Better than you could imagine. As great as these characters looked in DOOM, and DOOM II, they were still a little bit cartoonish. Here, most of them retain their designs while somehow coming off as a lot more fearsome. Some of the DOOM 3 style even makes its way in, particularly with the Hell Knights.
While I think the claustrophobic nature of DOOM 3 leads it to being the creepier game, this one still has plenty of moments where you may find yourself uncomfortable or disturbed. Again, doing this almost entirely using its environments. It also has a pretty great ambient industrial metal soundtrack that fits the action fairly well. It will intensify as battles become more difficult, and then subside when things calm down a bit.
This version of DOOM tells its story pretty much the way DOOM 3 did. You’ll get cut scenes involving the main three characters. Samuel Hayden, one of the heads of the UAC, Olivia Pierce its top researcher, and the flagship DOOM GUY, you play as. If you only follow these cut scenes you’ll find a similar retelling of the story told in DOOM 1, and then again in DOOM 3. Once again, an experiment on Mars has created a portal to Hell allowing monsters to kill everyone. This time though, the UAC is shown as complicit in knowing about it, and justifying it by pointing to the technology they’ve created because of it. But when they realize they can’t control the situation, you get to show up.
Of course you’re having none of it, and you run off to stop a mad scientist blood cult leader through a 13 stage campaign. Like DOOM 3, along the way you can find logs that fill in back story, and if you find enough of them, you’ll discover that this game tries to tie all of the DOOM games together. Beyond that, there are a lot of Easter eggs to be found, giving nods to the old games. The most impressive of them are hidden retro stages. Just like Interceptor did with their Rise Of The Triad reboot, and Flying Wild Hog did with Shadow Warrior’s. You can enter these old levels from 1993 if you find a hidden lever in every stage. Each stage has a corresponding retro level hidden within.
But there are other eggs. Like DOOM 3’s Soul cube, DOOM 2’s Icon of sin, and even a DOOM 1 themed clone of Bejeweled. This game has a lot of love for fans of the original games on display. But they rarely get in the way of the current story on display. The game also is the first in the series to really give your character personality. The most you saw in previous games was an end game screen, or a cutaway. Here, you punch things. You kick things. In doing so, you point out the wrongs of the UAC without saying a single word. It’s pretty effective in spite of the silence.
Speaking of breaking things, the combat, and mechanics really shine here. They’re a lot of fun, and this game is all the better for having them. Every weapon in the game has weight to it, and destroys enemies in the most visceral ways. Your hand gun is the pea shooter you had in the original, except now it has unlimited bullets, and a charge shot. All of the other guns from DOOM 2 come back, including the Super shotgun. They all dole out a similar level of damage, and the zippy movement makes the battles feel very much closer to the old games than other action games have.
DOOM also expands things a bit with its Glory kill system. Once you deal enough damage to a monster, it will flash. Press the melee button within a specific window of time, and you’ll get a gristly canned animation. During these, you kill monsters with your bare hands in savage ways to get health replenishments. You can turn them off, but honestly they don’t break up the flow of combat at all. On paper it sounds like something that would. But in practice it really doesn’t. Plus the game brings back the power ups from the old games. So you can walk in sludge, max health, and kill monsters in one punch.
The new movement system almost feels like Metroid Prime at times. You can jump up, climb onto ledges, and eventually double jump. Unfortunately, there are a couple of minor problems I had with the campaign. First of all, as wonderful as the environments are, they still aren’t as open as the original games’ were. True, this game is still a far cry from the hallway, cut scene, shoot out, hallway, cut scene routine many games have. But it isn’t as open. In the old games you could spend three hours on a single stage exploring it. While it’s also true that the key card system added some linearity to them in the sense you needed to go in a door order, it’s less here. There may be a side path you discover, only to find it leads to the same place the main path does. There are still colored doors that require a key, but things just don’t feel nearly as labyrinthine. It’s pretty obvious where you need to go. You won’t need to find the auto map, or a specific path because everything is laid out. I will give a couple of the levels a lot of credit though for their excellent verticality. These stages involve a lot of climbing, and require players to really pay attention. They also feature that excellent platforming I mentioned above.
The other issue I had with the campaign is that things can feel a bit formulaic a couple of stages in. Throughout the game there are these monster teleporters called Gore nests. You have to destroy them, then fight a bunch of monsters in a quasi-horde mode. The thing is they place these several times over in a few of them. So you’ll pretty much figure out that you’ll go to a key area, maybe find a weapon. Then go to a room with a Gore nest, break it, and fight a horde. Then two rooms later, find another Gore nest, break it, and fight a horde.
Fortunately, everything about the combat is very fun, and the campaign doesn’t over stay its welcome either. So you likely won’t mind. At least not enough where you won’t finish it. Plus with all of the secrets hidden in the game, you may even replay it several times over to find everything. These two issues don’t ruin the experience by any means. But if you come into this game expecting THE ULTIMATE DOOM with prettier graphics, you aren’t quite going to get that.
Still, it’s also much better than some people give it credit for. Even with its levelling system, it still delivers a challenging action game. Yes, this iteration of DOOM has a levelling system. You get two types of points. Points for your Samus Aran-esque suit, and points for killing bad guys. Praetor suit points are usually found on fallen guards throughout the game. You take flash drives off of their bodies, and plug them into yourself. There are also energy balls you can find in giant tanks. between them you can beef yourself up over time, either by expanding health, armor, or ammo bars.
The other points you earn while playing can be used to put upgrades onto your different weapons. You can add rockets to your assault rifle, or a lock on to your rocket launcher, and so on, and so forth. You don’t have to use any of this stuff if you want to get closer to the old days, but there is a lot of challenge even if you do choose to use them. One other thing this game does well, is making health, and ammo scarce to pick up. Using your chainsaw (which only has so much gasoline) on monsters can often get you more ammo but you must have a certain amount of gas for each enemy type. There’s also a robot merchant hidden about in stages where you can buy secondary fire modes for you arsenal by spending your weapon points.
You can also find hidden runes in stages that send you to these challenge rooms. Completing these will unlock other tasks you can perform during your play through. Completing those can get you achievements, and other bonus perks. On the lower difficulty settings you probably don’t need to find all of these things. But on the harder ones you’ll probably need to. Because the difficulty ramps up pretty quickly.
All of this, again makes the combat a nice balance of risk, and reward. DOOM is a very fun campaign to play through.
After you play through the campaign, you’ll probably want to check out the multiplayer. What you’re given here is also pretty good. Mostly. On the plus side, the modes all take full advantage of the mechanics. You can climb, double jump, and move the way you do in single-player. You can customize your player model the way you can in some other games, putting preset textures on your model, changing colors, choosing armor parts. It plays with the pace, and frantic nature an arena shooter should.
What is going to turn many people off though, is that it uses a lot of modern-day features. There is a ranking system, and so weapons, and other items are locked off until you can grind away long enough to use them. You have a class system, with three classes. Beyond that you can choose a load out like in many modern games.These kinds of design decisions take away from the arena shooter vibe many people wanted.
The original game’s multiplayer threw you into a Death match, or Team Death match. Everyone had to scurry to find whatever weapon they could, and there were no restrictions. Once they had a weapon it was about map control. Finding a path that took them to each of the power ups, and keeping opponents from ever getting them. That was part of the strategy. If an opponent got wise, they changed their strategy, to find their own path, and that’s where the skirmishes would happen. Everyone had access to everything in the map, the challenge was keeping everyone else from having things. It’s what arena shooters, as a genre were built on. Games like Quake 3 Arena, and Unreal Tournament took that ball from the original DOOM, and ran with it.
So for those looking to relive the feel of the old DOOM Death match in an updated setting, this is going to be disappointing. It isn’t terrible. It uses the assets well, it runs fairly briskly. But the modern conventions do hinder more than help. Why? Because it doesn’t do much to differentiate itself from other modern games. There’s a cool rune you can pick up to turn into a demon, getting you some easy frags. But beyond that it doesn’t do anything all that different from other games. Going back to the original’s simple, but effective multiplayer oddly enough, would have made it stand out a bit more.
Still, if you want to check it out, there are a fair number of people still playing it, and you can get some new content for it if you don’t mind buying some DLC. Again, it isn’t a bad mode by any means. But it likely won’t be the go to multiplayer shooter for most people with so many better options out there.
One area DOOM does try to stand out a bit is with its Snap map feature. Here, you get a utility that will let you take a number of pre-made rooms, and put them in whatever order you wish. It reminds me a lot of the level editor in Timesplitters 2. You can quickly make a map, and you can even sector tag sections of it. So you can plot how enemies behave or tweak the store mechanics for the aforementioned point systems within your map. You can also choose to make a map a single player map, or a map for multiplayer.
But, like the multiplayer mode, it doesn’t go nearly far enough. Especially since DOOM games all had countless mods, and maps made for them in the past. There are still custom maps, and other content being done for the original game. All with their own textures, sound effects, music, and even features. Creative types, especially on PC are so used to doing full-blown mods that Snap map is going to be a huge step backwards. On consoles, it may fare a little bit better where it was probably focusing on to begin with. Again, it isn’t a bad feature. But it could have been much more attractive had it been a more fully realized set of mod tools.
Overall, I still recommend DOOM to any fan of the series. It does a lot to tie the games together. It gives you a fun, and challenging campaign with a lot of fan service. There’s a fair amount of replay value for those who want to find every last secret or get every last achievement. The other attractions are fun, but for most, they’re not going to hold one’s attention for very long. But for anybody who loves DOOM, or action games in general, check it out.
Final Score: 7 out of 10