Doom (the new one): Vicky's Impressions
9 years ago
General
Well I finished my tour of duty in Hell! ;)
I played and beat the new Doom's singleplayer campaign over the weekend (PC version, by the way), managing to wring out an impressive 22 hours of playtime (though I was really thorough in my exploration so it might not last other players quite as long). I've got a lotta thoughts on the game, but people might not have time to read all of them, so I've divided my impressions into short and long versions:
The Short Version: Slick, smooth, immensely satisfying combat that offers a surprising amount of tactical depth, coupled with plenty of opportunities for exploration and character growth for people who like a little adventure with their action. When it comes to singleplayer campaigns, the new Doom is the best thing Id Software's released in 20 years, and one of the best FPS games I've ever played, period. As the credits rolled, even with 20+ hours under my belt, I was already starved for more.
The Looooong Version: First things first: Vicky highly recommends you go into Doom's settings and disable the glowing indicator that tells you when enemies are vulnerable to glory kills. It's a lot more challenging and rewarding to have to read an opponent's body language in the middle of a fight to determine if they're vulnerable, rather than getting a big flashing "hit him now" sign that makes it feel more like a lazy QTE sequence. Also, if you're a Doom veteran with a lot of experience, I implore you to play on Ultra-Violence right away. Trust me. It makes the level of intensity just right.
The word "relentless" is thrown around a lot in regards to the new Doom's combat, and it's a pretty accurate descriptor. From the very first moment that you have control of the character, you're shooting stuff. (I love that, by the way. It's probably one of the quickest-starting AAA games that've come out in ages.) While technically this Doomguy moves slower than his 90's predecessor, the action still feels quick and fluid because everything else has been sped up. No longer are you fighting braindead hordes who shuffle and stomp leisurely towards you. These demons are in hot pursuit, hurling projectiles at you with alarming speed, and will readily launch themselves up to higher levels or drop to the ground in order to maintain constant engagement with you. There's just no getting away from them -- not for long. But you have to try. You have to keep running and jumping and climbing as quick as you can, because you simply can't hold them off long enough with your weapons alone.
That's not to say that attacking them isn't an option. Oh, you've got combat options, and lots of them, including nearly a dozen weapons that you can all carry in your inventory at once. That's a big part of what makes the fighting so satisfying. Do you pull out your biggest weapons and try to blow all the baddies into gooey chunks right away? Do you use a softer-hitting weapon and try to stagger them so you can get a glory kill and restore some health? Do you save your instant-killing chainsaw for a particularly tough monster, or use it on something smaller to refill your ammo? If things aren't going so well, maybe you can try a different set of runes to augment your abilities in a way that better suits the scenario, or perhaps you can buy a new alt-fire mode for your weapon and enhance it with upgrade points to increase its functionality. Or heck, maybe you just need to save that berserk or quad damage for later in the siege.
This constant decision-making, both in the heat of battle and between fights, plus the added wrinkles of new and distinctly-behaving enemy types gradually being fed in over the course of the game, keeps the action feeling varied and exciting. It's a particularly satisfying sensation when you come upon the recipe for a successful battle and tear through the nasties that were troubling you before.
But if the game was nothing but fighting, that'd get old pretty quickly. Along with the quieter moments where you're wandering down hallways and blasting a few stragglers instead of surging hordes, the game thankfully -- and somewhat surprisingly -- also features an important element most people forget about when they think of classic Doom's attributes: a hefty dose of good old-fashioned exploration. While the levels, of course, aren't as labyrinthine or nonlinear as classic Doom maps, they're still quite large and allow for a decent amount of backtracking, and there's still a bunch of hidden alcoves and optional rooms to find if you keep your eyes peeled. It's also really rewarding to find these secrets, as they'll count towards your combat rating and award you extra weapon customization points.
The secret areas themselves can contain new weapons, map stations, runes, praetor points (to upgrade your suit's abilities), argent cells (which let you permanently boost your max health, armor or ammo), or even little Doomguy dolls that'll unlock models for the gallery. So while this stuff's all optional, it's generally all so helpful and cool that it's really fun to try to find as much as you can.
Heck, if you look really hard, you can even unlock classic Doom maps. They look and play just like the originals (well, sort of), but with the new styles of enemies and weapons in place of their pixelated ancestors. While these might be the same old maps you've beaten countless times before, the new, tougher, more agile monsters bring a lot more challenge to the table, and make you rethink your tactics.
Okay, so the game's not totally perfect. The beginning of the campaign, with its limited weaponry and weak enemies, is kinda tame, and it takes a little while before stuff really starts to get exciting. The Argent Tower level unfortunately pays homage to some of the less-appealing aspects of late-90's FPS design with its emphasis on jumping puzzles involving constantly moving machinery. And another level a little bit later also recycles the layout of a previous level, just with everything looking more ruined (though new areas and rearranged items and enemies keep it from being a total retread). There's also a few glitches, mostly weirdness with menus but also one time where the game crashed to desktop. But with all the great stuff the game was throwing at me, those problems were forgiven and forgotten pretty easily.
I'll be honest: by the time all was said and done and the credits were rolling, I was genuinely feeling a little choked up. Not because anything sad or particularly affecting happened in the game. I'm just such a huge fan of the series. Doom's my favorite game and it has been for a really long time, and I've been waiting for this new installment since it was announced way back in 2007, nearly an entire decade ago. And to be so hyped up about this for so long, to have it deliver on my hopes and dreams and leave me so incredibly satisfied... I could barely contain my joy. I've never had my anticipation for a game pay off this well.
If you're a classic Doom fan that had doubts about Doom 2016 being anything less than awesome, open the nearest window and eject said doubts through it. Serious Sam, Painkiller, Hard Reset, even Doom 3 -- they tried their best, but this is -- finally, truly -- the new Doom.
I played and beat the new Doom's singleplayer campaign over the weekend (PC version, by the way), managing to wring out an impressive 22 hours of playtime (though I was really thorough in my exploration so it might not last other players quite as long). I've got a lotta thoughts on the game, but people might not have time to read all of them, so I've divided my impressions into short and long versions:
The Short Version: Slick, smooth, immensely satisfying combat that offers a surprising amount of tactical depth, coupled with plenty of opportunities for exploration and character growth for people who like a little adventure with their action. When it comes to singleplayer campaigns, the new Doom is the best thing Id Software's released in 20 years, and one of the best FPS games I've ever played, period. As the credits rolled, even with 20+ hours under my belt, I was already starved for more.
The Looooong Version: First things first: Vicky highly recommends you go into Doom's settings and disable the glowing indicator that tells you when enemies are vulnerable to glory kills. It's a lot more challenging and rewarding to have to read an opponent's body language in the middle of a fight to determine if they're vulnerable, rather than getting a big flashing "hit him now" sign that makes it feel more like a lazy QTE sequence. Also, if you're a Doom veteran with a lot of experience, I implore you to play on Ultra-Violence right away. Trust me. It makes the level of intensity just right.
The word "relentless" is thrown around a lot in regards to the new Doom's combat, and it's a pretty accurate descriptor. From the very first moment that you have control of the character, you're shooting stuff. (I love that, by the way. It's probably one of the quickest-starting AAA games that've come out in ages.) While technically this Doomguy moves slower than his 90's predecessor, the action still feels quick and fluid because everything else has been sped up. No longer are you fighting braindead hordes who shuffle and stomp leisurely towards you. These demons are in hot pursuit, hurling projectiles at you with alarming speed, and will readily launch themselves up to higher levels or drop to the ground in order to maintain constant engagement with you. There's just no getting away from them -- not for long. But you have to try. You have to keep running and jumping and climbing as quick as you can, because you simply can't hold them off long enough with your weapons alone.
That's not to say that attacking them isn't an option. Oh, you've got combat options, and lots of them, including nearly a dozen weapons that you can all carry in your inventory at once. That's a big part of what makes the fighting so satisfying. Do you pull out your biggest weapons and try to blow all the baddies into gooey chunks right away? Do you use a softer-hitting weapon and try to stagger them so you can get a glory kill and restore some health? Do you save your instant-killing chainsaw for a particularly tough monster, or use it on something smaller to refill your ammo? If things aren't going so well, maybe you can try a different set of runes to augment your abilities in a way that better suits the scenario, or perhaps you can buy a new alt-fire mode for your weapon and enhance it with upgrade points to increase its functionality. Or heck, maybe you just need to save that berserk or quad damage for later in the siege.
This constant decision-making, both in the heat of battle and between fights, plus the added wrinkles of new and distinctly-behaving enemy types gradually being fed in over the course of the game, keeps the action feeling varied and exciting. It's a particularly satisfying sensation when you come upon the recipe for a successful battle and tear through the nasties that were troubling you before.
But if the game was nothing but fighting, that'd get old pretty quickly. Along with the quieter moments where you're wandering down hallways and blasting a few stragglers instead of surging hordes, the game thankfully -- and somewhat surprisingly -- also features an important element most people forget about when they think of classic Doom's attributes: a hefty dose of good old-fashioned exploration. While the levels, of course, aren't as labyrinthine or nonlinear as classic Doom maps, they're still quite large and allow for a decent amount of backtracking, and there's still a bunch of hidden alcoves and optional rooms to find if you keep your eyes peeled. It's also really rewarding to find these secrets, as they'll count towards your combat rating and award you extra weapon customization points.
The secret areas themselves can contain new weapons, map stations, runes, praetor points (to upgrade your suit's abilities), argent cells (which let you permanently boost your max health, armor or ammo), or even little Doomguy dolls that'll unlock models for the gallery. So while this stuff's all optional, it's generally all so helpful and cool that it's really fun to try to find as much as you can.
Heck, if you look really hard, you can even unlock classic Doom maps. They look and play just like the originals (well, sort of), but with the new styles of enemies and weapons in place of their pixelated ancestors. While these might be the same old maps you've beaten countless times before, the new, tougher, more agile monsters bring a lot more challenge to the table, and make you rethink your tactics.
Okay, so the game's not totally perfect. The beginning of the campaign, with its limited weaponry and weak enemies, is kinda tame, and it takes a little while before stuff really starts to get exciting. The Argent Tower level unfortunately pays homage to some of the less-appealing aspects of late-90's FPS design with its emphasis on jumping puzzles involving constantly moving machinery. And another level a little bit later also recycles the layout of a previous level, just with everything looking more ruined (though new areas and rearranged items and enemies keep it from being a total retread). There's also a few glitches, mostly weirdness with menus but also one time where the game crashed to desktop. But with all the great stuff the game was throwing at me, those problems were forgiven and forgotten pretty easily.
I'll be honest: by the time all was said and done and the credits were rolling, I was genuinely feeling a little choked up. Not because anything sad or particularly affecting happened in the game. I'm just such a huge fan of the series. Doom's my favorite game and it has been for a really long time, and I've been waiting for this new installment since it was announced way back in 2007, nearly an entire decade ago. And to be so hyped up about this for so long, to have it deliver on my hopes and dreams and leave me so incredibly satisfied... I could barely contain my joy. I've never had my anticipation for a game pay off this well.
If you're a classic Doom fan that had doubts about Doom 2016 being anything less than awesome, open the nearest window and eject said doubts through it. Serious Sam, Painkiller, Hard Reset, even Doom 3 -- they tried their best, but this is -- finally, truly -- the new Doom.
FA+

Also, is it just me, or did they make the Cyberdemon a true BRUTE this time around? :9
Is it complaints that the game is more like a classic shooter where you pick up health rather than it regenerating?
Cause it's crap like that, that i keep hearing people complain about.
I personally prefer picking up health rather than hiding behind crap and waiting for it to go back up, and i also prefer being able to hold an entire armory rather than only 1 or 2 weapons at a time.
Video games are not meant to be realistic in gameplay in my opinion, it's more fun to have a collection of weapons at some point in a game, blowing shit away and actually HAVING FUN!
Games are meant to be fun, not a snorefest.
I hate games like CoD but i adore games like this new Doom!
I think somewhere along the way in this industry, people lost sight of what games are meant to be, fun.
It's like the late Iwata said, games are meant to be one thing, fun.. fun for everyone.
And there's people who complain about the lack of regen health? That's a new one. I really like Doom 2016's health system: you either gotta scrounge for pickups, or personally beat some health out of the demons. It's a clever risk/reward system that finds a pleasing middle ground between only-pickups and only-regen and manages to maintain a smooth game flow better than either of those methods could alone.
I have no idea what games they're mostly playing, but they need to widen their pallet.
And i prefer FPS games like Doom and Shadow Warrior and Half Life.
I'm just not into the military shooter genre.
Funny thing though... CoD Infinite Warfare actually intreages me BECAUSE they are trying something less down to earth or based in reality... and ALL the SUDDEN long time CoD fans throw a bitch-fit and say "they're running out of ideas".
The moment a game does something i find interesting and makes me wanna play it, the long time fans go nuts and despise it.
Go figure.
I just prefer games less based in reality.
I'm truly hoping that the strongly positive response to the new Doom will encourage FPS game designers to experiment with more ridiculous gameplay mechanics -- stuff that's not so realistic, but is simply focused on what's exciting and what feels rewarding.
On that note, what are your thoughts on the sexiness of the Imps? Any chance we'll get to see a Nu!Doom version of Saturo having fun with the Hell Knights and Barons from the game?
Also, is it just me, or does the story tread the fine line between being a remake of the game and being a stealth sequel to Doom 64? I won't give away any huge plot points for spoilers, but throughout the story you get the distinct impression that Doomguy has been through this song and dance many times before, and if you remember the ending for Doom 64, things start to click.
So, the chainsaw is instant-kill? Can you get interrupted by another demon while using it? Also, I'm guessing this is why they gave it a fuel gauge that you have to keep full in order to use it?
One more thing to question: does this have monster infighting? That's like a staple in any Doom FPS game, and if it's not in here, than that's a huge disappointment.
On the other hand, I do like how most of the monsters look; they retained the look of the Barons of Hell, but there's these weird Doom 3-like Hell Knights that melee you to death, and I dunno what they're supposed to be. I also find it interesting how some of the monsters gain more powerful forms later in the game, like armored versions of the pinkies and mancubi. They even brought back the spectre versions of the Pinkies, which is pretty cool.
Also, personally, I still kinda prefer classic Doom 3 over BFG Edition. I mean, the one thing Doom 3 does really well is build atmosphere, and by being able to turn on a night-light at all times and speed around with buckets of ammo, that kinda kills said atmosphere.
Unfortunately, a lot of people didn't like that.
The plot for Doom 1 was basically:
The Union Aerospace Corporation (UAC) has bases on Phobos and Deimos and were trying to create a portal between them.
Deimos has completely disappeared and communications with the Phobos base have been lost, so they've sent in the military to take a look at what happened. were lost with Phobos.
The military is dispatched from their base on Mars to Phobos to find out what's going on.
Episode 1 is spent fighting through the Phobos base... you go through the portal to Deimos (which is now in Hell) and fight through Deimos base in episode 2, then through Hell itself in episode 3. Episode 4 is more or less a "look how many people bought the game, lets add 9 more levels and release a special edition!"
Doom 1 directly sets up the plot for Doom 2 as at the end of the game you arrive on Earth only to find out that it's been invaded as well.
Doom 3 takes the general plot, but changes the plot a bit to make the UAC a Weyland-Yutani type corporation where the corporation runs everything, military included. It also moves the research bases to Mars itself, introduces an ancient alien civilization, and makes the portal bit far more important to the plot as it turns out that portal experiments have been going on for some time, including bringing specimens back.
Did I mention that Doom 3 seemed to be heavily influenced by the plot of Valve's Half-Life?
Mind you, I simplified Doom 3's plot up quite a bit.
No, your glory kills and chainsaw kill animations can't be interrupted, though you're immediately vulnerable once they end. I've had more than one occasion where I finished gutting one monster only to have another one eat me right after, so you still have to be careful despite the invincibility frames. And yes, the saw has a fuel gauge now, segmented into little blocks: small enemies take 1 block to kill, bigger ones take 3, and the biggest take 5. You only start with 3 blocks, but you can upgrade to 5 and beyond with enough argent cell upgrades.
Infighting does occur, and sometimes you'll encounter enemies fighting each other even before you've entered the room. However, it's tricky to perform and I only managed it a couple of times. Everything moves so fast that it's hard to line enemies up for friendly fire anymore.
According to the above link (and it's a wiki, so take it with a pillar of salt), the timeline goes Doom 3/Resurrection of Evil, Doom RPGs, Doom 1, Doom 2, Final Doom, and Doom 64. The new Doom is still unclear where it fits into the timeline, if it even does, but apparently it shares some plot elements with Doom 3 (mainly the discovery of the Soul Cube and the ancient Martian civilization that created it).
I can only confirm that Doom, Doom 2, Final Doom and Doom 64 are all part of the same continuity, and Doom 3, Doom 3: Resurrection of Evil and Doom 3: The Lost Mission all part of their own continuity. Beyond that, it's all speculative.
I don't recall, does the BFG Edition have The Lost Mission in it? I know it has Doom 3 and Resurrection of Evil. Also, is there a way to play without the permanent flashlight upgrade in the BFG Edition, like you could in the original Doom 3?
As long as you play Nightmare, Ultra Violence still gives you plenty of time to chill and relax in middle of battle
unless you get sandwiched between two heavy demons ( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)( ͡° ͜ʖ ͡°)
But yeah, I think the hellknight design is pretty yummy in this game. They were kinda fun in Doom 3, but now they're a bit less bony-looking and have a more interesting color palette. It's familiar, but improved, like a lotta things in the game. XD
Doom 3 was like walking around with a ball and chain around your ankle. I like the fluid movement in Doom 2016.
I also like how it doesn't waste time telling a story we already know, as was the problem with Doom 3; all that tedious buildup to a revelation we saw coming before we got to the checkout line.
Doom 3 tried to be scary, and the whole thing takes place in dark, cramped corridors. Doom 2016 is vast and open, and doesn't try to be scary, opting for being an action shooter. It works so much better.
I wish the dossiers and the elements of the thin story were delivered more in-world, rather than just appearing after you fight an enemy for the first time, etc. Comes across as infodump rather than progression, but it's otherwise very good.
But yeah, I mean, I didn't hate Doom 3, but this game is SO much better that it's hard to believe they ever tried the slow and scary style.
And I figured they included the extra information as asides so people who just want the action can jump into it. It works well enough. It's been a long time since I enjoyed playing a AAA game.
Though, I still have a couple of gripes... one thing that REALLY disappointed me is id Software's and Bethesda's announcement that the new Doom WILL NOT have any Mod Support aside from their SnapMap system. I don't know about you, but the ability to make mods for any game GREATLY increases the life time of any game. The evidence of this has been with us this whole time, which in this case is the classic Doom games. Their ability to be modded had allowed the game to survive the tests of time to the point where its still going on strong today, and a recent MASSIVE mod to the classic Doom games, called Brutal Doom, really revitalized the whole game. Because the new Doom does not have any Mod Support, I cautiously predict that it's impact will be cut short. Sure, you have the SnapMap system that allows everyone to make maps of their own design, but just how many maps can you make before the game kinda begins to loose its impact? Why not allow everyone in the gaming community to make their own modifications, such as custom armor pieces, new baddies, animations, weapons, new map environments to implement, etc etc etc.? I do not understand id Software's and Bethesda's decision to not add Mod Support. For a game with such a highly regarded pedigree, I would of thought that they would make sure that Mod Support would be added. I'm still going to enjoy Doom all the way to the max though. :)
Other than that, I do look forward to really playing this game once I upgrade my rig. I thought when I purchased my hardware back in 2013 that it would be the top of the line for a LONG time. But turns out that running dual Radeon HD 6870s on CrossFire supported by a AMD Phenom X II 1090T Black Edition CPU is STILL NOT able to keep up with the new Doom. :( Its a sad state of affairs for me. DX
That being said, I'm not particularly upset that the game doesn't feature true mod support. So many classic Doom fans have made that argument, about how the modding community has kept the original Doom alive for so long. You wanna know why that is? Because modding for the original Doom is pretty easy. You've got a 256-color palette and low-resolution graphics, so drawing new sprites and textures for it isn't exactly the hardest thing in the world. And the engine is extremely simple compared to modern FPS games, made even easier to design for thanks to fantastic modern level editors like Doom Builder which let you just go inside the map and edit texture alignment and floor/ceiling height with instant visual feedback. It's got that all-inclusive, low-fi, Minecraft-ish quality where anybody can make stuff for it.
Now let's look at Doom 3, which came out 11 years after the original Doom and was roughly a dozen times more difficult to create content for. That also had full mod support, and the community made all sorts of awesome mods like, umm...the one that let you tape a flashlight to the guns? Or Sikkmod, the one that basically just made all the textures shiny? But of course, there's the ambitious Doom 3: Phobos project, and entirely new episode of levels for Doom 3. It went into development not too long after Doom 3 was first released and...never came out. Its most recent devblog assured us that the mod was "no longer a pipe dream [...] it is reality." And that was 3 years ago.
And since it's been 12 years since Doom 3 came out, we can only assume that this Doom is also at least a dozen times more complicated to make content for than it was for Doom 3.
So yeah, access to mod tools is no guarantee anyone's actually gonna do anything with them.
Just tell me for the love of all things butt related, that the game has a map of sorts as I have a piss poor sense of direction and get hopelessly lost,
But yeah, I'm not sure if I'd call the game "fresh," but it's definitely refreshing having a shooter that doesn't feel like yet another modern military game. This game is absurd in a lotta great ways and just feels plain great to play. I hope you'll try it out some time. :)
Speaking of which... Overwatch, a multi-player only non-military shooter, comes out next week.
Then again, I also play a lot of TF2, which has some similarities to it.
Are you suffering from sudden game closures, when it just shuts itself down and dumps you back to the desktop?
And the automap can be a little tricky to figure out sometimes, but I'm still glad it's there. And after playing Descent 2 & 3, I'm starting to think I can handle any 3D map system. XD
What was your favourite easter egg? Mine was the Soul Cube in the Lazarus Labs :)
There are other references to the Doom Bible in the game too, such as the part where you need to collect a severed hand to activate a security panel, and the special item in SnapMap that lets you tag enemies as friendlies and make them turn on the other demons (similar to the Chaos Field mentioned in the Doom Bible).
There ya go. XD
In fact, overuse of "lock the player in a room full of enemies" was one of the stock examples of bad level design when it came to fan made levels.
[1] Unless you were playing on Nightmare, where enemies respawned. Although you could get what amounted to Nightmare without respawn by using some command line switches.
The action still feels really good regardless, and every Doom game plays a little differently. "It's not exactly like the old Dooms" isn't automatically a negative for me.
1. Infighting does happen, but it seems to happen more often without your interference than with it; I've seen several instances where players just enter an area with demons, and they're already fighting each other, instead of coordinating their attacks on you. I find it rather odd, and I wonder if more traditional infight goading can happen.
2. I just now saw someone blind a cacodemon by shooting its eye out, causing it to freak out, throw fireballs at random directions, and then explode by itself. Is this typical of shooting the weak point for the cacodemons?
3. Why does Doomguy fistbump the marine figurine that is colored like him, but not any of the other ones? It seems like quite an odd gesture for him.
2. Huh, not sure if I've ever personally witnessed that.
3. I guess because it's his "little brother" or something, so he's giving him a brofist. I dunno. XD
It's still using a 3 core CPU and a GTX 650.
Plenty of RAM though.