DOOM (2016) Review

 











A Modern Combat Marvel-A DOOM (2016) Review

I'll admit I'm a bit late to the hype train here, but I was very fascinated with the hype around id software's revival of the classic doom series considering how rough around the edges those older titles tend to be. So how exactly did they pull it off and what other improvements were made to come out with such a splash hit? 

Creating Solutions

The main issue that doom sought to solve within modern fps games is the player's innate playstyle to hide behind covers and play away from danger. The solution, while genius, is actually very simple! The glory kill system allows the player to perform special melee attacks on weakened enemies that causes them to drop health and grants a few moments of invincibility. Combat encounters are careful dances of weaving around projectiles but staying close enough to perform glory kills and keep the health up (you can also obtain a rune later on that allows for enemies to drop health and armor when glory killed). 

In another solution, doom also tackles the limited ammo system of older fps titles through its chainsaw system. When you're low on all types of ammo, you can instead choose to chainsaw an enemy (which will use up a specific amount of fuel based on how powerful the enemy is) and then that demon will spew out ammo of all types to get you back into combat. Because of this mechanic you very rarely have to use the infinite ammo pistol that doesn't feel that great to use. While more modern takes on retro fps games have been fine without these systems (games like Amid Evil and DUSK), it is clear as to how helpful these mechanics were in taking the classic doom titles to a modern polish. While expected, I should also mention that the classic trope of scouring the map for the right keycard to progress is a feature that thankfully is missing from this title. 

What results is a uniquely modern fps that incorporates the kind of diverse and dynamic gunplay fans of old school fps games are accustomed to. Combat encourages using all of your weapons while moving from ammo type to ammo type, and with multiple alternative fire options for each and every weapon you can see how there are a multitude of ways you can handle each combat encounter. Because of all these weapon mods, gaining a new weapon as the game progresses feels like a really meaningful addition because it can innumerably change how you approach the next combat situation. 

You'll always simultaneously feel like an overpowered machine of bullets and energy blasts while still having to move in a calculated manner to avoid death. There is a really visceral impact with each weapon and corresponding auditory feedback that adds the final piece to Doom's nearly perfect combat. 


Outside of combat the visuals are top notch here, displaying a full range of environments but I felt it was a bit too confined indoors for my liking. When you go outside of the halls of various buildings and get to see the scenic views it really looks nice, but this doesn't happen as often as I'd like. 


There's a fairly interesting story here which is nice, but even nicer is the option to skip story involved sections and get right to the meat of the gameplay. Alongside the story comes a truly outstanding soundtrack whose heavy metal tones encapsulate the gory mess that sprawls across your field of view.  

I'd say the only part of this game that was even somewhat deserving of critique was the implementation of the BFG and the boss fights. A staple throughout the series, the BFG is meant to be extremely powerful and yet, when you obtain it late in the game, it tends to take away the fun of combat by being too strong. Some late game encounters are almost wholly circumvented by a well placed BFG shot, and I felt that was a little too much simplification for a game all about aggressive approaches to combat. On the other hand, the boss fights were extremely lack luster, with a final fight that (while a nice reference) feels like the beginning boss of any other title. It is a fight that can easily be tackled first try without much strategy, and that left a strange note to end on for such a blockbuster title. 

Verdict

Even when I took as much time as possible to point out the very few flaws of Doom, it still managed to outweigh them wholeheartedly in every other aspect. This is the definition of a AAA masterpiece that reinvents the wheel, and it's no surprise its garnered such attention over the years. 

9.6/10-Combat Polish To The Extreme

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