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DOOM (2016)
id Software’s revival of the classic shooter that revolutionized gaming is the perfect example of a modern-day masterpiece
Quick Rating:
Core Gameplay 10/10
Visuals 10/10
Sound Engineering 9/10
Music 10+/10
Newbie Friendliness 9/10
Story 8/10
Total 10/10
This is a must play First Person Shooter. Game design, fluidity, music scoring and sense of reward are all top-tier. Rare issue with sound in which debris clicking and clanking can be heard in some areas. Map system may take some getting used to due to various side objectives and hidden areas. Story is very good, but not gripping, edge of your seat, what’s next type writing. You’re here to Kick Ass, and by the Sentinels, you Will!
Welcome to Mars, Welcome to Hell
While this game has received positive reviews ubiquitously, I’d like to discuss what makes it a uniquely enjoyable experience, without overt comparison to other titles in the genre of modern First Person Shooters.
Doom 2016, just Doom from here on, is the second remake of the classic masterpiece Doom (1993) which is considerably one of the most, if not The Most, influential video games of all time. What Doom 1993 did for the future of video gaming can fill books, but I suggest this YouTube video instead.
If you haven’t played any of the Doom games, in brief, the story follows the protagonist, an ultra-mega bad ass who is essentially resurrected to be the lone barrier between civilization and onslaught at the hands of the Forces of Hell.
World Building and Level Design
The game creates a world in which scientific research has advanced light years ahead, figuratively, due to the cultivating and harnessing of energy that seeps from portals to Hell. The nuances are well explained in-game so I won’t bother you with it here, I will say that it is executed magnificently.
Doom accelerates past the “Stop and Pop” mechanics of most modern-day shooters to provide a seamless fluidity in and out of battle, with dynamic enemies and conducive level design.
The world design combines planetary installations across Mars and its geology, as well as diving into the pits of Hell for some chaotic cave battles. The resonant theme in the level design is the beautiful use of “Verticality“. The level design ensures that every engagement with hostiles feature plenty of movement room on both the X and Y axes. The tastefully designed levels ensure that this three-dimensional movement rewards both aggressive and evasive playstyles. The levels are scored with beautiful sound, be it the waning winds and factory noises on Mars, or the ominous hum of some evil or another in Hell.
Boss levels differ in that you often encounter a gargantuan foe with little means of escape or evasion. This design is highly effective in imposing sudden vulnerability to the otherwise unconquerable Doom Marine. It forces you to challenge head on and highlights a certain psyche developed while playing this game, which I touch upon later.

- The layout of the levels host multiple levels of aerial advantage, all to encourage movement in battle
Action and Engagement
The core of any FPS is your arsenal and your enemies, and Doom has plenty of both to keep you engaged. Almost every weapon comes with alternate firing modes that provide both strategic utility and awesomeness, and each enemy comes with a unique behavioral pattern that conditions your approach to every battle. You initially approach battles with a desire to conserve ammunition and kill demons effectively but slowly begin to create a fluid style and approach that you optimize with your spacing, movements and enemy prioritization. It becomes a buckshot & bullet filled dance that you spruce up with sudden blasts of either plasma or explosives, all the while grooving to your fluid success & creative carnage.
The game throws in unique weaponry and paces out upgrades effectively, so that you never bore of what weapon you use. The Glory Kill mechanic is introduced early on, in which weakened foes can be dispatched with a specialized melee attack to drop valuable resources. This creates a dynamic of gameplay where you combine attacking, strategic placement and pursuit of your foes, to keep the battles very tight, streamlined and rewarding.
On occasion, random drops will boost the Doom Marine’s capabilities, be it speed, damage output, or defensive capabilities. These all reward the player and encourage heavy movement based combat, which is imperative for success.
The guns and enemies are designed beautifully, with their sound and visuals being pristine in their finish and detailing. Every gun is worth using and the game doesn’t need to remind you, as you’ll find yourself employing them all to full effect. Perhaps the Super Shotgun more so than others… ah personal preference! The enemies’ growls and shrieks as well as their unique movement patterns are all picked up well and discernible regardless of the setting, and I strongly recommend good headphones or better yet surround sound to fully enjoy this game.
The Dossier menu can be a little daunting at first. Large amounts of information detail the world around you, from the environments, to the weapons, and plenty on the demon spawn you’ll be mowing down. While it’s all informative and helpful, the map becomes a key part of your progression, with occasional back tracking for secret areas. This can be a little difficult at first, as it takes some getting used to and it isn’t as directly intuitive. However, once engaged with a few times, it becomes a cinch to read.

Impact, Uniqueness, and Memorability
Doom leaves you with a massive sensation of joy throughout the game. There is a lot of carnage, there is a lot of destruction and there will be occasionally, the failures as well. But they all leave you wanting to try again more. From hunting down the Rune Trial mini games to carefully observing every bit of detail in the design to admire the effort or, at times, chuckle at little nods of fan service with some well hidden “Classic levels”, the effort put into the game shows, and is representative, in my opinion, of dedication to the art of the medium.
Doom creates a psyche in players that take it on towards tackling challenges head on while always keeping an eye out for alternative ways. Every corner, box and ledge is assessed in the midst of the fray and players are in tune with the Heads Up Display like a second nature. In some games, such as Diablo 3 (another favorite of mine), the action can get so jampacked on-screen that you are suddenly shocked to realize you’re on the verge of death. But not Doom. No, Doom keeps you on your toes in anticipation, but never apprehension; kept primed to react and plan, and not sloppily smash wrong buttons. The design is so organic, it just keeps reminding you how good of a game it is while you play it.

I finished Doom without 100%ing it, which is something I will be going back to do. But it does not feel like a chore, or a completionist’s imperative to do. It simply has me pulled back because I know whatever I missed will be enjoyable, whether it’s a little or a lot. The joy of hearing that bubbling industrial metal soundtrack come to the surface during each battle, paced and spread so well, makes the whole game feel like a rollercoaster ride.
I strongly urge people to play the game, and I’m open to discussing any elements you’d like to!
Have a great one!
— Eddy

This sounds like a really cool game, how playable would you say it is for beginners?
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Hey there! It’s really easy to get into at lower difficulties. If you’re familiar with First Person Shooters I strongly recommend playing it as is. But if you’re new, reduce the difficulty and adjust the sensitivity. Its a very fast paced game and you don’t want to be zooming your view all around.
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I been Bamboozled!
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