So, I don't have a copy of the original's title screen. Sue me. |
Why am I starting with Doom, as opposed to Wolfenstein, Catacomb or even Hovertank 3D? Maybe even one of them obscure options before iD did their stuff? Answer: Doom is here to establish a baseline. The obvious, most basic opinion I have. You should know my opinion on the most beloved FPS game before you care about my opinion on, say, Quiver*. And if you haven't played Doom before, might I suggest either buying it, or if you're a cheapsake, get the shareware version. Also, because I'm probably going to be playing this between the other entries anyway.
I could go into the backstory of how this was made. How Tom Hall wanted it to be an epic story-based game that would literally be the greatest game ever, but also completely crush any computer that tried to run it. John Romero's design philosophy and eventual turn into a living meme. How Sandy Petersen got hired after Tom Hall got fired and had to make two episodes in ten weeks. But for the most part, that is much better documented elsewhere. I suggest Masters of Doom. The short of it, is that Doom was lightning-in-a-bottle. Several people got together before quickly shattering like a glass bottle thrown out of an airplane. For some of these people, their successes' and failures will likely be brought up in a different game.
Doom's story is short, you play a marine, the least liked among those sent to find out what happened on Phobos. Your character punched out a superior officer for his suggestion that you fire upon civilians. You got the short end of the straw and are stuck on the lander while the rest of your squad with all the nice weaponry get slaughtered by the forces of Hell. Leaving you stuck with a pistol and a horde of your former comrades to get through. This is it, except for the end of episode texts.
The chainsaw, after you probably already have one |
There's also powerups, but they're mostly useless, like this map on E1M8 |
The first, shareware, episode of Doom is Knee-Deep in the Dead. It takes place on Phobos. Because its shareware it hides a lot of the game from you. You don't get any plasma weapons and two enemies are a surprise for later. Dead is widely considered the best Doom episode, which I chalk up to it being the shareware episode. Got to encourage people to pony up that money. It was mostly done by Romero, with the odd reworking of Hall's work. It generally resulted in a realistic, for the time, design and interesting layouts. It's also the only one to really use damage floors as a level element. Sometimes this works, sometimes this doesn't. E1M3 and E1M4 make poor use of it in my opinion, but other than that, I don't have any complaints that aren't nitpicks.
Pictured: This is what 40$ got you in 1993 |
The second episode, Shores of Hell, blows through its fancy commerical episode label in the first level. If you know what you're doing, you already have the fancy new weapon and you've killed the fancy new enemies. Not a great start. We start getting lemons too. Sandy Petersen did most of these levels, and did them in ten weeks. This shows in some places. Whenever you hear someone complain about Doom being too open and confusing, they're talking about E2M3. A wide-open map that has several secrets that loop the level around and several areas that do absolutely nothing for you except killing enemies. The secret level, E2M9, incredible bland. It is apparently an experiment in monster in-fighting. Petersen considers it his best level. I suppose like all the greats, what they consider their best work is usually hated among the masses.
Apparently, every time I wanted to take a screenshot, I was using a shotgun |
The boss maps are almost universally good. E1M8 and E2M8 force the player to go through a bit of level before introducing the boss. Bosses should feel grand and the long hallway in E1M8 and the crucified barons in E2M8 are great measures of forboding. E3M8 on the other hand, just plops the spider mastermind down in one edge of a wide x after a small hallway. There's even a perfect little room for the Spider to come out of. BFG or no BFG, the boss's introduction should be grand.
With all that, I think I've got all I've got to say on the matter for now, as to the rating:
Weapons:
Often imitated, rarely improved upon. I'm sure many will disagree, but there's tons of little improvements that could be made. A 7/10 for sure. While there's an obvious, double-barreled hole in the arsenal, I don't feel that's the only thing the game is missing. Keep this in mind when I start doing Doom wads.
Enemies:
Doom's enemies are iconic. Even if the sequel adds new enemies, most of which I think are an improvement. I think it could be said that it is increasing the number of great enemies in the game, even if it isn't changing the score of 10/10 I give this.
Non-Enemies:
No. 0/10
Levels:
The level design is, for the most part, perfect with one or two imperfections here and there. You've got weak levels in E3M5, E3M1, E1M4, E2M3. The secret levels just don't feel like secrets. Some points definitely feel like someone without any previous experience designed it and you can feel some of the 10 weeks Sandy Petersen had to design it. A 9/10.
Player Agency:
On one hand, the very base game limits you to running forward, back and sideways or turning. The speed of running, is in my opinion, ideal. The problem is that most of the things I like the most about the player's movement were added in ports. The mouse aiming, jumping and crouching combined with the running speed would make it perfect. So, the base game, gets handicapped at a 8/10.
Interactivity:
It doesn't really have any, does it? This is of course, complaining that Doom is Doom, and docking points for being Doom. 1/10.
Atmosphere:
A big draw of the game, even thirty years later. Fighting through a demon possessed military base and eventually Hell itself is nothing if it feels like you're doing a tango without any pants on. The lovely combo of music and design really makes you feel like you're in a very dark place. A solid 10/10.
Graphics:
You know, despite being very brown a lot of the time, Doom never really felt ugly or overly dark. Part of this is that the last two episodes don't screw around with the lighting very much, but the other part of it is that it's frequently broken up by greens, reds, blues, even light pinks and pale grays. A welcome 7/10.
Story:
Carmack's opinion on story does not need to be repeated here. 1/10.
Sound/Music:
Sound is good. It's iconic, so much so that using the sounds in anything else is a Doom reference, even if you just bought the same SFX library iD did back in the day. It's basic though.
Every song on here is more or less ripped from some other source. So despite the music being good, it's also stolen. It is changed around a bit, and it doesn't actually feel like someone stealing a bunch of random music. Cohesive, yet completely unoriginal. A steal at 8/10.
In total that's 61 out of a possible 100. That might sound like an easy task, but keep in mind it's got to increase the score in a lot of categories that Doom had next to nothing in. Interactivity and Non-Enemies are both going to be very hard for most games to have a high score in. I forsee the Build engine games doing well in the first one, as will most of the RPG/FPS hybrids.
*It won't make you quake, but it will make you Quiver.
**Yes, I realize there are guns that do that. There are pistols that shoot 5.56mm and rifles that shoot 9mm. It still feels wrong. They're also rare.
For "Interactivity", how about some points for being able to provoke in-fighting? It's a feature I often miss in other FPS games.
ReplyDeleteI'll think on that whenever I get back around to it, I think at the time I may have just considered it part of the enemies category.
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