

Small battles can be used effectively, especially when introducing a new beast. Again, this stuff is fundamental to Dooms deceptively strategic flow. Even the Cyberdemon, Dooms rocket spewing boss creature, feels underdressed without at least a milling crowd of Imps to distract you, absorb your ammo (at the cost of their oen lives, of course) and trap you in a fatal corner. Equally, they will not come at you one at a time, but in waves, seemingly unbeatable hordes teleporting on top of you with every grabbed key and opened door. If going for 100% runs at levels, you will regularly be blasting away hundreds if not thousands of hellspawn in a half hour period. Prev of 11 Next Prev of 11 Nextĭoom is packed with enemies. Thats vital to Dooms unique pace and flow. Even higher difficulties have no effect on this: the wall of meat may be deeper, with more enemies to cut, blast and melt through, but it never takes longer to get through a layer. But they cannot take the same punishment they deliver, single shotgun blasts felling scores of zombies (more on this later). An unchecked Chaingunner will reduce you to swiss cheese in moments, and an ignored Shotgun Guy is happy to make mincemeat of your back. Now, this doesnt mean they shouldnt be a threat. They have a very specific design purpose. There is a reason they are the only enemies to drop ammunition while every Pinky Demon, Spider Mastermind and Revenant leaves nothing but a delightfully colourful corpse behind: theyre interactive ammo dumps, there to be harvested as much as fought. Prev of 11 Next Prev of 11 Nextĭooms most basic enemies - the Zombieman, Shotgun Guy, and Chaingunner - are not there to prove a challenge. Pray that none of these turn up when the game is revealed at Bethesda's press conference (opens in new tab) at E3 2015 (opens in new tab). Ive picked out a few that would be especially heinous crimes if visited on ids reboot. But there are some modern shooter tropes that would be unacceptable - not objectively awful, but desperately 'not right' for Doom - if added. Mouse look, engine fixes and modern level design via custom-made map packs are a massive boon to playing Doom in the 21st century.

That doesnt mean there is no room for modernisation or improvement. Two decades later it still holds up because every piece of it pushes toward its goals. Its fast, violent, uncomplicated, but deceptively nuanced. Every part of it works in concert to create something you just want to deal death in.

I like to describe it as a perfect killing engine. There should be no disagreement: Doom is one of the best games ever made.
