Doom (2016): Savior or False Shepherd

This article originally ran under a different banner/website in July of 2019 and is now being here re-uploaded for purposes of convenience and consolidation. Please enjoy.

With 2019 being halfway over, many have been speculating on what will end up on their games of the year list.  For me, both Capcom and Devolver Digital have strong contenders in this race, the second half of 2019 will certainly not give in without a fight.  While I don’t tend to speculate too much on the future, I am without any doubts talking about one game from the late 2019 that will make my list.  I am of course referring to Doom Eternal.  While Bethesda spent most of their 2019 E3 presentation pissing all over their franchises, they did deliver the one thing I wanted, Doom Eternal gameplay.  With a new dash move, flamethrower, and shotgun equipped with a grappling hook, Doom Eternal looks to pour delicious chocolate frosting on top of Doom (2016)’s nearly perfect cake.  With that in mind, it would probably be advantageous to retrospectively look back at Doom (2016) and see why it caused me to scold Wolfenstein: The New Order like a disappointed parent. 

So what is DoomDoom is a dance instructor wearing a mask of a first-person shooter.  Ladies and gentlemen, Doom has taught me to waltz to heavy metal. A propelling statement, but one I stand by.  Doom focuses on high octane combat set to pumping metal tracks, that you would think encourages mindless carnage. However, Doom punishes you for your recklessness behavior.  You must weave in and out as elegantly as a dancer on Broadway would.  You need to know when to flow out of the fray and dive back in. Similar to dance, the wrong step in Doom will leave you looking incredibly foolish …. or dead.

Surely you must think I am mad as a hatter.  What are you talking about Doomsayer? Maybe I should explain what makes Doom unique in terms of a first-person shooter.  For a start, every gun is cathartic. You can feel the assault rifle and chain gun piercing into your enemies, the satisfying CRUNCH from the shotguns, the roar from the rocket launcher, and finally the visceral joy of a chainsaw shredding your foes into a paste.  Since you can hold onto this varying arsenal all at once, you’re never forced into one practical style of play. Also, all of these guns are just as accurate on the run as they are standing still, which is ideal because Doom never wants you to sit still. 

In a call back to its lineage, you can move at the speed of Mach 10, not just forward, but in any direction including when strafing. The speed becomes a key factor when glory kills are added to the mix. When you get an enemy low, you are given the chance to dash in and perform a quick but gory takedown causing the enemy to expunge health packs and ammo.  Very key in this equation when you realize, hiding behind a wall doesn’t cause your health to magically return. If you want to be at full health, you must venture onto the deadly dance floor and shuffle through enemies to get the health you desire.

Like all dances, it is not just about you, but you and your partner.  Your partners are well equipped to tango.  Unlike most shooters, every enemy in Doom is unique in design and gameplay.  From the small skittish imp to the lumbering oaf known as the Mancubus to the floating nightmare that is the Cacodemon, I was always able to designate what I was up against in every encounter.  With every monster having its own strengths and weaknesses, you are able to see the steps of the dance unfold in front of you.  I always moved to take out Summoners first since they spawn more enemies, followed by Cacodemons since a bite from them is usually fatal.  This would cause me to have to rush in to deal with Summoners in the back, and then weave out to get some space between cacodemons.  At times of true grace, I would be able to weave in between the ranged projectiles and melee blows.  Adjustments on the fly can be made to get back into step if you find yourself hindered by your own two left feet.  Did that cacodemon successfully gnaw on your skull?  Rush to a couple of zombies, perform a rapid chain of glory kills, and return back into the fray at a stable health points level.  Whether you flawlessly keep up the tempo, or barely capable to keep your step, the combat will always leave you with a sense of joy.

Now I hear the whispering.  Doomsayer, you haven’t even mentioned the story, is there a story in this game?  While I know all of you know that I believe games work best when the gameplay is married to story, I will admit the story does take a backseat to the gameplay.  While you could argue the story of a corporation using hell to harvest energy is a worn hat, the game does carry its own personality. Mainly through its player character: the Doomslayer.  After escaping his chains at the start of the game, the Doomslayer is subjected to a computerized voice attempting to give him the tired backstory. Just as we the player roll our eyes, the Doomslayer senses our contempt and agrees that we are both here for shameless carnage, not backstory.  He shoves the computer out of the way with vicious force and walks in the direction of demons. 

While being a silent protagonist, the Doomslayer is still able to showcase his personality better than most voiced characters. Along with showing his goofy side with fist-bumping a marine action figure, the Doomslayer will always show off his contempt for both the demons of hell and the forces who unleashed them.  From smashing a demon’s skull on his knee to dismantling equipment used to harvest hell’s energy, the Doomslayer is not only able to show his feelings but the player’s feelings as well: If I am not killing demons, you are WASTING OUR TIME!!!

I do have other small nitpicks with Doom besides a lackluster story.  Doom will occasionally throw bosses at you, each with their own attack patterns and skills.  WHY ARE THERE ONLY THREE OF THEM? Taking down these bosses were some of the most memorable parts of Doom, and having more of them certainly would have shaken things up.  Something DOOM could have used. Doom is pretty much one-note. A very solid and satisfying note that some believe that game holds for too long, but I think is held for the right amount of time.

Replaying Doom has probably been the best marketing that could be done for Doom Eternal.  While most games market themselves off cutscenes and fake trailers, Doom knows its strength is throwing you onto the dance floor with some Cacodemons.  It strikes the perfect balance of carnage and grace that I have no doubt the sequel will capture, if not improve.  I already adore the grappling hook shotgun.  Any game that allows me to swing through the air is one that I will struggle to put down as evidenced by Marvel’s SpidermanDoom Eternal feels like the same dance as Doom, only with the tempo turned up.  I am ready to learn how to dance again on November 22.  Plus my homeless friend keeps muggling about the super shotgun in his sleep.

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