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Doom

Developer / Publisher: id Software
10 December 1993
Doom - cover art
Glitchwave rating
4.06 / 5.0
0.5
5.0
 
 
2,249 Ratings / 10 Reviews
#122 All-time
#1 for 1993
A fearless space marine stationed on Mars traverses its two lunar stations and eventually Hell itself, slaughtering the denizens of the underworld who dared to invade his world.
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1994 id Infinity  
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Doom Custom Playstation Edition
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Title
In Doom, your health could go past 100% if you picked up vials while already at full health, just another reminder of the mindset and design principles behind this game: extreme and over the top! Demons, blood, guts, guns, mutants, Nazis, nuclear waste; and if it was possible in those days, this game would've had a thrash metal soundtrack without question. It's practically Slayer: The Game. It is unabashedly lurid and violent (albeit in a slightly campy way), the product of people who grew up listening to heavy metal and reading horror comics. My kinda people.

And, of course, it's one of the more influential games in history for bringing both the 3D perspective and first person shooter genre into the modern era along with id's Wolfenstein 3D from the previous year. First person shooters weren't even called that for nearly the first decade after Doom's debut, they were called Doom Clones, it's influence loomed over gaming to that much of a degree.
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VALIS666 2016-04-12T00:20:43Z
2016-04-12T00:20:43Z
4.5
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Q: Can videogames be art?
A: cocks shotgun
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eluis 2018-11-24T14:42:09Z
2018-11-24T14:42:09Z
5.0
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Just mindless shooting. Super fun. Nightmare mode a bitch, not even gonna play that.
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Note: The base Doom '93 is a total classic for a good reason, it's a genuinely great game, however, this review is focused exclusively on the additional episode that the Ultimate Doom added.

After having gotten through the 3 main acts in this, I was looking forward to a bit more with the special episode 4 that was added to Ultimate Doom, but immediately upon starting it up, I quickly realised why they didn't originally add this. To say that this was a step down from the rest of the game would be a huge understatement, and it all comes down to the level design. At its core, you've still got a game that feels fun to control and has great atmosphere, but the issue is that now everything surrounding it is so heavily flawed. The first stage is a prime example of this to me, feeling like something a 12 year old would think of making, supplementing interesting and balanced difficulty for unapologetic enemy spam and heavily reduced resources to the point where you'll practically be out of everything by the end of a stage if you play super carefully.

After having hit a wall with level 2 I just decided to go back on an easier difficult setting and try again, but even ignoring the issues with blatantly awful spam, the layouts tend to just be very uninspired anyway for the most part at the best of times. After hitting the stage that forced the player to keep running over damaging ground while trying to figure out where they were meant to go, I just realised that it really wasn't worth continuing so I dropped it. A bit of a shame considering how fun most of the main game was, but this feels closer to a bad mod than it does an official piece of content for this.
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Kempokid 2021-10-12T10:00:08Z
2021-10-12T10:00:08Z
1.5
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The issue with talking about a game as classic and widely beloved as Doom is that everyone has said their piece on it, but at the same time, it really won't stop me from also saying that it's awesome. There are so many individual elements of this game that make it work quite as well as it does, but I'd say that the biggest one is the very unique atmosphere it brings to the table that I still haven't seen replicated in too many other places today. Doom undoubtedly makes you feel like a total badass, running through corridors, gunning down demons to heavy metal inspired music, but there's really a bit more to it that makes it such a great time from my perspective, and that's a looming sense of danger that goes along with this. While you certainly spend a lot of time in such a trance from the waves of demons you're destroying, the game ensures that you always keep in the back of your mind that these are immeasurably powerful demons at the same time, with just one mistake often leading the player into a situation where they're killed in mere moments. I feel like it's this constant sense of "if I screw up just once or twice I'm probably going to die" that makes this killing spree feel so much more entertaining, as you never feel complacent or relaxed, it makes you stay on your toes constantly and never underestimate an encounter.

This lack of safety also is perpetuated and elevated by the escalation that you see throughout as the game constantly teaches the player how to become more efficient and effective at dispatching their foe only to present a new threat to them that feels borderline insurmountable every time. This is especially prominent in episode 1 with the way it introduces the pink demons, where it places them in such a way that they'll catch the player off guard and then proceed to rush them. This first encounter with them is made all the more unnerving once you notice they take so much longer to kill than the other enemies you've encountered before, almost feeling like a damage sponge until you've gotten used to using the shotgun on almost anything. By the end of episode 1 however, these basically become a slightly stronger kind of fodder that are often preferable to encounter due to their lack of ranged capabilities, with this comfort coinciding with introducing a new kind of enemy that's even more powerful and difficult to deal with, this pattern repeating a few more times within the game. This constant escalation ends up making for an experience that almost always feels like a climactic adrenaline rush and contributes greatly to the core gameplay loop having as much staying power as it does.

The game feels pretty good to control too for the most part, allowing you to either take things methodically or to sprint through at insane speeds, with a gun that aims for you just enough that you need to be kinda precise but not enough to slow down the pacing or feel as if you need a ton of technical skill to succeed in most situations, perfect for an FPS that was designed around pure keyboard controls. Despite practically everything about the game feeling good to actually play, I do have one big issue with it that ended up almost ruining my enjoyment of sections, and that's the level design itself. The first episode is pretty amazing for the most part but even there I felt glimpses of what was to come, that being the labyrinthine structures that many of them ended up taking. There were many points throughout in which you'd be wandering through a maze trying to get a key to unlock another door on the other side of the map, and while occasionally doing this would give some variety to the game and keep things feeling fresh, it ended up happening so often that it became a bit of a chore at times. This is especially an issue as it feels directly against everything else this game stands for, having a multitude of places where the flow is completely halted as you're trekking through piles of dead bodies trying to figure out where to go next.

It also doesn't help that while the game has aged pretty well in a lot of respects, it still has some of those conventions where the game often doesn't naturally guide the player in a lot of cases and just leaves them to go around and hopefully find the correct places to get to, but this lack of direction often feels compounded with a lack of distinct landmarks, making it all the more frustrating to have to walk around these huge mazelike structures without any idea of what to do. Even so however, these levels have some really cool bits and pieces to them, especially with the crazy amount of secrets most of them have, rewarding exploration and making each stage feel wonderfully intricate, even if it sometimes feeds into the previously mentioned issues. It's also worth mentioning that the way the landscape gradually shifts from cold, futuristic facilities to these grotesque walls of flesh and bone as you descend further into the depths of hell itself is amazing and gives this sense of progression and contextualises what tiny amount of storytelling there is in a perfect way. Basically, despite its flaws, it's still Doom, and as a result, it's goddamn awesome.
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Kempokid 2021-10-10T09:54:57Z
2021-10-10T09:54:57Z
4.0
1
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One of the most significant video games in history, Doom is divided into four episodes where players assume the role of an unnamed space marine fighting his way through hordes of invading demons from Hell. In the future, the player character is punitively posted to Mars after assaulting a superior officer who ordered his unit to fire on civilians. The space marines act as security for the Union Aerospace Corporation's radioactive waste facilities, which are used by the military to perform secret experiments with teleportation by creating gateways. Three years later, "something fraggin' evil" starts pouring out of the teleporter gateways, killing or possessing all personnel. The Martian marine unit is dispatched to investigate, with the unnamed main character left to guard the perimeter with only a pistol, while the rest of the group proceeds inside the base and is killed. With no choice but to enter the base, players must fight a variety of enemies -- including demons and possessed, undead humans -- while managing supplies of ammunition, health, and armor as they traverse Doom's levels. Although the game's graphic violence and nightmarish imagery drew controversy, Doom was immediately immensely popular and is frequently cited as one of the greatest video games of all time.
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The_Lesser_Key 2021-07-09T14:58:00Z
2021-07-09T14:58:00Z
5.0
In collection Want to buy Used to own  
1993
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Catalog

flymetothestar Doom 2022-08-16T10:46:19Z
2022-08-16T10:46:19Z
In collection Want to buy Used to own  
tinchou Doom 2022-08-16T06:19:43Z
2022-08-16T06:19:43Z
4.0
In collection Want to buy Used to own  
Coins95 Doom 2022-08-15T18:36:48Z
2022-08-15T18:36:48Z
4.0
In collection Want to buy Used to own  
Big_Village Doom 2022-08-14T21:45:31Z
2022-08-14T21:45:31Z
5.0
In collection Want to buy Used to own  
RedMorley Doom 2022-08-14T09:26:20Z
2022-08-14T09:26:20Z
4.5
In collection Want to buy Used to own  
donkle Doom 2022-08-14T07:01:34Z
2022-08-14T07:01:34Z
5.0
In collection Want to buy Used to own  
cineraria Doom 2022-08-13T16:34:06Z
2022-08-13T16:34:06Z
3.0
In collection Want to buy Used to own  
patobravo Doom 2022-08-13T13:51:28Z
Xbox 360
2022-08-13T13:51:28Z
In collection Want to buy Used to own  
lmaobox Doom 2022-08-12T16:47:42Z
2022-08-12T16:47:42Z
5.0
In collection Want to buy Used to own  
Earworms Doom 2022-08-12T08:33:56Z
2022-08-12T08:33:56Z
5.0
In collection Want to buy Used to own  
bleakage Doom 2022-08-11T23:11:04Z
2022-08-11T23:11:04Z
In collection Want to buy Used to own  
epicj Doom 2022-08-11T19:40:09Z
2022-08-11T19:40:09Z
4.0
In collection Want to buy Used to own  
Player modes
1-4 players
Media
4x Floppy 3.5"
Multiplayer modes
Cooperative , Deathmatch / FFA
Multiplayer options
LAN
Franchises

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  • Previous comments (39) Loading...
  • stealmycorpse 2022-05-08 18:01:02.828551+00
    this being #16, not of all time but in FPS alone is a fucking embarassment. the vanilla/pseudovanilla experience is as close to perfection as it gets
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  • Circuz 2022-06-07 18:40:41.291345+00
    Skip the fourth episode. Seriously.
    reply
    • ALongDriveInsideACar 2022-06-29 00:10:01.581257+00
      4th episode has some of the most intense and rewarding levels in the game from my experience. Don’t skip it!
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  • MisTurHappy 2022-06-09 17:02:55.782683+00
    One of the few examples of a game that's been heaped with praise ad nauseum but still deserves every last word of it.
    reply
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  • Max200404 2022-06-15 15:07:59.304742+00
    It’s insane how a pixel shotgun can feel so good
    reply
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  • twinkiemachine 2022-06-30 15:24:05.702547+00
    don't save mid level
    reply
    • SedrickWilhelm 2022-07-20 03:27:12.306012+00
      why not?
    • twinkiemachine 2022-07-20 17:10:46.080832+00
      in the end it is up to you but i find at least with the original trilogy of episodes it's more enjoyable and lets the brilliance of the dungeon-esque design seep in. repeat play in that way encourages more exploration, instead of just being like "okay im about to enter a room time to save in case the room does not go well". having that sort of structure works to its benefit, even more so if you just pistol start the whole way through.

      my advice is if you do decide to go with midsaves do so after keys or major fights, not before.
    • Calyk 2022-08-16 09:58:39.117108+00
      I played through the core three episodes the first time without saves and without using level restarts (i.e. restarting whole episodes after death) and it really helped to create a sense of familiarity with each level that felt like a sort of intense shoot'em up gauntlet while also allowing me to explore for secrets naturally as I got an inclination on retries without ever backtracking to find them.

      That said, it's a big time investment on an otherwise short game so I'm not sure this is the best recommendation, but I really like the levels in this game and think the episode-style lends itself very well to self-imposed challenges like that.
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