Doom (2016) - title

I never played the original Doom. I didn't get into PC gaming until the mid twenty-aughts, and even then didn't play much in the way of first person shooters that weren't the first two Call of Duty games. I was always more into SimCity and Civilization. So I was in no rush to play 2016's reboot of Doom, nor can I really look at it from the perspective of how it holds up against the original's legacy. I heard a lot of good things about it, and picked it up on this year's Steam summer sale.

Bethesda recently announced a sequel, so I thought I'd check this one out to find out if I should be excited.

I miss the good ol' days of game demos being available before a game releases.

I actually did play the free demo on the PSN months ago, which was an option for me because the game's been out for two years already (does this count as a retro review?). I miss the days when free demos were available before a game's release, so we could try it before we buy it. Sigh. Anyway, I had a lot of trouble with hitting enemies with a PS4 controller considering how fast and movement-oriented the combat is, but I definitely saw the potential enjoyment that I could have with the finer control of a mouse. So I went ahead with the Steam purchase.

Punch a demon in the face

Doom breaks from the cover-based mold set by most recent big budget first-person shooters by encouraging very fast, very frenetic, very aggressive, and very in-your-face action in a fashion similar to Bloodborne. Staggering an enemy allows you to perform a melee "Glory Kill" that provides you with a shower of health pick-ups and ammo. When your health is critical, the best course of action usually isn't to run away and take cover (like in so many modern cover-based shooters); rather, the ideal strategy is often to find the biggest, meanest demon, shotgun it in the face, and then rip its head off with your own bare hands. This keeps the player in the action, and mostly removes the need to backtrack through a level to find health kits and powerups. It's not quite as tactical or thoughtful as the dismemberment system from Dead Space, and some might argue that it's derivative of the chainsaw from Gears of War, but it does help to create a definite flow to the combat that helps it to stand out from other shooters of the era.

Charging an enemy is often the best way to restore your health.

The default move speed is faster than the sprint of most other modern shooter games. You can press 'Shift' to toggle a "walk" mode, but I honestly don't know why you would ever want to, and I never once used it after experimenting with the controls at the start of the game. Most enemies also charge at you with melee attacks or have actual projectile attacks (as opposed to hit-scan weapons). You don't avoid damage by ducking behind cover; instead, you can usually just side-step an incoming projectile or attack. Again, because of the fast speed of the character, the term "side-step" isn't really apt; it's more like a "side-sprint".

This all creates a very retro feel that [I assume] faithfully captures the spirit and fluidity of the original game's combat. It's an experience more akin to a first-person bullet hell game rather than the cover-based, whack-a-mole shooting galleries that define most modern shooters.

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