The video game DOOM (4) by id Software

my Idea of Things
7 min readFeb 23, 2019

--

This article is also available in other languages: 🇩🇪 | 🇫🇷 (click)

Important: This game was released by the USK from the age of 18. Since it is not possible for me to verify the identity or the age of the visitor of this site or reader of this article, the responsibility for the appropriate use of the Internet and thus also its offer lies with the respective educational sector of the minor. I hereby expressly draw your attention to the fact.

There are probably few video game franciscos that have impressed the gaming world as much as the DOOM games. Although the first DOOM wasn’t the first first-person shooter we know of today (because that was Wolfenstein 3D), its influence can hardly be overestimated. After the series was in a slumber for a few years, after a semi-splendid offshoot DOOM 3 from 2004, it now returns to manifestation of DOOM (4). Already the name (“DOOM”) indicates that this game is more a reboot of the first games than a new part. However, this circumstance does not change the fact that it is the fourth part of the series and must therefore at least have something in common with the old parts or be able to be related to them. It should be clear, however, that in no case will it come close to its original parents, solely in view of their importance. From this, in turn, can also be deduced my proviso in this text: It should be allowed to stand on its own, but at least not completely deny its roots. The Xbox One version, which was optimized for the Xbox One X, was played.

Story // Action

No matter how far “the new game” may have moved away from its roots, it can certainly be assumed that the focus in development was not on the development of the story. It’s very generic, but also fits the game very well. Because anyone who plays DOOM should not and will not expect any action that goes beyond the scope of brutal slaughter. In general, however, she does not interrupt the course of the game and splashes about. Although there are no unexpected turns of events, a certain amount of tension can at least be detected. The story is conveyed above all by small memos or radio messages. By rather mediocre written texts you can get some background information about the world. These are collected in the levels.

Characters // Figures

While playing, one encounters only a few halfway communicative figures. The highest of the feelings is a Robo-Blech-Man, who now and then lets himself down from the actions of the character to evaluations or hints concerning the event and who you even meet in person towards the end. Besides an evil old shrivele witch embodying the villain(!?) and the silent character (commonly known as DoomGuy), who is more characterized by her actions than by just one word (but still has probably the most character of all), you only encounter a few holograms every now and then, which give further information about the current mission or the environment.

As enemies function, how should it be otherwise, some demons already known from previous parts, which show different abilities and must be fought accordingly also in different ways. Especially in contrast to the last games, the enemies appear to be very detailed, offer incentives for experimentation and give a round overall impression.

Gameplay // Play Feeling

Once upon a time, DOOM 1 set the standard for how a shooter should behave in a playful way. Although the new offshoot doesn’t succeed in triggering a similar revolution in the arena shooter ranks, at least it brings the gameplay out of a somewhat longer immersion and even modernizes it. On the positive side, after some time a kind of pull effect unfolds and the player learns to control the controls. The mechanics look pretty well polished and most of the time you have full control over the game. It’s quite possible to react to the demons with their specific abilities and with some comfort features it’s easy for everyone to master the game. The downside of this is, of course, that the gameplay in the last chapter of the game seems a bit trivial and that the game tends to be simpler than more challenging due to the too extensive skill possibilities. A particularly noteworthy mechanics are the Glory Kills, which were hotly wooed in advance of the release. They can be triggered either by dealing enough damage to an enemy or by simply using the chainsaw. When the killings are carried out, a corresponding animation is triggered (which is really nice to look at in the beginning, but is repeated too often after some time) and you get additional ammunition, life or shield. What is impressive is that they are context-sensitive, i.e. they adapt to the direct environment in their execution. Negative is that they let the demons tumble around and thus slow down the gameplay (against the liquid mechanics).

As noted, DOOM is an arena shooter. So there is no life regeneration, but you collect armor and life in the level within the fast motion sequence. This ensures that you are not forced to interrupt the flow of the game to regenerate. Accordingly, a tactical approach is necessary in the levels to collect life, ammunition or armor, for example. In order to be able to compete against the various demons, the player has several weapons at his disposal. These feel really good, but could be a little more diverse. They can be selected by a rotary knob, which works pretty well. They can be improved and modified by further abilities. Unfortunately a well recognizable hierarchy stands out in its effectiveness, which unfortunately makes some weapons almost obsolete.

Level design // Environmental design

The game is divided into quite elaborate levels, each containing some secrets, and alternative paths. In the first half of the game they also remind very pleasantly of the first DOOM games, whereby their spaciousness and pronounced variance can also be expressed in different tactical approaches. Only in the second half of the game does the quality decrease slightly. Then the player gets involved in arena fights, which can be a bit too tedious. In general, however, the levels are on a very good level and, within the scope of the design possibilities on Hell, Mars and space stations, are quite beautifully and detail-loving designed.

DOOM (4) is divided into two gameplay phases due to the design of the levels. On the one hand, there is the pleasant battle against hordes of enemies and on the other hand, you quickly get lost in exploring the levels and looking for secrets that are attached to the old parts of the line. There are also a variety of collectibles to collect and key cards are even fundamental to progress. I would estimate the degree of difficulty as rather below average, even if it has its moments.

Appearance // Humor

Brutal, glorifying violence and simply tasty. Like those old parts of the series, the new DOOM is in no way inferior to its relatives in these respects. The music has a booming effect and underlines the unrestrained fast gameplay, the player is drawn into the spell and the still rather brainless violent orgy unfolds a very peculiar character. Even if the DoomGuy probably has his own ideas of right and wrong, questions arise which have to be answered during the game. The meaning of the slaughter or the question of who really is the evil one can be mentioned here as examples.

Technology // Quality

As far as technology is concerned, there’s not much to complain about. On the Xbox One X the game runs smoothly in a 4K resolution with 60 FPS and also only slight drops of the frame rate could be noticed. There were no crashes or anything like that, the game looks pretty good, even though there were some less good graphics from time to time and even on the Nintendo Switch the game can be played reasonably well.

Idea // Conclusion

Not a masterpiece but really good. After a few years of silence, Bethesda has delivered a really great reinterpretation of the old classic from 1993. Although the new DOOM only resembles the old one to a limited extent, we can expect a lot from the series again. When the few design problems with the already announced part Doom Eternal are fixed and the opponent and weapon variations are tackled, nobody should be deterred from buying the upcoming game anymore. But already today it has to be said that the purchase of this part is worthwhile.

Note:

All information provided is without guarantee and of a subjective nature. They reflect my opinion about the product at the present time (21.02.19). I do not guarantee completeness or correctness of the information (even if I try to fulfill these requirements). The correct/responsible handling of the given information lies entirely in the responsibility of the reader. Claims for damages or similar claims are excluded.
I was neither paid nor tempted to test this product or to evaluate it in any way. The costs for financing the product were covered by myself.

--

--

my Idea of Things

In Huldigung des Konsumismus. // In homage to consumerism. // En hommage au consumérisme. <ℹ️ https://www.idea-behind.com>