(Redirected from Doom II: Hell on Earth)
Doom II | |
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The cover artwork for Doom II, painted by fantasy artist Gerald Brom, depicts the Doom space marine firing a shotgun at a Cyberdemon. | |
Developer(s) | id Software[a] |
Publisher(s) | GT Interactive Software[b] |
Director(s) | Sandy Petersen |
Designer(s) | Sandy Petersen Shawn Green American McGee |
Programmer(s) | John Carmack John Romero Dave Taylor |
Artist(s) | Adrian Carmack Kevin Cloud |
Composer(s) | Robert Prince |
Series | Doom |
Engine | id Tech 1 |
Platform(s) | |
Release |
|
Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
Doom II (full title Doom II: Hell on Earth) is a first-person shootervideo game, the second title of id Software's Doom franchise.[2] It was originally released for MS-DOS computers in 1994 and Macintosh computers in 1995. Unlike Doom, which was initially only available through shareware and mail order, Doom II was a commercial release sold in stores. Master Levels for Doom II, an expansion pack that includes 21 new levels, was released on December 26, 1995 by id Software.[3]
Due to its success and popularity, Doom II was later released for the Game Boy Advance in 2002, and on Xbox Live Arcade in 2010.[4][5] The release of the original Doom source code has facilitated ports to many other platforms, including the Apple iPhone and several other types of cell phones.
- 1Gameplay
- 4Expansions
- 5Reception
Gameplay[edit]
The double-barreled shotgun in use
Doom II was not dramatically different from its predecessor. There were no major technological developments, graphical improvements, or substantial gameplay changes. Instead, the development team took advantage of advances in computer hardware since the release of the original game that allowed them to do more with their game engine by making much larger and more intricate levels. The game still consisted of the player navigating large non-linear levels. Each level is infested with demons that can be killed with a variety of weapons that can be picked up throughout the game. Levels are completed by finding an exit, whether it be a switch or a teleporter; the goal is simply to advance to the next area. As with its predecessor, Doom II's levels can be completed in a straightforward fashion. However, because the levels are non-linear players can wander off the beaten path, and those that do are often rewarded with bonuses, like health pickups and more powerful weapons. Due to the larger and more complicated maps with larger groups of monsters, the game had somewhat higher system requirements than the original.
Rather than the player playing through three related episodes as in the first Doom, gameplay takes place over one giant episode, albeit with interludes for when the story develops. Instead of watching the player's progress on a map (as in the original episodes of Doom), the screens between each level simply show a background (a style carried over to the bonus fourth episode of Doom available in The Ultimate Doom, the retail re-release of the original Doom). This also means the player is never forced to lose all of their inventory after completing an episode.
Doom Secret Levels
Doom II doubled the number of non-boss monster types and started using bosses from the original Doom as normal level enemies, in addition to adding a new weapon, the double-barreled shotgun (called the Super Shotgun in the game), and a new power-up, the Megasphere.
Multiplayer[edit]
Doom's multiplayer functionality was greatly improved in Doom II, including 'out of the box' support for a vastly increased number of dial-up modems. The two-player dial-up connection allowed one player to dial into the other player's computer in order to play either cooperatively or in deathmatch-style combat. There was also LAN functionality added, which was improved upon as patches and updates were released. This functionality was later incorporated into the original Doom. As with the original Doom, multiplayer games used to be played using the dial-up or LAN by the internal setup program (setup.exe), through the online service DWANGO or with once-popular programs like Kali and Kahn (using SPX) in Windows 95. Nowadays, in the modern standards, Doom II can be played with almost any version of Windows across the internet using third party source ports such as Odamex,[6]Zandronum,[7]ZDaemon,[8] and are still popular today.[9] The Xbox Live Arcade port of Doom II supports online multiplayer via Xbox Live.
Plot[edit]
The continuous 30 levels are divided into four areas; UAC Underground, UAC's Starport (Hellish Outpost), City, and Hell.
Immediately following the events in Doom, the player once again assumes the role of an unnamed space marine. After defeating the demon invasion on Mars, and saving the Mars base there, the marine goes on leave and lands a drop pod on Earth, and finds that Earth has also been invaded by the demons, who have killed billions of people.[10][11]
The humans who survived the attack have developed a plan to build massive spaceships which will carry the remaining survivors into space. Once the ships are ready, the survivors prepare to evacuate Earth. Unfortunately, Earth's only ground spaceport gets taken over by the demons, who place a flame barrier over it, preventing any ships from leaving.[10] The marine then battles hordes of demons and is able to deactivate the force field, allowing the remaining humans to escape. Once all the survivors escape Earth, the marine is the only human left on the planet.[12]
Just as he sits down to await death, knowing that he saved humanity, the marine then receives an off-planet transmission from the survivors in orbit, who have managed to find out where the armies of Hell are coming from. The message reveals that the demonic base is in the center of the marine's own hometown. He then fights through the city until he reaches the base, but sees there is no way to stop the invasion on that side. He then decides to step into the portal to try deactivating it from the other side, entering Hell (a different Hell than the one that the Deimos moon floats over in the first Doom).
After fighting through the hordes of Hell, the marine reaches the location of the biggest demon he has ever seen, called the Icon of Sin (Baphomet). He kills the Icon of Sin by firing rockets into its exposed brain. Its death causes devastation on Hell, and the portal to Earth is sealed. With Hell defeated, the marine joins with the other humans in an effort to rebuild and restore life on Earth.
Development[edit]
Most of the levels were designed by Sandy Petersen.[13]
Expansions[edit]
Master Levels for Doom II[edit]
Master Levels for Doom II is an official expansion pack for Doom II which was released on December 26, 1995 by id Software. The CD contains 20 WAD files created by various authors under contract.
No Rest for the Living[edit]
No Rest for the Living is the title of an expansion pack developed by Nerve Software for the release of Doom II on Xbox Live Arcade for the Xbox 360. It consists of eight regular levels and one secret level. It is also included in the latest Doom II release from Doom 3: BFG Edition and as part of Doom Classic Complete for the PlayStation Network.
Reception[edit]
Sales[edit]
According to David Kushner in Masters of Doom, id Software shipped 600,000 units of Doom II to stores in preparation for its launch. This initial shipment sold out within a month on shelves, despite its being expected to last for three months.[14] The game was the United States' highest-selling computer title of 1994.[15] It placed 10th for 1996, with 322,671 units sold and $12.6 million earned in the region that year alone.[16]
In the United States, Doom II was the third-best-selling computer game between 1993 and 1999, with 1.55 million units sold during that period.[17] Its revenues in that country ultimately reached $80 million, while those in Europe reached $20 million. Of the latter figure, Kushner wrote that '30 percent [..] came from Germany—a country that had banned the game from its shelves.'[14]
Critical reviews[edit]
Reception | ||||||||||||||||||||
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The reception of Doom II was positive, with reviewers saying it refined everything that made the original Doom good.[24] According to Dragon, 'if mindless but intense carnage is what you want, you'll get your money's worth. It's not just a must-have game; it's a keep-on-the-hard-drive-forever game. If you need to have more Doom, get this.'[25]
Writer/game designer Chris Crawford used the level 'Barrels O' Fun' to illustrate a point about death in video games, explaining he chose the level as his example because it is 'one of the most complex and sophisticated challenges in one of the very best games of the 1990s'.[26]
Next Generation reviewed the PC version of the game, rating it three stars out of five, and stated that 'Now that the first person interface has become the design of choice for the entire industry, Id will need to find new innovations, or it will quickly find it's playing catch-up in its own game niche.'[21]
Notes[edit]
- ^Nerve Software ported the game to Xbox 360.
- ^The European MS-DOS version, Game Boy Advance and Xbox 360 versions were published by Virgin Interactive Entertainment, Activision and Bethesda Softworks respectively.
References[edit]
- ^'Doom II'. GameSpot. Archived from the original on April 3, 2016. Retrieved April 12, 2016.
- ^'1994 - Academy of Adventure Gaming Arts and Design, List of Winners'. Archived from the original on June 14, 2008. Retrieved 2009-06-28.
- ^Larsen, Henrik; John W. 'Dr.Sleep' Anderson; Jim Flynn; Shawn Green; Chris Klie; Sverre Kvernmo; Ledmeister; Rez; Rob Hayward; Tom Mustaine; John Romero. 'The Un-official Master Levels for Doom II FAQ'. Archived from the original on 2009-09-03. Retrieved 2009-06-28.
- ^Brahmin, Mad. 'Shacknews'. Shacknews. Archived from the original on 2010-10-28. Retrieved 2012-06-15.
- ^var authorId = '192818379' by Jim Reilly. 'IGN'. Uk.xboxlive.ign.com. Archived from the original on 2012-02-18. Retrieved 2012-06-15.
- ^'Online Multiplayer Doom, Doom 2, and Quex Quest'. odamex.net. 2013-02-19. Archived from the original on 2013-03-10. Retrieved 2013-02-19.
- ^'Zandronum - Multiplayer ZDoom'. Zandronum.com. Archived from the original on 2013-03-02. Retrieved 2013-02-09.
- ^'Online Multiplayer Doom - ZDaemon.org'. Zdaemon.org. Archived from the original on 2008-10-24. Retrieved 2008-10-28.
- ^'Classic Doom Online'. Doom.wyesoft.com. Archived from the original on 2012-03-16. Retrieved 2012-06-15.
- ^ abTranscripts from printed manuals by Ledmeister. 'DOOMTEXT.HTM: Storylines for Doom, Doom II, Final Doom, Doom 64'. Retrieved June 25, 2011.
- ^Lombardi, Chris (July 1994). 'To Hell and Back Again'. Computer Gaming World. pp. 20–24.
- ^Tim Brastow (May 13, 2009). 'Doom II FAQ/Walkthrough'. Retrieved June 25, 2011.
- ^'Does John Romero Still Enjoy Shooting People?'. Next Generation. No. 30. Imagine Media. June 1997. p. 10.
- ^ abKushner, David (2003). Masters of Doom: How Two Guys Created An Empire And Transformed Pop Culture. Random House. 182, 210. ISBN0-375-50524-5.
- ^Pitta, Julia (March 23, 1995). 'News Analysis: Playing the Interactive Game'. Los Angeles Times. p. 2. Archived from the original on September 2, 2017.
- ^Miller, Greg (March 3, 1997). 'Myst Opportunities: Game Makers Narrow Their Focus to Search for the Next Blockbuster'. Los Angeles Times. Archived from the original on May 18, 2016.
- ^IGN Staff (November 1, 1999). 'PC Data Top Games of All Time'. IGN. Archived from the original on March 2, 2000. Retrieved May 31, 2018.
- ^'Doom II'. GameRankings. Archived from the original on November 20, 2014. Retrieved August 5, 2014.
- ^'Doom II'. Metacritic. Archived from the original on March 3, 2015. Retrieved August 5, 2014.
- ^House, Matthew. 'Doom II - Overview'. Allgame. All Media Guide. Archived from the original on November 14, 2014. Retrieved September 26, 2014.
- ^ ab'Finals'. Next Generation. No. 1. Imagine Media. January 1995. p. 94.
- ^LeVitus, Bob (March 1996). 'The Game Room'. MacUser. Archived from the original on February 21, 2001. Retrieved July 23, 2018.
- ^D., E. (May 1996). 'Master Levels for Doom II'. PC PowerPlay (1): 62.
- ^'Doom II for PC'. GameRankings. 1994-09-30. Archived from the original on 2012-07-18. Retrieved 2012-06-15.
- ^Cook, David (April 1995). 'Eye of the Monitor'. Dragon (216): 63–66.
- ^Crawford, Chris (May 1996). 'The Way Games Ought to Be'. Next Generation. No. 17. Imagine Media. pp. 126–7.
External links[edit]
- Doom II at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Doom_II&oldid=903585210'
Doom | |
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Developer(s) | id Software[a] |
Publisher(s) |
|
Director(s) | Tom Hall |
Designer(s) | John Romero Sandy Petersen American McGee Shawn Green David Shanbell |
Programmer(s) | John Carmack John Romero Dave Taylor |
Artist(s) | Adrian Carmack Kevin Cloud |
Writer(s) | Tom Hall |
Composer(s) |
|
Series | Doom |
Engine | id Tech 1 |
Platform(s) | |
Release |
|
Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
Doom (typeset as DOOM in official documents and stylized as DooM in other media)[2] is a 1993 first-person shooter (FPS) video game developed by id Software for MS-DOS. It is considered one of the most significant and influential titles in video game history, for having helped to pioneer, along with the 1992 game Wolfenstein 3D, the now-ubiquitous FPS gameplay type, and has been frequently cited as one of the greatest video games of all time. The original game was divided into three nine-level episodes and was distributed via shareware and mail order. The Ultimate Doom, an updated version featuring a fourth episode, was released in 1995 and sold at retail.
In Doom, players assume the role of an unnamed space marine, who became popularly known as 'Doomguy',[3] fighting his way through hordes of invading demons from Hell.[4] With one entire third of the game (nine levels) freely distributed as shareware, it was played by an estimated 15–20 million people[5] within two years of its release. Doom made a massive global impact: it popularized the business model of online distribution;[6] it popularized the FPS genre of gameplay and spawned a gaming subculture; and it pioneered the technologies of immersive 3D graphics, networked multiplayer gaming, and support for customized additions and modifications via packaged files in a data archive ('WADs') which are now called downloadable content (DLC). As a sign of its effect on the industry, FPS games from the genre's boom in the 1990s, helped in no small part by the game's release, became known simply as 'Doom clones'. Its graphic violence and hellish imagery made it the subject of considerable controversy.
The Doom franchise continued with the follow-up Doom II: Hell on Earth (1994) and numerous expansion packs, including Master Levels for Doom II (1995) and Final Doom (1996). Originally released for MS-DOS, those games have been ported to numerous other platforms. Once the game's source code was released in 1997, it spawned even more adaptations and modernizations, as fans further ported the code to countless devices, even to machines that were not designed to run games. The series started to lose mainstream appeal as the technology of the Doom game engine was surpassed in the mid-1990s, although fans have continued making WADs, speedruns, and modifications to the original. The franchise again received popular attention, more than ten years after its foundation with the release of Doom 3 (2004), a retelling of the original game using the id Tech 4 engine, with an associated 2005 Doom motion picture. A reboot of the series, also simply titled Doom but this time powered by id Tech 6, was released in 2016, and focused on returning to the fast-paced action of the first two games.
- 3Development
- 4Release
- 5Reception
- 6Legacy
Gameplay[edit]
The player armed with a chainsaw confronts an undead marine on a bridge over a chemical waste storage in 'Knee-Deep in the Dead'
Doom is a first-person shooter presented with early 3D graphics. The player controls an unnamed space marine—later termed the Doomguy—through a series of levels set in military bases on the moons of Mars and in Hell. To finish a level, the player must traverse through the area to reach a marked exit room. Levels are grouped together into named episodes, with the final level focusing on a boss fight with a particularly difficult enemy. While the levels are presented in a 3D perspective, the enemies and objects are instead 2D sprites presented from several set viewing angles, a technique sometimes referred to as 2.5D graphics. Levels are often labyrinthine, and a full screen automap is available which shows the areas explored to that point.
While traversing the levels, the player must fight a variety of enemies, including demons and possessed undead humans, while managing supplies of ammunition, health, and armor. Enemies often appear in large groups, and the game features five difficulty levels which increase the quantity and damage done by enemies, with enemies respawning upon death and moving faster than normal on the hardest difficulty setting. The monsters have very simple behavior, consisting of either moving toward their opponent, or attacking by throwing fireballs, biting, and clawing. They will fight each other if one monster is accidentally harmed by another, though most monsters are not harmed by other monsters of the same kind. Levels can also include pits of toxic waste, ceilings that lower and crush anything below them, and locked doors which require a keycard, skull-shaped key device, or a remote switch to be opened. The player can find weapons and ammunition placed in the levels or can collect them from dead enemies; weapons include a pistol, a chainsaw, a plasma rifle, and the BFG 9000, among others. The levels also feature power-ups such as items that give health or armor points, increase the player character's maximum ammunition or health, fill out the automap, give partial invisibility, or allow the player to survive in toxic waste. There are also items which apply time-limited effects such as invulnerability or a berserker status.
In addition to the main single-player game mode, Doom features two multiplayer modes playable over a local network: 'cooperative', in which two to four players team up to play through the main game, and 'deathmatch', in which two to four players play against each other. Online multiplayer was later made available a year after launch through the DWANGO service.[7]Doom also contains cheat codes that allow the player to be invulnerable, obtain every weapon, be able to instantly kill every monster in a particular level, and several other abilities.[8][9][10][11]
Plot[edit]
The unnamed protagonist of the Doom series as he appears in The Ultimate Doom
Doom is divided into three episodes: 'Knee-Deep in the Dead', 'The Shores of Hell', and 'Inferno'. A fourth episode, 'Thy Flesh Consumed', was added in an expanded version of the game, The Ultimate Doom. The game itself contains very few plot elements, with the minimal story instead given in the instruction manual and short text segues between episodes.
In the year 2019, the player character (an unnamed space marine) has been 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 between the two moons of Mars, Phobos and Deimos. In 2022, Deimos disappears entirely and '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 player character left to guard the perimeter with only a pistol while the rest of the group proceeds inside the base and is killed.
As the last man standing, the player character fights through the onslaught of demonic enemies to keep them from attacking Earth. In 'Knee-Deep in the Dead', he fights through the high-tech military bases, power plants, computer centers and geological anomalies on Phobos. It ends with the player character entering the teleporter leading to Deimos, only to be overwhelmed by monsters. In 'The Shores of Hell' he fights through installations on Deimos, similar to those on Phobos, but warped and distorted from the demon invasion and interwoven with beastly architecture. After defeating the titanic Cyberdemon, the marine discovers the vanished moon is floating above Hell. 'Inferno' begins after the marine climbs off Deimos to the surface. The marine fights his way through Hell and defeats the Spider Mastermind that planned the invasion. A hidden doorway back to Earth opens for the hero, who has 'proven too tough for Hell to contain'. However, a burning city and a rabbit's head impaled on a stake (named in The Ultimate Doom as the marine's pet rabbit, Daisy) show that the demons have invaded Earth, setting the stage for Doom II: Hell on Earth. In 'Thy Flesh Consumed', the marine fights the demons on Earth through a variety of disconnected high-tech bases and demonic temples, though ultimately the forces of Hell prevail in the invasion of Earth.
Development[edit]
John Carmack in 2006
Concept[edit]
In May 1992, id Software released Wolfenstein 3D, later called the 'grandfather of 3D shooters',[12][13] specifically first-person shooters, because it established the fast-paced action and technical prowess commonly expected in the genre and greatly increased the genre's popularity.[12][14][15][16] Immediately following its release most of the id Software team began work on a set of episodes for the game, titled Spear of Destiny, while id co-founder and lead programmer John Carmack instead focused on technology research for the company's next game. Following the release of Spear of Destiny in September 1992, the team began to plan their next title. They wanted to create another 3D game using a new engine Carmack was developing, but were largely tired of Wolfenstein. They initially considered making another game in the Commander Keen series, as proposed by co-founder and lead designer Tom Hall, but decided that the platforming gameplay of the series was a poor fit for Carmack's fast-paced 3D engines. Additionally, the other two co-founders of id, designer John Romero and lead artist Adrian Carmack, wanted to create something in a darker style than the Keen games. John Carmack then came up with his own concept: a game about using technology to fight demons, inspired by the Dungeons & Dragons campaigns the team played, combining the styles of Evil Dead II and Aliens.[17][18] The concept originally had a working title of 'Green and Pissed', but Carmack soon named the proposed game after a line in the film The Color of Money: 'What's in the case?' / 'In here? Doom.'[17][19]
The team agreed to pursue the Doom concept, and development began in November 1992.[18] The initial development team was composed of five people: programmers John Carmack and Romero, artists Adrian Carmack and Kevin Cloud, and designer Hall.[20] They moved offices to a dark office building, which they named 'Suite 666', and drew inspiration from the noises coming from the dentist's office next door. They also decided to cut ties with Apogee Software, their previous publisher, and to instead self-publish Doom.[21]
Development[edit]
John Romero in 2012
Early in development, rifts in the team began to appear. At the end of November, Hall delivered a design document, which he named the Doom Bible, that described the plot, backstory, and design goals for the project.[18] His design was a science fiction horror concept wherein scientists on the Moon open a portal that aliens emerge from. Over a series of levels the player discovers that the aliens are demons while hell steadily infects the level design over the course of the game.[22] John Carmack not only disliked the idea but dismissed the idea of having a story at all: 'Story in a game is like story in a porn movie; it's expected to be there, but it's not that important.' Rather than a deep story, he wanted to focus on the technological innovations of the game, dropping the levels and episodes of Wolfenstein in favor of a fast, continuous world. Tom disliked the idea, but the rest of the team sided with Carmack.[22] Hall spent the next few weeks reworking the Doom Bible to work with Carmack's technological ideas.[18] Hall was forced to rework it again in December, however, after the team decided that they were unable to create a single, seamless world with the hardware limitations of the time, which contradicted much of the document.[18]
At the start of 1993, id put out a press release, touting Hall's story about fighting off demons while 'knee-deep in the dead'. The press release proclaimed the new game features that John Carmack had created, as well as other features, including multiplayer gaming features, that had not yet even been designed.[22] Early versions of the game were built to match the Doom Bible; a 'pre-alpha' version of the first level included Hall's introductory base scene.[23] Initial versions of the game also retain 'arcade' elements present in Wolfenstein 3D, like score points and score items, but those were removed early in development as they were out of tone.[20] Other elements, such as a complex user interface, an inventory system, a secondary shield protection, and lives were modified and slowly removed over the course of development.[18][24]
Sandy Petersen in 2004
Soon, however, the Doom Bible as a whole was rejected: Romero wanted a game even 'more brutal and fast' than Wolfenstein, which did not leave room for the character-driven plot Hall had created. Additionally, the team believed it emphasized realism over entertaining gameplay, and they did not see the need for a design document at all.[22] Some ideas were retained, but the story was dropped and most of the game design was removed.[25] By early 1993, levels were being created for the game and a demo was produced. John Carmack and Romero, however, disliked Hall's military base-inspired level design. Romero especially believed that the boxy, flat level designs were uninspiring, too similar to Wolfenstein, and did not show off the engine's capabilities. He began to create his own, more abstract levels for the game, which the rest of the team saw as a great improvement.[22][26]
Hall was upset with the reception to his designs and how little impact he was having as the lead designer.[22][23] He was also upset with how much he was having to fight with John Carmack in order to get what he saw as obvious gameplay improvements, such as flying enemies, and began to spend less time at work.[18] In July the other founders of id fired Hall, who went to work for Apogee.[22] He was replaced in September, ten weeks before the game was released, by game designer Sandy Petersen.[27][28] The team also added a third programmer, Dave Taylor.[29] Petersen and Romero designed the rest of Doom's levels with different aims: the team believed that Petersen's designs were more technically interesting and varied, while Romero's were more aesthetically interesting.[28] In late 1993, after the multiplayer component was coded, the development team began playing four-player multiplayer games matches, which Romero termed 'deathmatch'.[30] According to Romero, the game's deathmatch mode was inspired by fighting games such as Street Fighter II, Fatal Fury, and Art of Fighting.[31]
Engine[edit]
A NeXTstation computer
Doom was programmed largely in the ANSI C programming language, with a few elements done in assembly language. Development was done on NeXT computers running the NeXTSTEP operating system.[32] The data used by the game engine, including both level designs and graphics files, are all stored in WAD files, short for 'Where's All the Data'. This allows for any part of the game's design to be easily changed without needing to adjust the engine code. Carmack designed this system specifically to enable fans to be able to easily modify the game; he had been impressed by the modifications made by fans of Wolfenstein 3D, and wanted to support that with an easily swappable file structure along with releasing the map editor online.[33]
Unlike Wolfenstein, which had flat levels with walls at right angles, the Doom engine allows for walls and floors at any angle or height, though two traversable areas can not be on top of each other. The lighting system was based on adjusting the color palette of surfaces directly: rather than calculating how light traveled from light sources to surfaces using ray tracing, the game calculates the 'light level' of a small section of a level based on its distance from light sources. It then modifies the color palette of that section's surface textures to mimic how dark it would look.[32] This same system is used to cause far away surfaces to look darker than close ones.[22] Romero came up with new ways to use Carmack's lighting engine such as strobe lights.[22] He also programmed engine features such as switches and movable stairs and platforms.[18][20] After Romero's level designs started to cause problems with the engine, Carmack began to use binary space partitioning to quickly select the portion of a level that the player could see at an given time.[18][28][34] Taylor, along with programming other features into the game, added cheat codes; some, such as 'idspispopd', were based on ideas their fans had come up with while eagerly awaiting the game.[20]
Model of the Spider Mastermind
Adrian Carmack was the lead artist for Doom, with Kevin Cloud as an additional artist. They designed the monsters to be 'nightmarish'; their intent was to have graphics that were realistic and dark as opposed to staged or rendered, so a mixed media approach was taken to the artwork.[35] The artists sculpted models of some the enemies, and took pictures of them in stop motion from five to eight different angles so that they could be rotated realistically in-game; the images were then digitized and converted to 2D characters with a program written by John Carmack.[22] Adrian Carmack made clay models for a few demons, and had Gregor Punchatz build latex and metal sculptures of the others.[18][20] The weapons were toys, with parts combined from different toys to make more guns.[18] They scanned themselves as well, using Cloud's arm as the model for the player character's arm holding a gun, and Adrian's snakeskin boots and wounded knee for in-game textures.[22]
Like they had for Wolfenstein 3D, id hired composer Bobby Prince to create the music and sound effects. Romero directed Prince to make the music in techno and metal styles; many of the songs were directly inspired by songs from popular metal bands such as Alice in Chains and Pantera.[28][36] Prince himself believed that more ambient music would work better for the game and produced numerous tracks in both styles in the hopes of convincing the team; Romero, however, still liked the metal tracks and put both styles in the game.[37] Prince did not make music for specific levels, as they were composed before the levels were completed; instead, Romero assigned each track to each level late in development. Unlike the music, the sound effects for the enemies and weapons were created by Prince for specific purposes; Prince designed them based on short descriptions or concept art of a monster or weapon, and then adjusted the sound effects to match the completed animations.[38] The sound effects for the monsters were created from animal noises, and Prince designed all the sound effects to be distinct on the limited sound hardware of the time, even when many sound effects were playing at once.[28][37]
Release[edit]
Because id planned to self-publish the game, as the game neared completion they had to set up the systems to sell the game. Jay Wilbur, who had been brought on as CEO and sole member of the business team, planned the marketing and distribution of Doom. He believed that the mainstream press was uninterested in the game, and as id would make the most money off of copies they sold directly to customers—up to 85 percent of the planned US$40 price—he decided to leverage the shareware market as much as possible, buying only a single ad in any gaming magazine. Instead, he reached out directly to software retailers, offering them copies of the first Doom episode for free, allowing them to charge any price for it, in order to spur customer interest in buying the full game directly from id.[28]
Doom's original release date was the third quarter of 1993, which the team did not meet. By December 1993, the team was working non-stop on the game, with several employees sleeping at the office; programmer Dave Taylor claimed that working on the game gave him such a rush that he would pass out from the intensity. Id began receiving calls from people interested in the game or angry that it had missed its planned release date, as hype for the game had been building online. At midnight on December 10, 1993, after working for 30 straight hours, the development team at id uploaded the first episode of the game to the internet, letting interested players distribute it for them. So many users were connected to the first network that they planned to upload the game to—the University of Wisconsin–ParksideFTP network—that even after the network administrator increased the number of connections while on the phone with Wilbur, id was unable to connect, forcing them to kick all other users off to allow id to upload the game. When the upload finished thirty minutes later, 10,000 people attempted to download the game at once, crashing the university's network.[30]
Expansions and ports[edit]
The popularity of Doom led to the development of an expanded version, The Ultimate Doom (1995), which includes a fourth episode.[39] Additionally, numerous ports of the game have been released by other companies. An unofficial port of Doom to Linux was released by id programmer Dave Taylor in 1994; it was hosted by id but not supported or made official.[40] Official ports of Doom were released for Sega 32X, Atari Jaguar, and Mac OS in 1994, SNES and PlayStation in 1995, 3DO in 1996, Sega Saturn in 1997, AcornRisc PC in 1998, Game Boy Advance in 2001, Xbox 360 in 2006, and iOS in 2009. A notable exception in the list of official ports is the Amiga platform, there is no official port of Doom for AmigaOS due to the antiquated nature of Amigas graphics hardware at the time of the games initial release, despite the popularity of the platform among gamers at the time.[41][42][43] Some of these were bestsellers even many years after the initial release.[44]Doom has additionally been ported unofficially to numerous platforms; so many ports exist, including esotera such as smart thermostats and oscilloscopes, that variations on 'It runs Doom' or 'Can it run Doom?' are long-running phrases.[45][46][47]
Mods[edit]
The ability for others to create custom levels and otherwise modify the game using WAD files turned out to be a popular aspect of Doom. Gaining the first large mod-making community, Doom affected the culture surrounding first-person shooters, and also the industry. Several future professional game designers started their careers making Doom WADs as a hobby, among them Tim Willits, who later became the lead designer at id Software.
The first level editors appeared in early 1994, and additional tools have been created that allow most aspects of the game to be edited. Although the majority of WADs contain one or several custom levels mostly in the style of the original game, others implement new monsters and other resources, and heavily alter the gameplay; several popular movies, television series, other video games and other brands from popular culture have been turned into Doom WADs by fans, including Aliens, Star Wars, The Simpsons, South Park, Sailor Moon, Dragon Ball Z, Pokémon, Beavis and Butt-head, Batman, and Sonic the Hedgehog.[48] Some works, like the Theme Doom Patch, combined enemies from several films, such as Aliens, Predator, and The Terminator. Some add-on files were also made that changed the sounds made by the various characters and weapons.
Around 1994 and 1995, WADs were primarily distributed online over bulletin board systems or sold in collections on compact discs in computer shops, sometimes bundled with editing guide books. FTP servers became the primary method in later years. A few WADs have been released commercially, including the Master Levels for Doom II, which was released in 1995 along with Maximum Doom, a CD containing 1,830 WADs that had been downloaded from the Internet. Several thousand WADs have been created in total: the idgames FTP archive contains over 18,000 files,[49] and this represents only a fraction of the complete output of Doom fans. Third party programs were also written to handle the loading of various WADs, since the game is a DOS game and all commands had to be entered on the command line to run. A typical launcher would allow the player to select which files to load from a menu, making it much easier to start. In 1995, WizardWorks released the D!Zone pack featuring hundreds of levels for Doom and Doom II.[50]D!Zone was reviewed in Dragon by Jay & Dee; Jay gave the pack 1 out of 5 stars, while Dee gave the pack 1½ stars.[50]
In 2016, John Romero created and published two new Doom levels - E1M4b ('Phobo's Mission Control') and E1M8b ('Tech Gone Bad').[51][52]
In 2018, for the 25th anniversary of DOOM, Romero announced an unofficial 5th Episodic pack of 9 levels. The 5th episode is titled Sigil of the Baphomet. The music for the 5th episode is composed entirely by Buckethead.[53]
Reception[edit]
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Within hours of Doom's release, university networks were banning Doom multiplayer games, as a rush of players overwhelmed their systems.[30] After being alerted by network administrators the morning after release that the game's deathmatch network connection setup was crippling some computer networks, John Carmack quickly released a patch to change it, though many administrators had to implement Doom-specific rules to keep their networks from crashing due to the overwhelming traffic.[82] The game became a major problem at workplaces, both occupying the time of employees and clogging computer networks. Intel,[83]Lotus Development, and Carnegie Mellon University were among many organizations reported to form policies specifically disallowing Doom-playing during work hours. At the Microsoft campus, Doom was by one account equal to a 'religious phenomenon'.[7] Doom was #1 on Computer Gaming World's 'Playing Lately?' survey for February 1994. One reader said that 'No other game even compares to the addictiveness of NetDoom with four devious players! .. The only game I've stayed up 72+ straight hours to play', while another reported that 'Linking four people together for a game of Doom is the quickest way to destroy a productive, boring evening of work'.[84]
To promote Windows 95, Bill Gates, aware of the video game's popularity, showcased a video presentation while digitally superimposed into Doom
In late 1995, Doom was estimated to be installed on more computers worldwide than Microsoft's new operating system Windows 95 even with its million-dollar advertising campaigns.[85] Microsoft hired id Software to port Doom to Windows with the WinG API,[86] and Bill Gates briefly considered buying the company.[7] Microsoft developed a Windows 95 port of Doom to promote the operating system as a gaming platform. The development team in this effort was led by then-employee Gabe Newell.[85] One Windows 95 promotional video had Bill Gates digitally superimposed into the game.[87]
Although Petersen said that it was 'nothing more than the computer equivalent of Whack-A-Mole',[88]Doom received critical acclaim and was widely praised in the gaming press, broadly considered to be one of the most important and influential titles in gaming history. Upon release, GamesMaster gave it a 90% rating.[65]Dragon gave it five stars, praising the improvements over Wolfenstein 3D, the 'fast-moving arcadeshoot 'em up' gameplay, and network play.[63] A common criticism of Doom was that it was not a true 3D game, since the game engine did not allow corridors and rooms to be stacked on top of one another (room-over-room), and instead relied on graphical trickery to make it appear that the player character and enemies were moving along differing elevations.[89]
Computer Gaming World stated in February 1994 that Wolfenstein 3D fans should 'look forward to a delight of insomnia', and 'Since networking is supported, bring along a friend to share in the visceral delights'.[90] A longer review in March 1994 said that Doom 'was worth the wait .. a wonderfully involved and engaging game', and its technology 'a new benchmark' for the gaming industry. The reviewer praised the 'simply dazzling' graphics', and reported that 'DeathMatches may be the most intense gaming experience available today'. While criticizing the 'ho-hum endgame' with a too-easy end boss, he concluded that 'DOOM is a virtuoso performance'.[91]Edge gave it a 7/10 rating, criticizing the 'fairly simple 3D perspective maze adventure/shoot 'em up' gameplay but praising the graphics and levels.[64]
In 1994, PC Gamer UK named Doom the third best computer game of all time. The editors wrote, 'Although it's only been around for a couple of months, Doom has already done more to establish the PC's arcade clout than any other title in gaming history.'[81] In 1994 Computer Gaming World named Doom Game of the Year.[69]
In 1995, Next Generation said it was 'The most talked about PC game ever – and with good reason. Running on a 486 machine (essential for maximum effect), Doom took PC graphics to a totally new level of speed, detail, and realism, and provided a genuinely scary degree of immersion in the gameworld.'[92]
In 1996 Computer Gaming World ranked it as the fifth best video game of all time,[70] and the third most-innovative game.[71]
In 1998, PC Gamer declared it the 34th-best computer game ever released, and the editors called it 'Probably the most imitated game of all time, Doom continued what Wolfenstein 3D began and elevated the fledgling 3D-shooter genre to blockbuster status'.[93]
In 2001, Doom was voted the number one game of all time in a poll among over 100 game developers and journalists conducted by GameSpy.[72]
In 2003, IGN ranked it as the 44th top video game of all time and also called it 'the breakthrough game of 1993', adding: 'Its arsenal of powerful guns (namely the shotgun and BFG), intense level of gore and perfect balance of adrenaline-soaked action and exploration kept this gamer riveted for years.'[73]PC Gamer proclaimed Doom the most influential game of all time in its ten-year anniversary issue in April 2004.
In 2004, readers of Retro Gamer voted Doom as the ninth top retro game, with the editors commenting: 'Only a handful of games can claim that they've changed the gaming world, and Doom is perhaps the most qualified of them all.'[94] In 2005, IGN ranked it as the 39th top game.[74]
On March 12, 2007, The New York Times reported that Doom was named to a list of the ten most important video games of all time, the so-called game canon.[95] The Library of Congress took up this video game preservation proposal and began with the games from this list.[76][96]
In 2009, GameTrailers ranked Doom as number one 'breakthrough PC game'.[77] That year Game Informer put Doom sixth on the magazine's list of the games of all time, stating that it gave 'the genre the kick start it needed to rule the gaming landscape two decades later.'[78]Game Informer staff also put it sixth on their 2001 list of the 100 best games ever.[97] IGN included Doom at 2nd place in the Top 100 Video Game Shooters of all Time, just behind Half-Life, citing the game's 'feel of running and gunning', memorable weapons and enemies, pure and simple fun and its spreading on nearly every gaming platform in existence.[75]
In 2012, Time named it one of the 100 greatest video games of all time as 'it established the look and feel of later shooters as surely as XeroxPARC established the rules of the virtual desktop,' adding that 'its impact also owes a lot to the gonzo horror sensibility of its designers, including John Romero, who showed a bracing lack of restraint in their deployment of gore and Satanic iconography.'[79] Including Doom on the list of the greatest games of all time, GameSpot wrote that 'despite its numerous appearances in other formats and on other media, longtime fans will forever remember the original 1993 release of Doom as the beginning of a true revolution in action gaming.'[80]
The game was ported to numerous console gaming platforms both domestically and abroad where it maintained its popularity, receiving generally favorable critical reception.[98][55][56]
Commercial and spreading performance[edit]
With the release of Doom, id Software, quickly found itself making $100,000 daily.[99]Sandy Petersen later remarked that the game 'sold a couple of hundred thousand copies during its first year or so', as piracy kept its initial sales from rising higher.[100] Experts estimate that the game sold approximately 2-3 million physical copies from its release through 1999.[5][99] According to PC Data, which tracked sales in the United States, the Doom shareware edition sold 1.15 million copies by September 1999. The Ultimate DoomSKU reached sales of 787,397 units by that date. At the time, PC Data ranked them as the country's eighth- and 20th-best-selling computer games since January 1993.[101] In addition to its sales, the game's status as shareware dramatically increased its market penetration. PC Zone's David McCandless wrote that the game was played by 'an estimated six million people across the globe',[100] while other sources estimate that 10–20 million people played Doom within 24 months of its launch.[102]
Controversies[edit]
Doom's high level of graphic violence made the game highly controversial. This screenshot shows the effects of a rocket hitting a group of enemies.
Doom was notorious for its high levels of graphic violence[103] and satanic imagery, which generated controversy from a broad range of groups. Doom for the Genesis 32X was among one of the first video games to be given an M for Mature rating from the Entertainment Software Rating Board due to its violent gore and nature.[104]Yahoo! Games listed it as one of the top ten most controversial games of all time.[105] It was criticized by religious organizations for its diabolic undertones and was dubbed a 'mass murder simulator' by critic and Killology Research Group founder David Grossman.[106]Doom prompted fears that the then-emerging virtual reality technology could be used to simulate extremely realistic killing.
The game again sparked controversy throughout a period of school shootings in the United States when it was found that Eric Harris and Dylan Klebold, who committed the Columbine High School massacre on April 20, 1999, were avid players of the game. While planning for the massacre, Harris said in his journal that the killing would be 'like playing Doom', and 'it'll be like the LA riots, the Oklahoma bombing, World War II, Vietnam, Duke Nukem and Doom all mixed together', and that his shotgun was 'straight out of the game'.[107] A rumor spread afterwards that Harris had designed a Doom level that looked like the high school, populated with representations of Harris's classmates and teachers, and that Harris practiced for his role in the shootings by playing the level over and over. Although Harris did design Doom levels, which later became known as the 'Harris levels', none have been found to be based on Columbine High School.
In the release versions before 1.2-1.4, the game has been banned in Germany due to a swastika in E1M4. The ban was lifted after id Software changed the Swastika, and said that 'it was the homage of Wolfenstein 3D'.[citation needed]
Legacy[edit]
Doom franchise[edit]
Doom has appeared in several forms in addition to video games, including a Doom comic book, four novels by Dafydd Ab Hugh and Brad Linaweaver (loosely based on events and locations in the games), a Doom board game and a live-action film starring Karl Urban and The Rock released in 2005. The game's development and impact on popular culture is also the subject of the book Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture by David Kushner.
The Doom series remained dormant between 1997 and 2000, when Doom 3 would finally be announced. A retelling of the original Doom using entirely new graphics technology and a slower pace survival horror approach, Doom 3 was hyped to provide as large a leap in realism and interactivity as the original game and helped renew interest in the franchise when it was released in 2004, under the id Tech 4 game engine.
The series would again remain dormant for 10 years until a remake, simply titled Doom and running on the new id Tech 6, was announced with a beta access to players that had pre-ordered Wolfenstein: The New Order. The game held its closed alpha multiplayer testing in October 2015, as closed and open beta access ran during March to April 2016. Returning to the series' roots in fast-paced action and minimal storytelling, the full game eventually released worldwide on May 13, 2016. The project initially started as Doom 4 in May 2008, set to be a remake of Doom II: Hell on Earth and ditching the survival horror aspect of Doom 3. Development completely restarted as id's Tim Willits remarked that Doom 4 was 'lacking the personality of the long-running shooter franchise'.[108]
Clones[edit]
The phrase 'Doom clone' was initially popular to describe the style of gameplay in Doom-like games, but was gradually replaced by 'first-person shooter' after 1996. By 1998, the phrase 'first-person shooter' had firmly superseded 'Doom clone'.
Doom was influential and dozens of new first-person shooter titles appeared following Doom's release, and they were often referred to as 'Doom clones' rather than 'first-person shooters'. The term 'Doom clone' was used to describe the style of gameplay in Doom-like games. While the term was initially popular, it was, after 1996, gradually replaced by 'first-person shooter', and the phrase 'first-person shooter' had firmly superseded 'Doom clone' around 1998. Some of these were certainly 'clones', hastily assembled and quickly forgotten, while others explored new grounds of the genre and were highly acclaimed. Many of the games closely imitated features in Doom such as the selection of weapons and cheat codes. Doom's principal rivals were Apogee's Rise of the Triad and Looking Glass Studios' System Shock. The popularity of Star Wars-themed WADs is rumored to have been the factor that prompted LucasArts to create their first-person shooter Dark Forces.[109]
The Doom game engine was licensed by id Software to several other companies, who released their own games using the technology, including Heretic, Hexen: Beyond Heretic, Strife: Quest for the Sigil, and Hacx: Twitch 'n Kill. A Doom-based game called Chex Quest was released in 1996 by Ralston Foods as a promotion to increase cereal sales,[110] and the United States Marine Corps released Marine Doom.
When 3D Realms released Duke Nukem 3D in 1996, a tongue-in-cheek science fiction shooter based on Ken Silverman's technologically similar Build engine, id Software was nearly finished developing Quake, its next-generation game, which mirrored Doom's success for much of the remainder of the 1990s and reduced interest in its predecessor. (Wolfenstein 3D)
Community[edit]
In addition to the thrilling nature of the single-player game, the deathmatch mode was an important factor in the game's popularity. Doom was not the first first-person shooter with a deathmatch mode; Maze War, an FPS released in 1974, was running multiplayer deathmatch over ethernet on Xerox computers by 1977. The widespread distribution of PC systems and the violence in Doom made deathmatching particularly attractive. Two-player multiplayer was possible over a phone line by using a modem, or by linking two PCs with a null-modem cable. Because of its widespread distribution, Doom hence became the game that introduced deathmatching to a large audience and was also the first game to use the term 'deathmatch'.[111]
Although the popularity of the Doom games dropped with the release of more modern first-person shooters, the game still retains a strong fan base that continues to this day by playing competitively and creating WADs, and Doom-related news is still tracked at multiple websites such as Doomworld. Interest in Doom was renewed in 1997, when the source code for the Doom engine was released (it was also placed under the GNU General Public License on October 3, 1999). Fans then began porting the game to various operating systems, even to previously unsupported platforms such as the Dreamcast. As for the PC, over 50 different Doom source ports have been developed. New features such as OpenGL rendering and scripting allow WADs to alter the gameplay more radically.
Devoted players have spent years creating speedruns for Doom, competing for the quickest completion times and sharing knowledge about routes through the levels and how to exploit bugs in the Doom engine for shortcuts. Achievements include the completion of both Doom and Doom II on the 'Ultra-Violence' difficulty setting in less than 30 minutes each. In addition, a few players have also managed to complete Doom II in a single run on the difficulty setting 'Nightmare!', on which monsters are more aggressive, launch faster projectiles (or, in the case of the Pinky Demon, simply move faster), and respawn roughly 30 seconds after they have been killed (level designer John Romero characterized the idea of such a run as '[just having to be] impossible').[112] Movies of most of these runs are available from the COMPET-N website.[113]
Online co-op and deathmatch play are still continued on fan created services.
See also[edit]
Notes[edit]
References[edit]
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- ^Totilo, Steven (December 10, 2013). 'Memories Of Doom, By John Romero & John Carmack'. Kotaku. Univision Communications. Archived from the original on October 15, 2018. Retrieved October 14, 2018.
- ^'Intel Bans Doom!'. Computer Gaming World. March 1994. p. 14. Archived from the original on November 10, 2017. Retrieved November 10, 2017.
- ^'What You've Been Playing Lately'. What's Hot. Computer Gaming World. April 1994. p. 184. Archived from the original on November 11, 2017. Retrieved November 11, 2017.
- ^ abSebastian Anthony (September 24, 2013). 'Gabe Newell Made Windows a Viable Gaming Platform, and Linux Is Next'. ExtremeTech. Archived from the original on March 4, 2016. Retrieved August 11, 2015.
- ^Wilson, Johnny L.; Brown, Ken; Lombardi, Chris; Weksler, Mike; Coleman, Terry (July 1994). 'The Designer's Dilemma: The Eighth Computer Game Developers Conference'. Computer Gaming World. pp. 26–31. Archived from the original on November 16, 2017. Retrieved November 16, 2017.
- ^Lombardo, Mike. 'Bonus movie: Bill Gates 'DOOM' video'. Reel Splatter. Archived from the original on October 2, 2009. Retrieved November 15, 2005.
- ^Schuytema, Paul C. (August 1994). 'The Lighter Side Of Doom'. Computer Gaming World. pp. 140, 142. Archived from the original on January 2, 2018. Retrieved January 1, 2018.
- ^'The First Pictures'. Maximum: The Video Game Magazine. Emap International Limited (1): 134–5. October 1995.
Doom was criticised for not being a true 3D product – in fact, it's best described as 2.5D (if you will) because although each level could be staged at various heights, it was impossible to stack two corridors on top of one another in any given stage.
- ^'Taking A Peek'. Computer Gaming World. February 1994. pp. 212–220. Archived from the original on October 3, 2017. Retrieved November 9, 2017.
- ^Walker, Bryan (March 1994). 'Hell's Bells And Whistles'. Computer Gaming World. pp. 38–39. Archived from the original on November 10, 2017. Retrieved November 10, 2017.
- ^'The Games'. Next Generation. Imagine Media (4): 53. April 1995.
- ^The PC Gamer Editors (October 1998). 'The 50 Best Games Ever'. PC Gamer US. 5 (10): 86, 87, 89, 90, 92, 98, 101, 102, 109, 110, 113, 114, 117, 118, 125, 126, 129, 130.CS1 maint: Extra text: authors list (link)
- ^Retro Gamer 9, page 60.
- ^CHAPLIN, HEATHER (March 12, 2007). 'Is That Just Some Game? No, It's a Cultural Artifact'. nytimes.com. Archived from the original on October 4, 2013. Retrieved November 1, 2013.
- ^Owens, Trevor (September 26, 2012). 'Yes, The Library of Congress Has Video Games: An Interview with David Gibson'. blogs.loc.gov. Archived from the original on December 5, 2013. Retrieved January 18, 2013.
- ^Cork, Jeff (November 16, 2009). 'Game Informer's Top 100 Games of All Time (Circa Issue 100)'. Game Informer. Archived from the original on November 11, 2013. Retrieved December 10, 2013.
- ^'Doom for Jaguar'. GameRankings. CBS Interactive. Archived from the original on March 13, 2016. Retrieved July 15, 2016.
- ^ ab''Doom' Turns 20: We Take A Look at the Game's History'. International Business Times. December 12, 2013. Archived from the original on August 17, 2016. Retrieved July 15, 2016.
- ^ abMcCandless, David (June 12, 2002). 'Games That Changed The World: Doom'. PC Zone. Archived from the original on July 9, 2007. Retrieved July 24, 2018.
- ^IGN Staff (November 1, 1999). 'PC Data Top Games of All Time'. IGN. Archived from the original on March 2, 2000. Retrieved May 31, 2018.
- ^Dunnigan, James F. (January 3, 2000). Wargames Handbook, Third Edition: How to Play and Design Commercial and Professional Wargames. Writers Club Press. pp. 14–17.
- ^Entertainment Software Rating Board. 'Game ratings'. Archived from the original on February 16, 2006. Retrieved December 4, 2004.
- ^'The ESRB is Turning 20 – IGN'. IGN. September 16, 2014. Archived from the original on February 16, 2016. Retrieved February 10, 2016.
- ^Ben Silverman (September 17, 2007). 'Controversial Games'. Yahoo! Games. Archived from the original on April 29, 2009. Retrieved September 19, 2007.
- ^Irvine, Reed; Kincaid, Cliff (1999). 'Video Games Can Kill'. Accuracy in Media. Archived from the original on July 19, 2007. Retrieved November 15, 2005.
- ^4–20: a Columbine site. 'Basement Tapes: quotes and transcripts from Eric Harris and Dylan Klebold's video tapes'. Archived from the original on February 23, 2006. Retrieved November 15, 2005.
- ^'id Software and Bethesda's Cancelled 'Doom 4' Just Wasn't 'Doom' Enough'. Multiplayerblog.mtv.com. August 5, 2013. Archived from the original on November 4, 2013. Retrieved November 29, 2013.
- ^Turner, Benjamin; Bowen, Kevin (2003). 'Bringin' in the DOOM Clones'. GameSpy. Archived from the original on January 27, 2012. Retrieved November 15, 2005.
- ^House, Michael L. 'Chex Quest – Overview'. allgame. Archived from the original on November 17, 2014. Retrieved July 27, 2011.
- ^Gestalt (December 29, 1999). 'Games of the Millennium'. Eurogamer. Archived from the original on March 4, 2016. Retrieved June 16, 2015.
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Sources[edit]
- Consalvo, Mia (2016). Atari to Zelda: Japan's Videogames in Global Contexts. MIT Press. ISBN978-0-262-03439-5.
- Pinchbeck, Dan (2013). Doom: Scarydarkfast. University of Michigan Press. ISBN978-0-472-05191-5.
- Kushner, David (2004). Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture. Random House. ISBN978-0-8129-7215-3.
- Mendoza, Jonathan (1994). The Official DOOM Survivor's Strategies and Secrets. Sybex. ISBN978-0-7821-1546-8.
- Slaven, Andy (2002). Video Game Bible, 1985-2002. Trafford Publishing. ISBN978-1-55369-731-2.
External links[edit]
- Doom at MobyGames
- Richard H. 'Hank' Leukart, III (1994). 'The 'Official' Doom FAQ'. Archived from the original on July 31, 2013. Retrieved November 15, 2005.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Doom_(1993_video_game)&oldid=904732025'
Doom | |
---|---|
Developer(s) | id Software[a] |
Publisher(s) | Bethesda Softworks |
Director(s) | |
Producer(s) | Timothy Bell |
Programmer(s) | Billy Ethan Khan |
Writer(s) | Adam Gascoine |
Composer(s) | Mick Gordon |
Series | Doom |
Engine | id Tech 6 |
Platform(s) | |
Release |
|
Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
Doom is a first-person shooter video game developed by id Software and published by Bethesda Softworks. It was released worldwide on Microsoft Windows, PlayStation 4 and Xbox One in May 2016, and is powered by id Tech 6. A port for Nintendo Switch was co-developed with Panic Button and released in November 2017.[1] A reboot of the Doom franchise, it is the fourth title in the main series and the first major installment since Doom 3 in 2004.
Doom was announced as 'Doom 4' in 2008, and that version underwent an extensive development cycle with different builds and designs before the game was restarted in 2011, and revealed as simply 'Doom' in 2014. It was tested by customers who pre-ordered the 2014 Bethesda game Wolfenstein: The New Order, and also by the general public. Mick Gordon composed the music for the game, with additional music contributed by Ben F. Carney, Chris Hite, and Chad Mossholder.
Players take the role of an unnamed space marine as he battles demonic forces from Hell that have been unleashed by the Union Aerospace Corporation on a future-set colonized planet Mars. The gameplay returns to a faster pace with more open-ended levels, closer to the first two games than the slower survival horror approach of Doom 3. It also features environment traversal, character upgrades, and the ability to perform executions known as 'glory kills'. The game also supports an online multiplayer component and a level editor known as 'SnapMap', co-developed with Certain Affinity[b] and Escalation Studios respectively.
Doom was well received by critics and players. The single-player campaign, graphics, soundtrack, and gameplay received considerable praise, with reviewers crediting the game for recapturing the spirit of the classic Doom games and first-person shooters of the 1990s, whereas the multiplayer mode drew the most significant criticism. It was the second best-selling video game in North America and the UK a few weeks after its release, and sold over 500,000 copies for PCs within the same time period. A sequel titled Doom Eternal was announced at E3 2018 for Nintendo Switch, Microsoft Windows, PlayStation 4, Xbox One and Google Stadia and will be released in November 2019.
- 1Gameplay
- 3Development
- 5Reception
Gameplay[edit]
Single-player[edit]
According to the game's executive producer Marty Stratton, the key principles of Doom's single-player mode are 'badass demons, big effing guns, and moving really fast'.[3] The game allows players to perform movements such as double-jumps and ledge-climbs throughout levels of industrial and corporate fields of a Union Aerospace Corporation (UAC) research facility on Mars and then levels of Hell,[4] as the combat system puts emphasis upon momentum and speed.[5] The approach is known as 'push-forward combat' which discourages the players from taking cover behind obstacles or resting to regain health while playing from the 'Doom Slayer's perspective.[6] Players instead collect health and armor pick-ups by killing enemies. 'Glory Kills' is a newly introduced melee execution system; when enough damage has been dealt to an enemy, the game will highlight it and allow the player to perform a quick and violent melee takedown as well as reward the player with extra health.[7]
The game features a large arsenal of weapons which can be collected and freely switched by players throughout the game and require no reloading. Recurring weapons of the series also make a return, including the super shotgun and BFG 9000. The BFG has a very small ammunition capacity, but is extremely powerful. Similarly, the chainsaw returns, but has been reintroduced as a special-use weapon[8] that relies upon fuel, but can be used to instantly cut through enemies and provide a greater-than-normal drop of ammunition for the player.[9]
Many enemies also return from the original game, such as the Revenant, Pinky, Mancubus, and Cyberdemon, with many also redesigned.[8]Doom's campaign was made to be over 13 hours long, and the 'Ultra-Nightmare' difficulty level features permadeath, which causes the savegame to be lost once the player dies.[10][11] The campaign also features 13 maps.[12]
Many of the levels have multiple pathways and open areas, which allow players to explore and find collectibles and secrets throughout the levels. Many of these collectibles can be used as part of Doom's progression system, including weapon mods, rune powers, and Praetor Suit upgrades. Weapon points come from field drones and allow the player to unlock alternate modes of fire for many weapons, such as explosive shots and different rate and output of firepower. Each of the weapons' firing modes can be further upgraded using weapon tokens, but they can only be maxed out by completing a challenge related to that particular firing mode. Runes transport the player to a separate arena to perform a combat challenge that grants different abilities when successfully completed, such as better equipment drops from fallen enemies. Players can also upgrade their 'Praetor Suit' by retrieving special tokens from dead marines and using them to improve functionality such as equipment, navigation and resistances.[13] Other pickups include small Doomguy figurines and data files that expand on the characters and story.[14]
Additionally, each of the game's levels contains a hidden lever which opens an area extracted from a classic level in the original Doom or Doom II. Finding each of these areas unlocks them, making them accessible from the game's main menu in a section called Classic Maps.[12]
Multiplayer[edit]
In Doom's multiplayer mode, several modes, such as team deathmatch and its variation 'Soul Harvest', as well as Freeze Tag, Warpath (King of the Hill with a moving 'hill'), Domination, and 'Clan Arena' (team last man standing with no pickups), exist within the game.[15] Players can also use power-ups and teleporters in a multiplayer match. They can pick up a Demon Rune, one of the power-ups featured, to transform into and fight as a demon. There are four demons available initially in the game, each of which has different abilities: the Revenant, the Baron of Hell, the Mancubus, and the Prowler.[16] At launch, the game featured nine maps.[17]
Players will be granted experience points upon each match. After they have collected sufficient experience points, players can level up, by which new armor, skins, weapons, and power-ups would be unlocked for players to use. Both the player character and weapon can be customized extensively by applying new skins and colors onto them.[18] In addition, players can receive hack modules while playing the game, which are special abilities that can only be used once after they are collected. There are six types of modules. Scout reveals the locations of all enemies to the player for a limited time after respawning, while Vital Signs shows all enemies' health. Retribution allows players to track their last killer by showing their health and location, while Power Seeker guides players to the power weapon pickup in the game. The Resupply Timer, meanwhile, shows the respawn time of the power-up items.[19] Players can also perform taunts in the game's multiplayer.[20]
On July 19, 2017, Update 6.66 was released for Doom's multiplayer. Update 6.66 features a revised progression system, all three DLC bundled into the core game, a new 'rune' system (replacing the Hack Module system) and enhanced kill notifications. Update 6.66 required everyone to reset their level and gave players the option to retain all unlocked items or reset them. Players who played before Update 6.66 and players who obtained the 'Slayer' level received unique medals to show their status.[21]
Level creation tool[edit]
In all of its platforms except the Nintendo Switch, Doom includes a built-in level creation tool called 'SnapMap' which allows players to create and edit maps with their own structure and game logic.[22] With SnapMap, players can create maps for different modes, ranging from single-player levels to co-operative or competitive multiplayer maps. When players are building a level, the game will shift to a top-down view. Players can place rooms and hallways to form a level and connect them together. If they are not connected together, the color of the construction pieces changes to notify the player. Players can also use the X-ray camera which temporarily removes all the walls to allow players to view the objects inside. Players can also place enemies into their maps, with the exception of the campaign's bosses. Their artificial intelligence and stats, and the player's own movement speed can also be modified. Players can also add additional particle effects, lighting effects, and other gameplay items, such as health packs and ammo pick-ups.[23] Only in-game assets can be used, and players cannot create or import their own models into the game.[24] Levels can be tested before they are published online.[23]
For players who do not wish to create extensively, the game features an AI conductor which automatically generates enemies.[23] Players will receive 'snap points' after they create a level or play a level created by other users. These points can be used to unlock additional cosmetic items.[25] Players can share their completed maps with other players. They can vote on and even modify other players' content and share them while citing the originals' authors.[26]
Plot[edit]
Doom takes place in a research facility on Mars owned by the Union Aerospace Corporation, run by Dr. Samuel Hayden, a UAC scientist whose mind now inhabits an android body after having lost his original to brain cancer. Researchers at the UAC facility have attempted to draw energy from Hell, an alternative dimension inhabited by demons, in order to solve an energy crisis on Earth using the Argent Tower, which siphons energy and allows travel to and from Hell.[27] To supplement their work, Hayden organizes several expeditions into Hell, bringing back captive demons and artifacts for study. Among them is a sarcophagus containing the Doom Slayer (along with his Praetor Suit), who the demons imprisoned after his earlier rampage through Hell.
The facility is overrun by demons after one of Hayden's researchers, Olivia Pierce, makes a pact with them and uses the Tower to open a portal to Hell.[27] In desperation, Hayden releases the Doom Slayer from his sarcophagus to repel the demonic invasion and close the portal. The Doom Slayer recovers his Praetor Suit and fights his way through the overrun facility, making several excursions into Hell and ultimately destroying the Tower over Hayden's objections. He recovers a magical blade, the Crucible, which he uses to destroy the portal's power source. Finally, he confronts Pierce, who transforms into the monstrous Spider Mastermind, and kills her.
Upon the Doom Slayer's return to Mars, Hayden confiscates the Crucible, which he plans to use in his research. Despite all that has happened, he insists that Earth is too desperate for energy to give up. To keep the Doom Slayer from interfering with his plans, Hayden teleports him to an undisclosed location, saying that they will meet again.
Development[edit]
As Doom 4[edit]
A screenshot of the canceled Doom 4, which showcased a more urban environment than its predecessors
John Carmack, co-founder of and then lead developer at id Software, indicated that Doom 4 was in development at QuakeCon on August 3, 2007.[28] It was announced in May 2008.[29] Id Software CEO Todd Hollenshead suggested that like Doom II: Hell on Earth, the game would take place on Earth.[30] Carmack stated that it would feature gameplay more akin to the original Doom games rather than the survival horror gameplay of Doom 3.[31]
In 2008, Carmack claimed that Doom 4 would look 'three times better' than Rage even though it was intended to run at 30 frames per second on Xbox 360 and PlayStation 3, rather than the 60 that Rage was targeting.[32] It was planned to run at 60 frames per second on Windows with state-of-the-art hardware.[33] Carmack also stated that the game was running on the id Tech 5 game engine.[32] In 2009, he revealed that the multiplayer component was being developed separately and would run at 60 frames per second.[34] He stated in 2011 that 'you can't have 30 guys crawling all over you at 60 frames per second at this graphics technology level because it's painful.'[35]
In April 2009, Hollenshead said that Doom 4 was 'deep in development'. Asked whether Doom 4 would be a sequel, a reboot, or a prequel, his response was 'It's not a sequel to Doom 3, but it's not a reboot either. Doom 3 was sort of a reboot. It's a little bit different than those.'[36] On June 23, 2009, ZeniMax Media, parent company of Bethesda Softworks, acquired id Software and announced that future id games would be published by Bethesda Softworks, including Doom 4.[37] Id Software creative director Tim Willits announced that key releases would be much sooner and that the partnership allowed id Software to have two teams, each having a project in parallel development, for the first time.[38] Carmack added that, once Rage was complete, its development team would move to Doom 4. Doom 4 might also feature dedicated servers unlike Rage.[39]
At the 2011 QuakeCon, Carmack mentioned that the new Doom would be using a new scripting language based on C++ and called it 'super-script', a superset of C++ with features such as scheduling and type safety.[39] At the end of 2012, the team decided to make Doom 4 a reboot.[40] In November 2013, Carmack left id Software to commit to his work at Oculus VR.[41]
'Every game has a soul. Every game has a spirit. When you played Rage, you got the spirit. And [Doom 4] did not have the spirit, it did not have the soul, it didn't have a personality.'
Tim Willits, QuakeCon 2013[42]
In April 2013, Kotaku published an exposé describing Doom 4 as trapped in 'development hell'. Citing connections to id, the article claimed that Doom 4 had suffered under mismanagement and that development was completely restarted in 2011. Inside sources described the pre-2011 version – which was to portray the uprising of Hell on Earth – as heavily scripted and cinematic, comparing it to the Call of Duty franchise. The pre-2011 version was criticized as mediocre and the new version as 'lame' and a 'mess'.[43] While Hollenshead initially stated that the Doom 4 team was doing something that fans would be happy with,[44] Id's Willits criticized the game's lack of character in QuakeCon 2013.[42] In July 2015, Marty Stratton criticized Doom 4's lack of personality as id's primary reason to cancel the game, and pointed out its similarities to the Call of Duty franchise and that the game was not the product that id thought people wanted.[45]
In a 2016 video documentary by Noclip's Danny O'Dwyer, Creative Director of Doom (2016) Hugo Martin described the 'Hell on Earth' premise as: 'It was like Robert Zemeckis. See Contact, like, if this really happened. Now let's be clear: it was awesome. But it was more realistic. It was about the global impact of a Hellish invasion.'[46] The creative director of the Doom 4 prototype, Kevin Cloud, said in the same interview, 'As far as the upper-level creative direction, that was me driving that. And honestly, again, taking it in a direction I don't think the fans would have enjoyed.'[46]
As Doom[edit]
After the game's redesign began, Willits revealed in August 2013 that Doom was still the team's focus.[47] British science fiction writer Graham Joyce was enlisted to write the game's story; after Joyce died in 2014, Adam Gascoine was brought in as a replacement.[48]
A teaser trailer of Doom was presented at Electronic Entertainment Expo 2014[49] and on the QuakeCon and Doom websites.[50] A more expansive trailer was unveiled at QuakeCon 2014 on July 17, wherein a closed presentation was made mainly to silence ongoing rumors of the project being in jeopardy.[51] Id Software executive producer Marty Stratton, the host of the presentation, announced that Doom 4 had been renamed Doom as 'it’s an origin game, reimagining everything about the originals'.[52] In light of Crytek's financial difficulties, it was announced that Tiago Sousa, head R&D graphics engineer at Crytek, was leaving to join the Doom and id Tech 6 engine team as a lead programmer.[53]
It all kind of gets tossed into a big pot of soup, and you're saying, 'Does it feel fun, or does it not feel fun?', and then you make your decisions along those lines, but I think [the progression system]'ll be an important part of Doom, and I think people will be excited about it when they get a sense of what we're doing.
Marty Stratton, Polygon[54]
Bethesda released a teaser trailer to promote gameplay being shown at E3 2015 on June 14, 2015; the trailer depicted the double-barreled shotgun and the Revenant, a monster returning to the game.[55] On June 14, around 15 minutes of gameplay footage were shown at E3.[56] Regarding the progression system, Marty Stratton thought that it was important to allow players personalization and customization.[54]
id felt the greatest challenge was to compete with other first-person shooters such as Call of Duty and Battlefield, as younger players were less familiar with the older Doom franchise. They also found it difficult to establish a game with its own identity while 'being faithful' to other games in the series. The team consulted the game directors at Bethesda Game Studios, who Stratton considered '[had gone] through the same thing when they were working on Fallout 3.'[57]
This cover is similar to and inspired by the original game's cover art.[58] After being favored by fans, and in response to criticisms of the primary cover, this reversible cover was elected to be the official one. It was used later by the Nintendo Switch port as the default box art[59]
On July 2, 2015, Stratton revealed that the game would not take place on Earth and that, unlike Doom 3, the game was comic and 'very juvenile'.[40] Director Hugo Martin later said that the game was heavily inspired by rock and roll and He-Man and the Masters of the Universe and that its Hell-themed levels would feature much heavy metal. Doom's world was designed to have personality and be 'over the top'; the UAC industrial field was designed to be the massive underbelly of the corporation, the UAC corporate field zone was designed to be much cleaner in terms of splattered goriness than the other zones to prevent repetition. Skulls were used in Hell as iconic elements and the Titan's Realm zone was constructed from dead ancient, colossal demons.[4] At QuakeCon 2015, it was announced that the game would run at 1080p and 60 frames per second on console, as id considered it 'the most necessary graphical goal' which could effectively improve gameplay fluidity.[60] According to Martin, the team put little emphasis on story, as they believed that it was not an important feature of the franchise.[61] Instead, they added codex items to let interested players speculate about the story and the identity of the player character.[62]
According to Stratton and Martin, movement is the game's most important pillar. To help keep movement fast, weapon reloading was excluded and levels were designed to discourage players from hiding.[7] On January 25, Stratton confirmed the game's feature of non-linear exploration and stated that combat is the game's focus and that the difficulty of the game was raised with the aim of creating an ultimate first-person shooter.[63] On March 31, 2016, the release date of the Doom beta, a cinematic trailer directed by Joe Kosinski was created to evoke the game's three core pillars: incessant combat, terrifying demons, and powerful guns.[64]
Doom's multiplayer was developed in conjunction with Certain Affinity.[65] SnapMap was developed in conjunction with Escalation Studios and designed to be powerful,[66] to give players the opportunity to create their own content as part of the Doom and id legacies, and target those who have no experience or expertise in traditional modding.[26][67]
Soundtrack[edit]
The Doom soundtrack was composed by Mick Gordon, with additional contributions by Richard Devine. Gordon aimed to treat the game's original soundtrack with 'utmost respect' while modernizing it; however, the team at id stipulated in the initial brief that they wanted 'no guitars' on the soundtrack, fearing that it would make the game 'feel like Bill & Ted'[68] and that heavy metal music itself has become 'a bit of a joke'.[69] Gordon's initial concept was based around the idea of Argent energy corrupting human-made devices; to mirror this in music, he fed basic waveforms - sine waves and white noise - through a complex array of effects units such as distortion and compression.[69] While this resulted in a unique electronic sound, the game still wasn't 'sounding like Doom'; Gordon then gradually started adding more and more guitar elements, which eventually resulted in the desired tone and feel for the game; Gordon used seven- and eight-string guitars to give the music a lower tone, and used a nine-string guitar for the game's main theme, a variation on Bobby Prince's 'E1M1' / 'At DOOM's Gate' theme;[70] Gordon would eventually admit that using a nine-string was 'kinda stupid' in its excess, and that while he eventually sold the guitar to Fredrik Thordendal from Meshuggah, 'even he can't find a use for it'.[69] The soundtrack contains numerous easter eggs: some songs reference themes or sounds from older Doom games, others contain backmasking ('Jesus loves you'), images of pentagrams and the number 666 embedded into the sound via steganography. Gordon intended these as a joke, and never thought anyone would find them,[69] but it took someone about two weeks, and it was widely covered in the media.[71][72][73]
The soundtrack was widely praised and won the Best Music / Sound Design award at The Game Awards 2016; Gordon, joined by Periphery drummer Matt Halpern and Quake II composer Sascha Dikiciyan (aka Sonic Mayhem), performed a short medley of the soundtracks 'Rip and Tear' and 'BFG Division' as well as Quake II's 'Descent Into Cerberon' live at the awards show.[74] The soundtrack was released in September 2016. It contains 31 tracks from the game, over 2 hours of music.[75]
Release and marketing[edit]
Statue of the Revenant on display at PAX Prime 2015
On February 19, 2014, Bethesda revealed that access to a beta version of Doom 4, titled Doom, would be available for those who pre-ordered Wolfenstein: The New Order on any of the supportable platforms.[76] Those players were also eligible for selection to participate in the game's multiplayer-only limited alpha, which ran between December 3 and 6, 2015.[77] The beta began on March 31, 2016, and ended on April 3.[65] It was followed by an open beta, which started on April 15, 2016, and ended on April 17.[78]Doom was released for Microsoft Windows, PlayStation 4, and Xbox One on May 13, 2016, worldwide; an exception was Japan, where it was released on May 19.[79] It is also the first game of the Doom franchise to be released as uncensored in Germany.[80] Bethesda partnered with Arrow Schmidt Peterson Motorsports for a special promotion that had Mikhail Aleshin driving a Doom-styled car at the Indianapolis 500 racing competition.[81]
On February 23, 2016, Doom was made available for Xbox One owners to pre-order; for a limited time, they would also get the two original games, Doom and Doom II, for free. Other bonuses included the Demon Multiplayer Pack, which offered a demon-themed armor set with three skin variations; six metallic paint colors and three id Software logo patterns used for character customization; and six sets of consumable Hack Module perks.[82][83] There is also a Collector's Edition, which was significantly more expensive than the normal edition. It includes a figurine of the Revenant – a demon featured in the game – and a metal case.[84]
id Software replaced Certain Affinity to work on the game's multiplayer for Microsoft Windows after the game's launch and promised to fix its issues and introduced new features such as private matches, custom game settings and an enhanced cheat detection system.[85] At E3 2016 on June 12, Bethesda Softworks announced its division, Bethesda VR, and that it was working on virtual reality support for the newly released Doom, set for release on an unspecified date.[86] Also at E3 2016 on that day, Bethesda Softworks and id Software announced the game's free demo, which was initially going to last for only a week but was extended indefinitely.[87] They also announced new multiplayer downloadable content titled Unto the Evil, whose features include three maps and a new demon called the 'Harvester', gun, equipment item, taunts, and armor sets.[88] The DLC was released on August 4, 2016.[89]Patches for Doom were released after the game's release; these patches introduced a new photo mode, classic weapon pose,[90] and support for the Vulkan API.[91] The Vulkan patch is expected to enable playable framerates on older hardware. Subsequent benchmarks show up to 66% improvement in the frame rates on AMD graphics cards, with minor changes in the performance of Nvidia cards.[92]
On July 19, 2017, an update was released which unlocked the game's premium multiplayer DLCs to all owners, while also revamping the progression system.[93]
On September 13, 2017, it was announced via Nintendo Direct that Doom would release on Nintendo Switch during the fourth quarter of 2017.[94] The retail Switch version differs from the other console versions in that the multiplayer component is not included in the base product, but is instead offered as a free download, whereas the SnapMap component is not included at all, both changes as a result of cartridge limitations.[95] It was released on November 10, 2017.[96] An update to the Switch version in February 2018 introduced the option to use the motion controls of the Joy-Cons for aiming, similar to other Switch games such as Splatoon 2 and The Legend of Zelda: Breath of the Wild.[97]
Months after Doom was released, Zen Studios developed a virtualpinball adaptation of the game as part of the Bethesda Pinball collection, which became available as part of Zen Pinball 2, Pinball FX 2[98] and Pinball FX 3,[99] as well as a separate free-to-play app for iOS and Android mobile devices.[100] At E3 2017 Bethesda announced Doom VFR, a virtual reality adaptation of Doom, compatible with the PlayStation VR and HTC Vive headsets.[101] In Doom VFR the player assumes the role of Mars' last survivor who, after being killed, gets his consciousness uploaded into an artificial network, and is tasked with defeating the demons and restoring the facility's operations, having an array of electronic devices and weapons at his disposal.[102] The game was released on December 1, 2017.[103]
Reception[edit]
Pre-release[edit]
Initial reception of the QuakeCon 2014 trailer accumulated considerable acclaim among fans,[104] and initial reception of the E3 2015 trailer was also positive, despite receiving criticisms by some critics, who considered the game to be too violent.[105] Pete Hines from Bethesda Softworks responded by saying that the game is designed to allow players to apply violence on demons instead of humans. Hines added that, 'if you're not into violent, bloody games.. Doom's probably not a game for you.'[106]
During the open multiplayer beta, IGN writer Nathan Lawrence called the beta disappointing, considering it less of a classic style 'arena shooter' and unfavorable compared to other shooters such as Halo.[107] Similarly, the beta was negatively received by players on Steam, with mostly negative reviews at the time when the beta was active.[108] Rock, Paper, Shotgun writer Adam Smith found the beta both to be similar to games such as Quake 3, Unreal Tournament, and the Call of Duty series and not to feel like Doom itself, and criticized the weapon loadout concept.[109] Review copies of the game were held back until release day.[110]
Post-release[edit]
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Doom was released to positive reception regarding the fast-paced gameplay, single-player campaign, visuals and soundtrack whereas criticism was predominantly toward the multiplayer mode. Many critics believed that Doom was a successful return to form for the series. Following the wide release, the game received scores of 85/100 for PC and PlayStation 4 and 87/100 for the Xbox One on Metacritic. The Nintendo Switch edition, released in November 2017, was also positively received by professional reviewers, garnering a 79/100 on Metacritic: most reviewers praised the job of the port, also conceding that it's not as well optimized as it was for previous consoles. The final version of the game received very positive reviews from users on Steam.[129] It also received praise from other video game creators, including Cliff Bleszinski[130] and Greg Kasavin, who said that the game answers questions that other modern shooters do not answer.[131]
The game's single-player elements received critical acclaim. Alec Meer of Rock, Paper, Shotgun favorably compared Doom to the 2014 game Wolfenstein: The New Order, also published by Bethesda, but added that Doom's quality surpassed that of Wolfenstein due to its fast pace and solid gunplay.[132] Peter Brown of GameSpot praised single-player because he thought that the reboot captured the spirits of the older games, while refining them with modern elements. Brown also drew attention toward the soundtrack, calling it 'impactful'.[115] Gary Jones in the Daily Express felt that the game had one of the best single-player campaigns made for the PlayStation 4 and Xbox One, successfully combining the traditional gameplay of the series with a very fast pace.[122] Mike Henriquez of Game Revolution favored the visual and artistic design, calling it 'top-notch'.[114] Sam White in The Daily Telegraph commended id Software for Doom's delivery of performance on all platforms and praised the weapon design for Doom's continuity to introduce new weapons at a perfect speed so that gamers always play with something new and exciting.[124]
Polygon's Arthur Gies remarked positively upon the exploration for collectables and secrets, and their relevance to the new upgrade feature, but he was critical of instances where the game would lock away sections of a level without warning.[120] Zack Furniss of Destructoid was originally skeptical regarding the 'glory kills' feature, as were other critics, fearing that they might distract from the fast-paced gameplay. He ultimately considered them to fit well in the flow of gameplay that keeps players in the middle of combat without a slowed pace.[111]Giant Bomb's Brad Shoemaker felt that the glory kills' generating small amounts of health and armor 'makes them an essential part of the give-and-take of Doom's super-fast combat; do you dart into the fray for a glory kill to get a little health back, and risk getting mobbed by all the other enemies around?'[117] Conversely, Kyle Orland of Ars Technica felt that the glory kills' briefly taking control away from the player can easily disorient players or misposition them, finding them hard to ignore for players that choose not to use them.[133]
The SnapMap mode was also positively received with Hardcore Gamer's Jordan Helm's noting the possibilities yet simplicity with its use, calling it an 'admirable feat'.[134] Matt Peckham of Time thought that the mode added further value to the overall package of the game.[135] Matt Bertz of Game Informer commented upon the accessibility but criticized the lack of diverse settings and possible limitations when compared to a traditional community-based mod.[113] James Davenport of PC Gamer compared it to the modification in the original games, which he views as one of the primary reasons why Doom is still a recognizable title. He was disappointed by the lack of mod support, though he nevertheless noted SnapMap for its simple use and variety of ideas already created by players.[119]
The multiplayer mode, however, garnered a mixed reception from critics. IGN's Joab Gilory was less favorable toward the multiplayer, calling the overall game 'a tale of two very different shooters', stating that multiplayer did not live up to the standard set by the single-player components and would not satisfy players.[118] Simon Miller of VideoGamer.com found the multiplayer to be only all right.[121] Matt Buchholtz of EGM criticized what he felt was the network's poor handling of latency, and failing to register on-target shots as hits in some instances while not in others.[112] Edwin Evans-Thirlwell of Eurogamer singled out the 'Warpath' multiplayer mode as the most interesting of the match type, describing it as 'memorable', while he regarded the other multiplayer modes as underdeveloped and underwhelming.[136] Julian Benson from Kotaku wrote that Doom's multiplayer was very similar to other modern games.[137] More positively, however, David Houghton of GamesRadar enjoyed the multiplayer for the fast pace yet quick decision-making needed to succeed, calling it 'endlessly playable, smart, brutal fun.'[116]Doom was placed 1st in the GamesRadar's list of top FPS games of all time.[138]
Sales[edit]
It was the second best-selling retail game in its week of release in the UK, behind Uncharted 4: A Thief's End.[139] This was reported to be 67% more in its first week than the previous entry, Doom 3.[140]Doom was the second best-selling retail video game in the US in May 2016, also behind Uncharted 4.[141] By the end of May 2016, Doom's sales on the PC reached 500,000 copies.[142] The following month, by late June 2016, the game rose to number one in the UK charts, overtaking Uncharted 4 and the later-released Overwatch,[143] and remained number one for a second week.[144] The game had surpassed 1 million sold copies for PCs in August 2016.[145] By July 2017, the game reached 2 million copies sold on PC.[146][147] In November 2017 Doom was the fourth best-selling Switch game, during its debut week.[148]
Accolades[edit]
Doom was featured in multiple lists by critics and media outlets as one of the best games of 2016, being featured in game of the year lists and articles including Giant Bomb,[149] GameSpot,[150] GamesRadar,[151]The Escapist,[152]The A.V. Club,[153]Rock, Paper, Shotgun,[154]Jim Sterling,[155]VG247,[156]Daily Mirror,[157] and Shacknews.[158]
Year | Award | Category | Result | Ref |
---|---|---|---|---|
2015 | Game Critics Awards 2015 | Best Action Game | Nominated | [159] |
Best PC Game | Nominated | |||
2016 | Golden Joystick Award 2016 | Game of the Year | Nominated | [160] |
Best Visual Design | Nominated | |||
Best Audio | Nominated | |||
PC Game of the Year | Nominated | |||
The Game Awards 2016 | Game of the Year | Nominated | [161][162] | |
Best Game Direction | Nominated | |||
Best Music/Sound Design | Won | |||
Best Action Game | Won | |||
2017 | Academy of Interactive Arts & Sciences D.I.C.E. Awards 2016 | Outstanding Achievement in Original Music Composition | Won | [163] |
Action Game of the Year | Nominated | |||
Game Developers Choice Awards 2016 | Best Audio | Nominated | [164] | |
Best Design | Nominated | |||
Best Technology | Nominated | |||
2017 SXSW Gaming Awards | Video Game of the Year | Nominated | [165] | |
Excellence in Gameplay | Won | |||
Excellence in Animation | Nominated | |||
Excellence in Visual Achievement | Nominated | |||
Excellence in Musical Score | Won | |||
13th British Academy Games Awards | Audio Achievement | Nominated | [166] | |
Music | Nominated | |||
National Academy of Video Game Trade Reviewers | Art Direction, Contemporary | Won | [167] | |
Control Design, 3D | Won | |||
Control Precision | Won | |||
Game Design, Franchise | Won | |||
Game, Classic Revival | Won | |||
Game, Franchise Action | Won |
Sequel[edit]
At the Electronic Entertainment Expo 2018 press conference, on June 10, Bethesda Softworks announced a sequel titled Doom Eternal is in the works; gameplay footage was showcased at Quakecon 2018.[168] It is based on idTech 7 and was confirmed to come to the PC, PS4, Xbox One, Nintendo Switch, and Google Stadia.[169][170] It is scheduled to be released in November 2019.[171]
Notes[edit]
- ^Additional work for Nintendo Switch by Panic Button
- ^BattleCry Studios has since taken over Certain Affinity's development duties.[2]
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Doom 2019 Secret Levels Full
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Doom_(2016_video_game)&oldid=902051610'
Below you will find a detailed description of all secrets available on Foundry level. Among them there will be Data Logs, Elite Guards, Collectibles and Classic Map.
DataLog #1
Jump to the other side of the gap in the sidewalk after walking through the first sluice and turn to the room on the left. Inside there will be the first Data Log [1].
Elite Guard #1
At some point of the level you will encounter a panel that requires the hand of a specific employee. When you activate the nearby hologram you will see a beast which drags the person you seek. Follow it until you reach a wide gap in the sidewalk. Jump to the bottom of the hole.
In the alley ahead you will find the first Elite Guard [2].
Secret #1
Turn around towards the gap in the sidewalk after obtaining the hand required to be used at one of the terminals. Then look left. You will notice an edge on which you can climb. It will lead you to armor collecting which will unlock the secret.
Collectible #1
Vaultguy
Walk towards the lava tank in the place where you obtained the yellow key. Jump to the small platform below.
Doom 2 Secret Levels
When you turn around you will see the first collectible in this level.
DataLog #2
After obtaining the yellow key and defeating the Hell Knight, go down the stairs that are near the place where the big demon appeared. Once below, walk through the first passage on the right and search the rooms that are filled with Possessed. In one of the rooms you will find the log.
Classic Map
When standing in front of the door that requires the blue key, turn to the right and go forward until you reach the long bridge above the lava.
In the middle of the bridge you can notice a small platform on the left. There is a lever there, you must pull it.
This will unlock a passage on the other side of the bridge.
Secret #2 - Rocket Launcher
Head back up the steps and go to the room on the left. Next go through the opening on the left and turn right. You must drop to the lower room on the right and find a ledge leading to the upper floor. Climb up and go forward to find a Rocket Launcher.
Argent Cell
Turn left before the entrance to the Classic Map and go to the end of the room. There will be a cell in the corner.
DataLog #3
The third log is in the room behind the door that requires the yellow key.
Collectible #2
Prototypeguy
After passing through the room behind the yellow door you will reach a place filled with demons. Kill them all and then examine the chest on the right.
Inside there is another collectible.
Elite Guard #2
There is a door at the end of the room in which you found the last collectible. On the right from that door there is a pile of chests.
Use them to climb up. There you will find another Elite Guard.
Elite Guard #3
The last guard is lying in the corridor that leads to the last room in this level.
id Software revealed today that the upcoming reboot of the DOOM first-person shooter franchise for the PC, Xbox One and PlayStation 4 has a secret hidden in every level of its campaign. The secrets should please fans of the classic DOOM games.
SPOILER ALERT: Don't watch the video or read any further if you want to keep the secret intact.
As posted today on IGN's YouTube channel, every map in the campaign for DOOM will have a lever to find. Pulling the level will cause a secret door to open somewhere in that level that will lead the player to enter a portion of a classic map from either the original DOOM game or DOOM II, complete with its textures. The demons in the level are also in the same spots as the ones in the original games as well.
While the secret levels are only small sections of the full maps, the good news is that when they are unlocked, players can go back to DOOM's menu and play the full versions of the classic maps, as they are unlocked in the campaign. The DOOM reboot is due for release on May 13 for $59.99.
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Avatar: The Last Airbender is set in a world—adjacent to a parallel spirit world—that is home to humans and hybrid animals. Human civilization is divided into four nations, named after the four classical elements: the Water Tribes, the Earth Kingdom, the Fire Nation, and the Air Nomads.Each nation has a distinct society in which select people, known as 'benders' (waterbenders, earthbenders. Avatar the last airbender spirit world. Nov 22, 2017 How Iroh got into the Spirit World? THEORY Avatar the Last Airbender l Legend of Korra. Avatar: The Last Airbender - The Cycle of War. What determines how Avatars look in the Spirit World. Avatar: The Last Airbender takes place in a world home to humans and hybrid animals, adjacent to a parallel Spirit World. The series follows a young boy who reawakens to undertake a dangerous mystic quest to fulfill his destiny as the Avatar, the master of all four elements: the Water Tribe, the Earth Kingdom, the Fire Nation and the Air Nomads. May 15, 2011 I don't know if this is an episode or just a short production. Just enjoy the video.:D and oh yeah, I still can't believe that Avatar Kyoshi trained the Dai.