To celebrate Doom's 30th birthday we had a discussion about the (understandably) vaunted FPS's influence, and what games would look like without it. It seems particularly interesting today in light of the recent resurgence of Doom-style shooters, often known as "boomer shooters" because of their deliberately retro style and singular focus on shootin' stuff and bein' cool, much like Doom. And then the obvious solution was to just ask the devs making these games about what they think of Doom and its impact on their work.
I reached out to developers who've worked on Turbo Overkill, Prodeus, Forgive Me Father (and Forgive Me Father 2) and almost the whole stable working at New Blood Interactive to ask them some annoyingly specific questions about Doom in the hope of getting the sort of idiosyncratic answers you get from interesting devs - and they delivered! In fact, they delivered in such quantity and quality that I've elected to just present their answers to you, rather than try to weave them together as if we were all sitting together at dinner exchanging bon mots, both for clarity and to include as much as possible in their own words. It's a fascinating and entertaining collection of thoughts.
]]>There are as many Doom mods as there are stars in the sky: jillions of accursed celestial bodies orbiting the supermassive black hole that is id Software, each infested with its own local flavours of cacodemons and keycards and shotguns. I've played just a handful - certainly, far from enough to pronounce myself any kind of expert - but I do feel like I've played one of the best in the shape of Siren, a Doom II total conversion from Dithered Output, the first episode of which can be downloaded free from Itch.io.
The mod's overall vibe is encapsulated, I think, by the sentient vending machine you meet a short way in, just round the corner from a rec room that contains a disembodied head on tentacles, and down the corridor from a tiered canteen full of ghouls and unsympathetic men with shotguns. You ask the machine if it has any clue what's going on. It tells you that its job is to keep its mouth shut and dispense soda. Can I have a soda, then? "No."
]]>The first mod I ever downloaded was for Skyrim. It replaced NPCs with Shrek. The second was a texture pack for Dark Souls: Remastered. I believe that these two examples form a representative sample of what mods are: quality of life improvements, and Shrek. Doom’s modding community, known by its file package WAD, is the Ur modding community. Thanks to John Carmack’s lightning-fast engine, creating levels and content for Doom has been accessible for 30 years. WAD devs have gone on to become fully-fledged game designers, and some WADs have been released commercially. The breadth and depth of this community formed the bedrock of game developers. And yet even with this pedigree, MyHouse.WAD is a miracle.
]]>Video game openings have always been a source of fascination for me. As a player, you're excited by the prospect of the game to come - the sights you'll see, the challenges you'll face - and first impressions can make or break your entire perception of what a game is versus the one you had stored in your head before switching it on. For video game creators, however, a new beginning is often racked with questions. What, exactly, do you choose to show players first? How will you introduce them to something they've never seen before? And if that game is successful, how do you keep reinventing that first impression across what could be several decades?
In revisiting every mainline Doom game to celebrate its 30th anniversary this month, it's clear that even id's iconic shooter has wrestled with how to answer these question, and the ways it's tried to reinvent itself over the years paints a captivating portrait of a series trying to move with the times. Nowhere is this more apparent than in its opening levels. Played in close succession, crushing 30 years into not even quite three hours, what emerges isn't just the evolution of one of the all-time great PC games, but also a potted history of the FPS. So join me as we chart Doom's rise, fall and rebirth through the lens of its first stages.
]]>Confession time, readers. Before a couple of weeks ago, I had never played the original Doom. As a child, my family didn't have much money and I didn't get my first laptop until I was 16. Thus, I missed out on a lot of what are now considered PC staples. With dread, I'm often met with the accursed exclamation, "You've not played insert game before?" followed by a good dose of judgment. But what do you do when you need to play through a backlog of games all while keeping up-to-date with new releases for work? With games now stretching out at 100+ hours apiece, where is the time for old classics like Doom?
For me, approaching Doom was cathartic. Playing a game that's older than myself was certainly an experience, but I was shocked at how well it holds up.
]]>Last time, you decided that ricochet attacks are better than blue shadows on dodges and dashes. I expected this outcome but am still glad to see a good quarter of you favoured cool essence over cool effort. We continue. This week, in honour of Doom's 30th birthday (we've already written about John Romero's memories, motion sickness, and inviting monsters to a birthday party, with more to come), I ask perhaps an impossible question. How could anyone ask you to pick between two iconic tools of ultraviolence. What kind of monster would. Yet we must. What's better: Doom's shotgun or Doom 2's super shotgun?
]]>"Consider yourself warned! This book contains scenes of graphic violence!" These are the words that adorn the Doom comic book, which was originally released for promotional purposes during 1996's E3 by GT Interactive and Marvel Comics. "Knee-deep in the dead!" is the next bit of text below the logo, referencing the name of the first shareware Doom episode and beautifully describing the blood-soaked cover illustration by Tom Grindberg, who was apparently tickled enough at the thought of drawing this monstrosity to take time away from working on 2000 AD.
The cover is an accurate peek at the gore and demonic entrails that lie within this epic work of sequential storytelling, which required the writing skills of not one, but two gentlemen - Steve "Body Bag" Behling and Michael "Splatter" Stewart. Both Behling and Stewart have a decent body of work between them at Marvel, where they've penned more civilised fare starring the likes of Ant-Man and The Hulk. The Doom comic, in comparison, seems to have been a thing that was written in a fever dream, and DoomWorld, which lovingly hosts scans of this brisk read to this day, describes it appropriately: "Some time in 1996 a couple of guys got together and smoked what was apparently a large amount of crack and then injected pure heroin into their eyes and then proceeded to create what is now known only as 'the Doom comic.'"
]]>The party poppers are out, the finger food is ready and waiting to be served, and the guest list for Doom's 30th birthday party is well and truly set. Well, it would be if Doomguy ever lowered the drawbridge to his flying space castle high above the Earth's orbit. I did try and get a radio signal out earlier, but the grumpy sod never responded. Probably too busy organising his trophy case in his man cave, to be honest. But let's face it. Doomguy wouldn't be much fun at a birthday party anyway. He'd be too busy ripping and tearing into his presents to give anyone the time of day, let alone a polite thank you, and then he'd be working on ripping and tearing apart said presents in a display of strength and machismo.
So Doom's hellspawn have got together to throw their own party for the occasion, and let me tell you, they're having a riotous good time all by themselves. Well, most of them are, anyway, as there are some demons here that wouldn't know how to have fun even if was seared across their skulls with the beam of a BFG9000. Here's every classic Doom enemy ranked on a scale of the most miserable wallflowers to the life and (undead) soul of the party.
]]>Doom turns 30 this year, and that's a cause for celebration. There are many reasons to commemorate id Software's 1993 jaunt through the demon-infested corridors of Mars, from the fact that you can play it on every device known to man to its undying modding scene that even lets you pet Cacodemons. But I have a personal connection with Doom that's a bit special. It's the first game that made me so sick I wanted to puke.
]]>“When people read anything, no matter the source, they will believe it.” So says Doom designer John Romero on the subject of his relationship with John Carmack. Together, the pair built id Software and the FPS genre as we know it - before the cracks started to show during the difficult development of Quake, ending their professional partnership.
Yet any lasting acrimony has now dissipated. That became apparent when Romero’s new autobiography, ‘Doom Guy: Life In First Person’, showed up on shelves with a glowing back cover quote from Carmack. The latter praised Romero’s “remarkable memory”, and waxed wistfully about their shared impact on the gaming medium. “For years, I thought that I had been born too late and missed out on participating in the heroic eras of computing,” Carmack wrote. “Only much later did I realise that Romero and I were at the nexus of a new era - the 3D game hackers.”
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