Doom: The Undying Allure of a Classic Shooter

<p><span style&equals;"font-weight&colon; 400&semi;">Games nowadays don’t play like they used to&period; Oftentimes players will be treated to bloated plotlines that are impossible to follow&comma;  and forced events used as nothing more than a springboard for the poorly executed gameplay sequences that follow&period; Even the RPG elements used to allure players with an incremental progression system meant to connect them with their onscreen persona&comma; are too complex to add enjoyment to games&period; Instead these elements often end up slowing the pace of the game with their constant positive feedback loops and frequently imperceptible advantages&period; The result&colon; a cookie-cutter triple-A experience with a broken&comma; incoherent plot and samey mechanics that pervade a largely timid campaign&period; That’s why the Bethesda published reboot <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Doom<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> stood out to me&&num;8211&semi;it dares to do something different&period; <em>Doom<&sol;em> defies the modern approach to gaming&comma; and draws on the past for inspiration&&num;8211&semi;a time when games were games&period;  <&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">My thoughts on story in gaming haven’t really changed over the years&colon; gameplay is king&comma; but if you’ve got a great story to tell&comma; use it to weave the game together&comma; but don’t force it&period; I’d much rather a game with sound mechanics and tough challenges than a game with all the extraneous elements often found in the contemporary medium&period; You know the ones I&&num;8217&semi;m talking about&comma; they usually have a crummy story injected as an afterthought&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">Where <em>Doom<&sol;em> does me proud is in its obvious approach to elevate gameplay over other artistic game elements&period; That doesn’t mean that the story elements of the game are ever so bad that they feel as if they were shoved in to give the people what they want&period; No&comma; the plot of the game is clearly not the spectacle of the game&comma; and that’s why id Software wisely chose not to bombard gamers with a barrage of cutscenes&period; After all&comma; it’s the shooting that drew me into the eerie space game&&num;8211&semi;the shooting&comma; the environment&comma; and lore&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;107737" aria-describedby&equals;"caption-attachment-107737" style&equals;"width&colon; 1280px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-107737 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;06&sol;03152448&sol;Doom1&period;jpg" alt&equals;"Doom1" width&equals;"1280" height&equals;"720" &sol;><figcaption id&equals;"caption-attachment-107737" class&equals;"wp-caption-text">Boy does my chainsaw have a story for you &lpar;<em>Doom<&sol;em>&comma; Bethesda&rpar;&period;<&sol;figcaption><&sol;figure>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;"><br &sol;>&NewLine;If stories are told in books using words&comma; stories are told in games using moving images and visual elements&period; Just because the main plot of <em>Doom<&sol;em> is not all that great&comma; doesn’t mean that the environments and the lore don’t provide for an intriguing story&period; I want to make it clear that there is a distinction between the plot of a game and its overall story&period; The plot is the line of sequential events between characters that drive the game onward&comma; while the story is more of an encompassing term that refers to the imagery&comma; tone&comma; and lore of the game&period; It is here&comma; the story&comma; where <em>Doom<&sol;em> shines&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">Though the game doesn’t declare it using ill-placed cutscenes&comma; I instantly knew that my unnamed character was a badass marine with demon-blending abilities and the goal to solve the mystery behind some kind of otherworldly experiment&&num;8211&semi;a show of human bravado&&num;8211&semi;that had gone terribly wrong&period; The areas that make up UAC facilities on Mars feel foreboding and present a cold&comma; dark future of technological advancement and experimentation with the unknown&period; The world-building provides a sense of isolation&comma; one that I&&num;8217&semi;d compare to games like those found in the <em>Metroid Prime<&sol;em> series&colon; you are a one man army in the company of a former man who has taken the form of an android&comma; a scientist with a twisted curiosity in some distant religion&comma; and of course&comma; countless demons straight out of hell&period; All other humans have either turned or now paint the halls of the decrepit space station with blood from their dismembered limbs&period; <&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">Though there may not be dramatic plot points in <em>Doom<&sol;em>&comma; the game surely makes up for it with its other audio and visual methods of tingling the senses&period; And if players want to learn more about the lore&&num;8211&semi;it’s deep&&num;8211&semi;they can choose to pause the game and read up on the backstories of each of the characters and enemies&period; The lore is well-written and unobtrusive to the sweet murder the game encourages&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">Know thyself&period; Most modern games suffer from an identity crisis&period; That is&comma; they try to do too many things at once and end up failing at most of them because all balance is lost&period; Clearly the developers who worked on <em>Doom<&sol;em> knew what kind of game it was&comma; and so they made sure that the gameplay and story elements took precedence over the plot&period; As per its namesake&comma; <em>Doom<&sol;em> is all about that feeling of being alone&comma; struggling to survive&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;107738" aria-describedby&equals;"caption-attachment-107738" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"wp-image-107738 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;06&sol;03152430&sol;Doom2&period;jpg" alt&equals;"Doom2" width&equals;"1024" height&equals;"576" &sol;><figcaption id&equals;"caption-attachment-107738" class&equals;"wp-caption-text">Mars isn&&num;8217&semi;t all that welcoming &lpar;<em>Doom<&sol;em>&comma; Bethesda&rpar;&period;<&sol;figcaption><&sol;figure>&NewLine;<p>The shooting sequences&comma; even with the various useful suit and weapon upgrades&comma; are tough&period; Aside from quick details given when acquiring a new tool of destruction&comma; there is no hand holding to be found in <em>Doom<&sol;em>&period; Battles are frequent and blend into another in such a way that doesn’t make it feel like the chore it often becomes in a typical first-person shooter&period; The structure has been the same for years&colon; Head into a room&comma; shoot a bunch of enemies&comma; walk down a hallway&comma; enter a new room&comma; and repeat&period; Sometimes an uninvited cutscene is also added to the mix&comma; just to try and break up the mundane cycle with a detached story fragment&period; In <em>Doom<&sol;em>&comma; almost all areas are game&comma; and the isolated arenas are big enough to allow for several creative opportunities to take down the demons&period; The open space coupled with the  verticality of environments&comma; diversity of weapon choices&comma; and creativity of enemy types make for many permutations of blood-splattering delight&period;<&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;"><em>Doom<&sol;em> really captures the feeling of urgency and terror by implementing gameplay elements that bribe players to take chances&period; Glory kills&comma; which are takedowns of weakened enemies&comma; drop precious health items used to replenish your non-regenerating health bar&period; When in a frantic&comma; near-death combat sequence&comma; which happens often&comma; you are just one more kill away from rejuvenating your vitals&&num;8211&semi;do you risk running into the fray where you could die&comma; or do you sit back and try to re-think your strategy&quest; The call is yours&comma; but the AI in <em>Doom<&sol;em> will only permit a precious few unnerving seconds to decide&period; Few modern games &lpar;<&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Bloodborne<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> comes to mind&rpar; plunge players into these kinds of high-stake decisions&period;<&sol;span><&sol;p>&NewLine;<p>The shooter genre has been saturated for years&comma; so it’s no wonder that every FPS is beginning to feel like another&period; They act like they are trying to compete with movies&comma; play like they are made for distracted children&comma; and complement players with micro achievements like they were attention-hungry puppies&period;  <em>Doom<&sol;em> does something that doesn’t make sense&semi; it goes against these norms of many monetarily successful franchises&period; And that’s why I love it&period; The game probably won’t sit well in the hands of modern gamers because it caters to the more patient&comma; methodical&comma; and challenge-hungry gamer of yesteryear&period; But <em>Doom<&sol;em> has quenched my thirst for a kind of experience I’ve been looking to get for some time&colon; through and through&comma; <em>Doom<&sol;em> is a videogame&comma; and unabashedly so&period;<&sol;p>&NewLine;

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