Road to E3 2018: Bring on Doom 2

<p>The id Software of today is not the id that released <em>Doom<&sol;em> in 1993&period; Founded in 1991 by John and Adrian Carmack&comma; Tom Hall&comma; and John Romero&comma; today&&num;8217&semi;s id is a different beast&period; Shortly after <em>Rage<&sol;em>&&num;8216&semi;s middling reception and John Carmack&&num;8217&semi;s departure&comma; id Software seemed to lose their way&period; There was every reason to believe 2016&&num;8217&semi;s <em>Doom<&sol;em> reboot would disappoint&period; Yet&comma; despite everything going against it&comma; id Software showed they still have stakes in the genre&period; <em>Doom<&sol;em> 2016 proved modern-day id could successfully reinvent a classic franchise without butchering its legacy&period; With <em>Rage 2<&sol;em>&&num;8216&semi;s announcement and E3 just around the corner&comma; what could we possibly want from<em> Doom 2<&sol;em>&quest;<&sol;p>&NewLine;<p><img class&equals;"aligncenter wp-image-139201 size-large" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;06&sol;05152602&sol;doom-2016-reboot-1024x625&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"610" &sol;><&sol;p>&NewLine;<h3>What to Change<&sol;h3>&NewLine;<p>Even though I personally found a decent amount of enjoyment from <em>Doom<&sol;em>&&num;8216&semi;s multiplayer&comma; I recognize how far-removed it is from the single-player experience&period; While <em>Doom<&sol;em>&&num;8216&semi;s single player envisioned classic <em>Doom<&sol;em> as if it were made for the first time today&comma; its multiplayer chased contemporary design trends&period; Despite power weapons and upgrades spawning on the map&comma; the general gameplay loop doesn&&num;8217&semi;t distinguish itself from the competition&period;<&sol;p>&NewLine;<p>This stands in stark contrast to single player&comma; which apes the modern shooter design ethos&period; Think back to the major shooters of the past fifteen years&period; With rare exceptions&comma; most are slow-paced &&num;8220&semi;stop and pop&&num;8221&semi; experiences&period; In spite of most first-person shooters lacking cover systems&comma; the core gameplay loop doesn&&num;8217&semi;t deviate too far from <em>Gears of War<&sol;em>&period; You&&num;8217&semi;ll enter the fray of battle&comma; then quickly retreat to safety until your health regenerates&period; Once the coast has cleared&comma; it&&num;8217&semi;s time to re-enter battle&period;<&sol;p>&NewLine;<p>There&&num;8217&semi;s nothing inherently wrong with a more methodical approach to combat&comma; which requires hanging back and playing defensively&period; Unfortunately&comma; it grows tiresome when every single shooter in the market adopts that mindset&period; <em>Doom<&sol;em>&&num;8216&semi;s single player was refreshing precisely because it rejected those principles&period; Designed entirely around momentum&comma; <em>Doom<&sol;em> is a brilliant revitalization of old-school circle strafing&comma; crowd-controlling shooters&period;<&sol;p>&NewLine;<h4>Multiplayer<&sol;h4>&NewLine;<p>The multiplayer portion&comma; outsourced to another studio&comma; shows a fundamental misunderstanding of id&&num;8217&semi;s approach to rebooting <em>Doom<&sol;em>&period; Rather than going against the grain&comma; it rides along with it&period; <em>Doom 2<&sol;em> has two options here&colon;<&sol;p>&NewLine;<ul>&NewLine;<li>Cut out the multiplayer completely<&sol;li>&NewLine;<li>Retool multiplayer&comma; bringing it back to the basics<&sol;li>&NewLine;<&sol;ul>&NewLine;<p>While it would be easy to dismiss multiplayer&&num;8217&semi;s return so that id Software can focus entirely on single player&comma; <em>Doom<&sol;em> was a popular LAN game in its day&period; Hell&comma;<em> Doom<&sol;em> coined the term &&num;8220&semi;deathmatch&&num;8221&semi; of all things&period; With such a storied history&comma; it&&num;8217&semi;d be a shame to let go of a possible reinvention&period; In-house development is the only possible way to salvage the last game&&num;8217&semi;s online remains&period; If it wants to buck the trend&comma; it needs to be simple&period; Screw loadouts and screw progression&period; In addition&comma; increase movement speed and maybe mess around with more inventive map design&comma; and <em>Doom 2<&sol;em> does for multiplayer what <em>Doom<&sol;em> did for single player&period;<&sol;p>&NewLine;<p><img class&equals;"aligncenter size-large wp-image-139202" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;06&sol;05152638&sol;20160930201254&lowbar;1-1024x576&period;jpg" alt&equals;"" width&equals;"1000" height&equals;"563" &sol;><&sol;p>&NewLine;<h3>Conclusion<&sol;h3>&NewLine;<p>It may be a pipe dream&comma; but I have high hopes for <em>Doom 2<&sol;em>&period; I&&num;8217&semi;d argue its single-player approach needs little change&period; Rather&comma; it requires minor alterations&period; More open-ended level design with less enclosed arenas&comma; closer in principle to the first two games would be interesting&comma; though I&&num;8217&semi;m not asking for a completely different experience&period; What <em>Doom 2<&sol;em> really needs to categorically blow its predecessor out of the water is stripped-back and refined multiplayer&semi; One which emphasizes map knowledge and skill-based movement&period;<&sol;p>&NewLine;<p>Although this exploit didn&&num;8217&semi;t materialize until the <em>Quake<&sol;em> days&comma; encourage bunny-hopping with map design and pick-ups&period; Maybe reaching the Quad-kill power-up requires extreme dexterity&semi; A level of control the average player won&&num;8217&semi;t have&period; Skill-gaps existing purely based on the end-user&&num;8217&semi;s ability to engage with the game&&num;8217&semi;s core movement systems and understanding of various weapons&&num;8217&semi; properties rather than objectively superior unlocks as a result of time spent playing is the best triumph id Software could hope for&period; Also&comma; get rid of those obnoxious perk cards&period; Users must be on a level playing field&period; Everyone begins the match with the same weapons&period; Everything past that should be order chaos&period;<&sol;p>&NewLine;

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