Doom (1993) – Critical Miss #8

I’m not a PC gamer. A gaming PC is something I would like to get at some point, but cost always prohibit it. Because of this, I had never played Doom until recently. Doom is easily one of the most influential games of all time. It may not have created the FPS genre, but it popularized it and help shape it into what we know today. But the game came out for home computers in 1993, tech has advanced so much in the 25 plus years since its release and we can now true 3D games. Can Doom really hold up that well in the current day? The simple answer: yes.

The player takes control of the “Doom Guy” and the goal of the game is to kill a bunch of demons. There is a story that’s told to the player in between episodes, but it’s so hacked-out and insignificant that I don’t remember much of it. The focus of Doom is on combat and level exploration and it does those two things to near perfection.

In Doom, the player has two things protecting them form the hordes of Hell: guns and speed. Doom Guy moves extremely fast from the get-go and this is even without holding the sprint button. While there are walls and corners to dip behind to avoid oncoming enemy projectiles, taking cover is never as efficient as strafing to the side. This avoids the attack while still being able to fire at the enemy. Learning to strafe around enemies at incredibly fast speed is crucial to surviving. Sprinting can definitely feel too fast at times, but it is a necessary skill to learn for later levels, not only to avoid tougher, faster enemies, but to make it across gaps in platformers because Doom Guy can’t jump.

A great FPS is judged on the quality of its guns and Doom does not disappoint. All the guns are impactful and satisfying to use. The sound design for all the weapons is crunchy and loud, the enemies stagger and flinch when hit, and there is a variety of guns to use, each fitting different needs in combat. The shotgun is useful for enemies that chase you down like the Pinkys. The chaingun’s bullets are weak, but it fire so quick that it tends to stun-lock enemies and is good for Cacodemons. The rocket launcher will damage the player if they are too close to the blast, teaching the player to make space before firing, and is the best way to kill the Barons of Hell without burning too much ammo. And, of course, there is the BFG, the Big Fucking Gun. This gun is pretty much a screen nuke with a trigger. It explodes in a huge radius and melts basically any enemy in the range. The weapons add variety to the combat that’s already fast and fun, but when the excellent level design is added on top the combat is when Doom becomes something truly great.

All the levels are mazes, increasing in complexity as the game goes on, with enemies, medpacks, and secrets scattered throughout them. The only real requirement to finish the level is find the literal exit sign and go through the door. Sometimes there are colored key cards to progress, but everything else is done for the sake of fun. The player might need to kill enemies because they are in the way, but most can be ran past. They really fight the enemies because it’s fun. Secrets are well hidden, satisfying to find, and filled with goodies like extra guns, ammo, and power-ups like overcharged health. That’s reason enough to seek them out, but the game can be easily beaten without finding any. That main reason to search for the secrets is because it’s fun.

There’s a special kind of logic to the level designs. Doom couldn’t do true 3D level design which means no room can be on top of another room. This makes the bare, top-down map surprisingly useful and intuitive to use. Looking for holes in the map is the only real way to search for secrets in the levels. There is hardly any unused space in Doom, so if there’s a chunk of the map with nothing in it, there’s a good chance that’s where a secret hides. The 2D-3D visuals the game is built on has obviously aged in the decades since the game was released, but it all works. The art style is extremely strong and consistent and there’s something very charming watching flat 2D sprites spinning to face the player as they move around them.

I played on what I would consider casual mode. With difficulty set on the Hurt Me Plenty, or medium difficulty, I still found it necessary to save at the start of every new level and load that save if I ever died. Death is punishing in Doom. All weapons, ammo, and health gets carried over to new levels, but if the player dies, everything is taken away. Doom Guy respawns at the level entrance with just his pistol and fists. The other weapons can usually be found again in the new levels, but surviving to get to them is not easy. Later in the game, when the difficulty really starts to ramp up, I had to start using save slots more and more.

The difficulty curve is one of few issues I have with the game. The difficult jumps up and down throughout the 4 episodes. Episode 2 gave me more trouble than any other and maps 1 and 2 in episode 4 are noticeably harder than the rest in the episode. Part of this could be me getting better at the game as I played, but there are noticeably leaps in difficulty at odd points throughout a playthrough. While most levels are great and fun to explore, some are very unintuitively designed, especially the levels that rely heavily on teleport pads. Lastly, some of the music is plain bad. One later level theme uses a very high pitched guitar synth and, during a solo, it holds a piercing high note for at least five second. It’s very ear grating. Most music is excellent, especially the theme song, which is a video game classic, but later songs just have odd choices in them that feel out of place.

After playing Doom, it’s clear to see why it’s still so highly regarded. It has its faults, like every game, but it’s finely crafted with excellent level designs, great gameplay, and is simply fun to play. And that’s what I admire most about it. It is my belief that video games should strive to be fun before all else. A game can have a strong story or offer a unique experience, but if it’s not fun to play then I lose a lot of interest to continue playing it. Doom manages to be cutting edge, innovative, and influential while never sacrificing any fun.

*Writer’s note: 

I originally intended to have this review be on both Doom and Doom 2, but I couldn’t finish both in time. Honestly, I wasn’t expecting Doom to be as big and tough as it is. I will have either a small bonus review of Doom 2 by the end of the year, or an update post with my thoughts on it.

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