Doom Review
2016id SoftwareGame
A reboot that threw out cover, regenerating health and every other modern habit, and ran faster for it.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Great | |
| Visuals | Great | |
| Story | Average | |
| Gameplay | Exceptional | |
| Overall | Great |
The joke about the 2016 Doom is that it spent years in visible development trouble and then shipped as the most self assured shooter of its generation. The decision that saved it was making health a reward for aggression: stagger a demon, close the distance, and the glory kill hands back exactly the resources you need to keep going, so the safest place in any room is inside the fight. Chainsaw for ammunition, glory kill for health, and cover shooting stops being a tactic and becomes a mistake.
Arenas are built as loops with verticality on every tier, so you are always circling and never retreating into a corridor, and the demon roster is tuned so each one demands a different kind of movement from you. Mick Gordon's score does what very few soundtracks manage, tracking the state of the encounter rather than the level, and it became the most imitated game music of its decade. The story is a running gag about not caring, which works for precisely as long as it stays short, and the multiplayer was an afterthought nobody kept playing. The campaign is the argument, and it is unanswerable.
Doom at a glance
Official site- Platforms
- PC, PS4, Xbox One, Switch
- Developer
- id Software
- Hours played
- 22
- Year
- 2016
What’s your grade?
Grade by category
No account needed. Sign in so your grades follow you and count once. · how vote integrity works
Comments
Plain text, 500 characters. Be sharp, not cruel.
No comments yet. Have the first take.