Wednesday, October 27, 2010

HORROR WEEK: DOOM

DOOM

Way back when computers were new, there was no internet, no great hivemind telling people what to think. There was only your friends, telling you about this awesome game that Jimmy was playing last time they were over. And for 90% of us, DOOM was that game. While not the progenitor of the FPS, DOOM was such an influence that the term First-Person Shooter had to be coined because too many games were being described as "DOOM Clones," which begged the question to the customer: Why not just play DOOM?

What makes DOOM great, even to this day, is not the graphics (which are not just dated, but now painfully archaic) or the MIDI-based sound, but the level design. DOOM takes its cues not from what we understand of on-rails FPS's or even Light Gun games of the day, but of the text adventure games of the era, offering dozens of secrets, shortcuts and of course 'monster closets' that open up behind you at the most inopportune times. Levels are set up almost as puzzles, with the monsters serving as both an impetus to keep moving and an obstacle in the way of progress.

The lack of a Y-axis sorely hurts DOOM on a modern replay, even moreso than it lacking a true third dimension, as we have grown so used to it that not having it feels almost foreign and retarded (in the classical sense of the word), although the sound design holds up shockingly well. DOOM does an impressive job of making the player intensely aware of sound cues having a specific vocabulary of meanings, and although they are chiptunes at this point, the themes from DOOM are still effective at portraying the immediacy of each stage.

Replaying DOOM now, you realize, much as with a modern replay of the original Legend of Zelda, that these games were punishgly hard and rewarded memorization and repetition as much as playskill. The fun, however, is still present in force, as you attempt not just to make it through the stages, but with your sanity and ammo count high.

Graphics: No excuses, this game is disgusting by modern standards. Releasing a port onto XBLA without at least touching up the sprites is unforgivable. 1.
Sound: Aged like fine wine, and the monster sounds are suitably creepy to this day. 4.
Controls: They feel infantile, which is of course what they are, but no crippling deficiencies. 2.
Tilt: Still great fun to this day, either solo, deathmatching or co-op. 4.
Overall (not an average): 3.

No comments: