Retrospective: Doom
It didn't just change gaming forever - it changed gamers.
Holy s***, there's a monster in the lift.
That's not supposed to happen. The lift is the end of the level. It's a safe zone, a chance for a breather before the game totals your score. For God's sake, it's a universally acknowledged cessation of hostilities. But this time, there's a monster in the lift and both my friend and I physically reel with shock, spasming backwards as the thing lurches towards us. Later, at school, we'll laugh with our classmates at all the stories of involuntary noises and slapstick jerking that this new game produces. Then we'll go home and make it happen again.
I suppose it means that we're suckers for punishment, but we're giving as good as we get and our screens are frequently full of pixelated gore, our ears ringing to the sound of screams and explosions. Yeah, that's just how our evenings go.
The two of us are 13 and we've both been playing video games in some form or another since we were toddlers. Doom is not only the best looking thing we've ever seen, but it's also the first game that's ever given us any sense of fear, that's ever reached right down to our brainstem and tugged hard.
The fingerprints (or perhaps the clawmarks) that it left still remain, permanent impressions left in not only our own gaming memories but also across the collective unconscious of modern videogaming. For two young teens in the early 90s, Doom is merely the next big thing in a rapidly-accelerating gaming industry that soon leaves it behind. We never really notice that it's Doom itself which had stamped its boot on that accelerator, but we'll have Doom to thank for so much that we'll come to take for granted, its influence scattered across modern video games like shotgun pellets.
If you think the game lacks subtlety, you're wrong. It can be surprisingly cruel.
Doom was released in December 1993, and on those long, dark winter evenings we both find moments where we absolutely, positively do not want to progress, where the game makes us so nervous that we refuse to participate. It's a strange experience, feeling nervous about playing a game you so enjoy, but it might be that, just as we're hitting puberty and getting to grips with our emotions, we find our video games are also coming of age. Doom only wants us to get in touch with our emotions too, it just turns out that the most basic of these happens to be fear.
It knows about darkness, it knows about environment, it knows about pacing and it knows about surprise. It likes to cut the lights, to groan from the shadows and, like some wicked labyrinth in a gothic fairytale, even its very structure can't be trusted. Floors fall away into pools of acid, walls suddenly disappear to reveal hordes of hungry hellspawn and, just when you need it, you tentatively reached for a new power-up or weapon only to find yourself enveloped in blackness, listening to the howling of approaching demons. Everything about this game is geared around giving a response to its players, to where two boys go and to what they do.
No game had ever been able to use technology to create such an emotional response before. id's previous shooter, Wolfenstein 3D, was a cartoon shooting gallery in comparison. Doom played with its world as much as it could, demanding that you never trust it, that you always second-guess it. While John Carmack, creator of Doom's game engine, might have pooh-poohed the idea of any sort of background or plot for the game, insisting that "Story in a game is like a story in a porn movie," he was nevertheless able to bury his players into an experience more tangible and visceral than anything they'd ever known.
But to an idealistic young boy like me, Doom was far more important for introducing two things to gaming that I'd long, long yearned for, two things that I'd secretly dreamt of but that I wasn't sure anyone would be able to realise. They were also two things that would have an enormous and lasting impact on all of gaming.
The first was frantic, extraordinary and unpredictable: it was other people. Not other people clustered around the same keyboard or taking turns in some tedious hotseat arrangement. It was other people on other PCs, even people in completely different towns or countries. Anyone who had an internet connection, access to networked PCs or enough money to buy a simple null modem cable could unlock a whole new gaming experience.
Admittedly, the palette is mostly red: blood, guts, organs and the occasional pentagram.
In my head I'd imagined how multiplayer Wolfenstein might work, what it would feel like to be part of a cadre of scarred veterans battling the odds and grasping at our gut wounds, but I'd never pictured this much energy, this much sheer adrenalin as you watched one friend's rocket turn a bad guy into pure goo, while another was torn apart beside you by the talons of a gurgling imp.
Nor had I imagined the alternative to this: deathmatch. We could turn the guns on one another, celebrate senseless murder and use every cruel trick of the environment to our advantage. Wickedness overtook us as we became the monsters lurking in the shadows, or the hand on the lever that dropped some unsuspecting soul down into a sea of radioactive waste. We were more devious and deadly than any of the game's monsters, turning its levels into slaughterhouses and abattoirs. We were bastards and we loved it.
Doom also introduced the concept of modification, encouraging its players to tweak and tinker with its media and its levels. Carmack deliberately programmed the game so that replacing sound and graphics would be both simple and reversible. He also made the code for the game's level editor available to the public.
While the move might have seemed like poor business sense, as if id was giving its secrets away for free, it only encouraged even more people to play and to talk about the game while, of course, fostering a whole generation of modders and level creators. I desperately wanted a Star Wars FPS and, a year before Dark Forces was released, I got it. The early internet was afire with discussion and development as both amateurs and professionals tried their hand at modding, inspired by Doom's own devious designer, John Romero.
And these names themselves - Romero, Carmack - became a currency among my friends, the first game developers that were household names to us. We finally saw game developers being treated like film directors and rock stars, being the heroes we'd always felt they were and even behaving like them. The long-haired, trash-talking Romero enjoyed meeting with his fans as much as they enjoyed meeting him, and when five students in Austin, Texas scraped together to buy a space above a café where people could pay to play multiplayer Doom, he turned up to give them his blessing. A dedicated social space, purely for the playing of computer games? I was jealous that we didn't have one.
Doom 3 gave you a flashlight because it was a game for wimps. No torches here.
Developers like Peter Molyneux and Will Wright would become just as fascinating and famous, but it was Doom's designers who were the first to stand out, the first names to become as important as their games. As I turned the pages of the technology and games magazines I collected, I would read of their latest public appearances or, as the years rolled on, their growing estrangement: id software hired and fired more and more staff; the development of their mysterious follow-up, Quake, stalled; Romero eventually left to form Ion Storm.
Among teenage gamers like us, such news spoke of great potential and of great drama. We wanted to know more about the people behind our games, more about who made them and how, and the spats and the self-destruction, the fallouts and the firings gave us all the soap operas and drama that we ever needed, at least as worthy of a dramatisation as Facebook's story was. (And after Carmack and Romero split, neither would develop anything as truly groundbreaking again.)
Doom was also the first time that I ever saw my hobby validated by the wider world. It grew large enough and reached far enough that both the media and the general public began to understand that, young or old, people play games. Doom II was featured in ER. Queen guitarist (and amateur programmer) Brian May expressed his astonishment at the game's technical achievement.
Fantasy maestro Terry Pratchett decided to applaud the game's approach to the problem of evil: "Over the centuries, mankind has tried many ways of combating the forces of evil," he said, "Prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun." It even earned a passing reference in Friends (characteristically unfunny, of course).
And then I witnessed controversy unprecedented in both its scope and its ignorance. Even before Doom's release, it was already marked as a game that corrupted young and, despite its popularity waning, it was blamed for inspiring the Columbine Shooting in 1999. After Doom, video games would increasingly find themselves the scapegoats for all social ills, frequently being misrepresented and misreported. Doom II would be the first game that the Entertainment Software Rating Board would classify as "M" for Mature, an implicit acceptance that video games were not just for children, particularly when they involved thrusting a chainsaw into somebody's mouth.
Many levels were designed by Sandy Petersen, author of the Call of Cthulhu pen and paper RPG and an official, card-carrying Mormon. Surprise you?
Doom would echo down the years and I saw it reflected again and again in my favourite games, whether I was watching enemies fight one another in Halo; seeing the walls fall away in System Shock; aiming for parts of the environment that would explode in Crusader: No Remorse; watching the shadows in Thief; reloading my shotgun in Counter-Strike. It was the first game I played in a window and the title Bill Gates used to (personally) promote Windows 95's gaming potential.
Both its engine and its ideas had an incalculable influence and more than a few were ahead of their time. It's not always acknowledged that, a decade before Steam existed, Doom's initial distribution happened online.
David Datta, a sympathetic computer administrator at the University of Wisconsin-Parkside, allowed id to upload the shareware version of Doom, its first third, to the university's network. From here, other gamers would be able to log in, download it and further host and distribute it online and offline.
id was not interested in a traditional publishing deal, but instead in word of mouth, hoping gamers would pass on shareware copies any way the could, only paying to order the full version. While online distribution may have seemed like a good place to start, id set the trend of developers drastically underestimating their capacity to cope with demand. The University of Wisconsin-Parkside's network collapsed like a house of cards.
When I told my girlfriend that I'd be writing a retrospective on Doom, she asked me if it was scary. I was a little dumbfounded, but she'd been too busy playing on her SNES back then. I tried to explain that Doom was the scary game, but that it wasn't just about fear. Doom pushed gaming in a dozen different directions at once, some of which mattered to me then, some of which I only appreciate now.
There's an old philosophy adage that all western thought is really "a series of footnotes to Plato," so influential was the ancient Greek. When I look back, two decades later, I realise that if my own love of gaming isn't a series of footnotes to Doom, it's at least as peppered by id's shooter as if it had been blasted by a shotgun.
It's no wonder that, 19 years later, it's still being played and talked about in all kinds of places.
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Comments (146) Latest comment 4 months ago
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Doom was the first game to really make me uneasy while playing it, and it was a revelation having networked deathmatch in the office, even if it was superceded by Duke Nukem 3D (mainly due to pipe bombs, the jet pack and the shrink ray) and then Unreal Tournament (instagib, low gravity, on Facing Worlds is still probably one of the best team bonding events we ever did, resulting in cries of "'Ave it!!!" from across the room...
Having user levels so easily constructable in Doom was the icing on the cake.
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One of the best games ever IMO. I have played it so many times, on pc when it came out, on ps1 and still do on XBLA.
All hail id.
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Later we (meaning my classmates and me) would play Doom networked with null-modem cables at school, in our "IT classes" with our teacher, having a blast. Our principal would hear of this and get the game removed from the computers, and our teacher would find a new place to hide it deep down in some obscure system folder and we'd start all over again the next time we had class. Oh how I loved those days!
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I played it to death at work, in the days before sysadmins where anyone with a tad of computing know-how could set up their machines to run whatever they liked. Good times. Me & my boss played through the entire game together in between negotiating the GATT Uruguay Round.
edit - grrr - iPhone client cutting posts >
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I remember my dad taking me & my PC to a friend's house on a Sunday morning, for a day of serial cabled fun. Me having to play in a window 3" across because my SX25 couldn't handle full-screen while my friend revels in his P90. Camping on the rocket launcher spawn, that glorious WHUMP WHUMP WHUMP sound of me letting rip whenever my friend approached.
The Aliens mod WAD file was awesome, adding those iconic weapon noises, face huggers and environment textures.
Then on to a 50 lap race on Indycar.
Halcion days.
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Ultra-Violence mode, no saves, excellent soundtrack, improved sound effect, nail-biting tension -- This game had it all for me.
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Anyway Doom as a game was always, at least to me, much less than the ideas it seemed to kickstart, for other developers. Immersive worlds was created. 3D backgrounds and 2D character/object sprites was the first wave of games that attracted the attention of people outside the traditional gaming culture. Gaming started to be cool.
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IDDQD
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Bungie's Marathon was good and Doom on Mac was OK, albeit a bit slow on the screen updates but great fun networked for DeathMatch at work, it was actually Doom II along with Magic Carpet that made me buy my first gaming PC ... a Dell Pentium.
I've been a card-carrying PC gamer ever since. [edit: spelling]
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I have never forgot that.
Doom blew my mind and started the ball rolling but when Dark Forces came out in 1995 i came in my pants. That game was amazing huge expansive levels, mission objectives.
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IDSPISPOPD
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Although I have no idea what IDDQD stood for.
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No doubt you have ended up a socially dysfunctional axe wielding psychopath surely ?
ref wiki ratings:
BBFC: 15
CERO: C,D
ESRB: M, T (GBA)
OFLC: MA15+
PEGI: 16+
USK: 16+ (re-rating 2011) / 16+ (GBA version)
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Doom just was, and is, a classic. One of those times you can pinpoint a change in the force as it were, and knew the direction had shifted somewhat.
Arguably, we also owe much to it for the glut of FPS we've had in the last 19 years but I suppose we can't blame Doom for all of those...
Just Doom 3 will do.
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I still play it today using the doomsday Mod, full mouse look and updated sounds and graphics
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http://www.youtube.com/watch?v=AZt0fAZ018E
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I wasn't fortunate enough to have a PC back when Doom was the big thing. I had sampled it on a few occations but never for very long. There is no denying its impact.
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I always liked the PS1 version, they removed some of the gaudier music, added some lighting, controls that worked on the pad well and it had fuckloads of levels.
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Then we ran null modem (and then later ethernet) cable around my student house and a whole new level of gaming emerged.
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Personally, I played Doom on... wait for it... the Atari Jaguar. Think it was the only game I had on the thing, and it came with one of those overlays for the number pad, so you could select your guns easier.
Like the writer and many others, it was the first game to make me feel apprehensive about tackling the next part.
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Trying to cheat, eh? Now you die!
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Ah, good times
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It is an incredible & creative person, a bit eccentric but is justified. We prepared for him a larp roleplay session of Call of Chtulhu, just wonderful.
His touch can be seen in many parts of ID Software masterpiece.
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I remember getting the floppy disks and booting it up on my dx2/33. My house mates were down the pub and I gave it about 10 minutes worth then realised how utterly amazing it was. I stopped it, went down the pub and dragged them back to see it and we ended up playing it continuously (fighting over goes etc) all through the night.
I still play it now (hell revealed mods ftw) and have it and quake on my desktop to this day, hence my sig
Nothing touches it.
/salutes ID.
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You're either a troll, an idiot or both.
Doom was the best thing since sliced blow jobs.
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This game convinced me at 14 years old that I NEEDED a PC for Doom, and I managed to convince my Dad to buy a PC for the family home.
Planet Romero (www.planetromero.com) recently put up a presentation that was conducted at GDC 2011 by ex-id members John Romero and Tom Hall; a post-mortem on Doom. Excellent insight in to the development process. It's very sad that modern-day game development - at least professionally - is totally different to 20 years ago. Here's the presentation:
http://www.gdcvault.com/play/1014627/Classic-Game-Postmortem
@spacedelete - I guess you weren't there in '93 or '94 to be making an ignorant comment like that. Doom was mesmerising at the time and no-one had ever seen anything like it before. It was a huge leap technically and feature-wise over other FPS'. Yes, there were games like Ultima Underworld and Battlezone, but they didn't have the smooth, fast, visceral qualities of id's games.
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So many people were logged in waiting to download Doom that ID couldn't log in to upload it. I kicked everyone off so the file could upload. While it was uploading, people came back and tried to download it as it was being uploaded. The Workstation crashed with too many network connections. Nothing happened to the rest of the network. Once it was uploaded, everything was fine. It was still quite a thrill ride that night.
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I've got the Doomsday program installed and running, but where do I find the PS1 sound files a couple of people mentioned?
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In the same way that Super Mario Bros is a generic side-scrolling platformer, Yie Ar Kung Fu a generic 2D beat-em-up, and Dune II a generic RTS.
You fucking idiot.
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My mate had a 1mb Diamond Viper dedicated graphics card.... how paltry that seems now, and it made Doom run like the silkiest, fastest thing you'd ever seen. It seemed at times like it was too fast to play, compared to my crappy PC-without-a-graphics card.
It was definitely a seminal moment in the evolution of games.
@spacedelete - it is better to be thought a fool, than to open your mouth and prove it.
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DosBox 4ever'
btw: My mom played it so much :-D
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a) Too young to have been playing games at the time it made it's huge impact on gaming.
b) Trolling
c) A moron
There was NOTHING like Doom before it, even Wolf 3D didn't have the impact Doom had on gaming. The detail, the atmosphere, the levels, the gameplay. Nobody did it like Doom before Doom
Much love Doom, fond memories and fun times and I still throw you on from time to time for a giggle. Hell I even like Doom 3. Now whose blue key do I have nick to get to Doom 4?
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Doom Classic Music: http://files.dengine.net/tracker/torrents/jdmu-doom-classic-20080930.pk3.torrent
Doom 2 Classic Music: http://files.dengine.net/tracker/torrents/jdmu-doom2-classic-20080930.pk3.torrent
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Well describes my life at 13, too! No, really, good column, Paul. Keep the retrospectives coming, EG.
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doom online
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Surely you are naught but a troll?
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spacedelete, can you please explain which of these you are?
a) Too young to have been playing games at the time it made it's huge impact on gaming.
b) Trolling
c) A moron
There really isn't a lot I can do about a) or c), but if it is b) I'm going to ban you in the face!
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/ Rocks chair, sucks pipe. Somewhere, cicadas start to sing out...
@spacedelete: "graphics terrible even for their time...", etc. Really you have no idea what you are talking about whatso-fucking-ever, so kindly go away and read a book.
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However, this does mean that I paid more attention to arcade games at the time. I love what id managed to show to the world of home computer games with Wolfenstein 3D and Doom, but there was a fast 3D multiplayer shooter in 1988 called Last Survivor which is almost completely forgotten.
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i'll explain why. the graphics are terrible even for their time
No, they really weren't.
characters were repetitive with no variety
There weren't loads of characters for them to be uninspired, so it's pretty facile to bring this up. I think ID were more interested in making a playable game than telling a story.
its been duplicated time and time again making the game pointless and redundant.
How on earth does the fact that Doom created a wealth of imitators make it pointless and redundant? If anything the opposite is true.
You're a fucking moron.
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Says it all really. Kid plays old game doesn't know or understand the heritage or the impact at it's original release and then trys to compare it to todays games.
And youngsters call themselves gamers
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Your posts thus far have been factually incorrect, and they appear to be deliberately trying to invoke a response, you know, like TROLLING. Please stop it.
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by duplicating you probably mean "marked the beginning of a new genre that soon became the most popular one in the videogame industry?"
and you condemn the game for that reason?
I agree with kickerconspiracy.
You are a fucking a moron indeed.
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Please carry on...
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I think that adequately puts across Doom's influence on video games.
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You're entitled to your opinion but you are massively mistaken. May I ask where you were when Doom was released?
I'd highly recommend the book 'Masters of Doom' - it's a great read, fan or not.
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Thanks for this article. I'll be spending the evening thinking of them glory days.
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It's a masterpiece in level design. Incredible that they got so many good levels into one game, with very little 'filler'. Of all the lessons that modern FPSs have taken from DOOM, sadly this one seems to have been forgotten by many.
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Doom,duke3d (honourable mention has to go to dukes shotgun for being better than dooms though, i just thought it had more bite personally)quake 1/2,dott,monkey islands,Sam and max,crusader no remorse/regret,strike force terra nova,shock 1 and 2,tie fighter (one of my all time favs,preferred it to x wing ......the dark side is always more fun
Been playing games since the late 70's and although I have fond and strong memory's of the c64 days and Amiga and various old consoles I've had like the snes and megadrive,all things considered the almost 20 years I've had with pc gaming has easily for me, been the highlight.And that's saying something when almost always people's fondest memory's of gaming tend to be there teenage years.best gaming for me has defo been in my 20's/early 30's.It pains me a little talking to some of the younger lads at work who have no idea about the power of the pc and think that gaming began with the 360/ps3 style attitude.Oooh well guess that just makes me auld
P.s spacedelete,your a fuckwit.
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Doom 3 is B/C with 360, you should be able to pick up the xbox version quite cheap.
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I don't doubt it changed gaming forever, but DOOM didn't change me, heck i wasn't even born when it came out (DOOM released 1993 and the moment the destiny of humanity changed forever, my birth in 1994). But still i may not have experienced it when it was new (and im not trying to take away from the game but when i played it on PS2 (the PS1 version) in 2004 and i got bored of it fast, to me it felt very repetitive, gameplay outdated, fugly graphics. I remember thinking "is this it" etc. But i guess thats to be expected playing a game from 1993 in 2004. Games evole and what was once the bees knees at some point will cease to be. I guess DOOM is one of those things you just had to be around to experience at the time in 1993/mid 90s to truly appreciate). But none the less even if it was before my time and even if i i didn't enjoy it when i played it... i can still respect it purely because its rightly reguarded as a landmark in video game history.
P.S. I actually watched a documentary on DOOM recently (well fairly recently, i watch and enjoy alot of docs on VG history), and this DOOM doc it was fascinating stuff learning the history of it and what went on behind the scenes and how for a time it was a pop culture phenomenon. Truly awesome.
So uhm great stuff.
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It was the start of something. Though playing quake on the office LAN really grabbed me.
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DOOM, up there with Half Life in my eyes, iy cemented my love for gaming..... well, Adventure on The Atari VCS2600 really did that
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The unrelenting, bloody, futile carnage, and the awful, awful world it goes on in. It still gives one a feeling of, 'alright, demon fucks - time to play.'
Let alone the weapon, level and monster design being superlative.
Wonderful game. Weirdly, I've played it most on an Acorn OS, and on XBLA. But there we are. I think I've owned one form or another about 15 times now.
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No game can topple Elite's greatness however (although EVE Online came/comes very close).
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Science-fiction clone of Wolfenstein, this will never catch on.
Little did I know...
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Then came Duke Nukem 3D. Its unique weapons and overlapping maps (an object and map section could be on top of another, something you couldn't do with Doom) gave us another leap forward.
The next few FPS to wow me were Deus Ex - multi-pathed and excellent story, OFP1 - expansive maps and some of the most intense gameplay I've ever experienced and Quake Team Fortress for the class based multiplayer.
Since then nothing innovative gameplay wise has happened in the FPS world.
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I wish someone would make a homage to that playstyle just like Croteam have with Serious Sam 3
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(If you've just skipped to the end of the comments section, read up and laugh)
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I think you can give Doom plenty of other real accolades (and the game certainly deserves a great many) without going this far into false-ringing hyperbole. I can think of quite a few games that did that before Doom, the importance is what kind of emotional response and how it did it-- and that other games managed it to doesn't diminish Doom's accomplishments.
I remember Shinji Mikami saying (this may have been in response to the whole "Did you copy Alone in the Dark?" question, I don't remember quite that well) that Doom was one of his influences for Resident Evil and even at first, Evil was a supposed to be a first person shooter. I think that speaks to how well Doom managed to create that emotional response with so little technology compared to today.
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This image sums it all up, really XD
http://h9.abload.de/img/thumbs_hornoxe_com_picnamg.jpg
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Not a problem per se. I'm all for expanding the gaming population. It's just a shame that the rest of us have been forgotten by publishers and developers.
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Then again, the game is older than I am (though only by a few days).
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/Old bastard
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It's somewhere between a moron and a bellend.Oh yeah, it's fine having an opinion but if your prepared to give it,then also be prepared to be called out on it.The shear weight of opinion against you should be enough to convince you that your wrong and to deny it makes you look like a proper fucktard (which is somewhere between a bellend and a gobshite,for your information
So to sum up.......your wrong plain and simple
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In fairness, you missed the point entirely so thats why youre getting such a reaction. In very plain, simple terms, the article is about the 'influence' that DOOM had at the time, how different it was, how it changed the game, not about how good its graphics or gameplay are compared to today. Do people compare a classic 1960's Mercedes gullwing to a Ferrari 599 and say its shit because it isnt as fast or doesnt have sat-nav? NO. Because that would be utterly ludicrous and quite embarrasing for the ignorant berk who claimed otherwise. you see?
At the time, me and my mate used to hot-desk on games like Xenomorph on our Atari st's, it wasnt a fluent scrolling 3d environment, more like a series of static images that you progressed through one at a time with RPG elements, a fantastic game. Then DOOM came along and changed the games industry for ever, as many people above have stated. In truth, i'm not even a massive fan of DOOM, but it still changed the game regardless of taste!
I'm not gonna slate you cause it probably isnt your fault, but I 'd have a good think about what your posting in future and ask whether youre qualified to make such statements. Opinions are fine mate, but only if you actually want to add something valid to the discussion, otherwise, expect some stick!
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You definitely HAD to be there at the time to fully appreciate it, there were 3d games before Doom, but none of them had the fluidity, the brilliant graphics or game you the sense of really 'being there' that Doom did.
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Anyone who says that it was a shit game with ugly graphics that did nothing groundbreaking is either overwhelmingly thick as curdled pigshit or a Troll.
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I had just started college and telling people my new favourte game was Doom and nobody had heard of it.
It sounded amazing after I connected my sound card to a dedicated hardware reverb unit! I paid for the full version by mail order, but it was stolen from my friend's car. Never did find a replacement for that boxed copy.
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Forbidden forest on the C64 really gave me the spooks.
Recent games still have the same impact on me (project zero, dead space, condemned).
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/shudder
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Anyways, Doom, yeah, awesome game. I remember the first time I played it, I was only about 10 or 11, but me and my best mate managed to convince his brother (a 15 year old) to go and rent it for us from the local Blockbusters (crazy days) and we spend the whole weekend camped out in his bedroom blasting our way through the game on his SNES. Happy days
I'll need to dig out my psone copy from the attic at sometime, its always worth an hour of blasting fun. Not sure anyone who didnt play it back in the day would agree though, kids today dont even know they're born etc.
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spacedelete = stinky cock
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No amount of name-calling is going to change how very out of context his response was. He might be too stupid to realise that the points he made are totally irrelevant, but as the mod who usually moans most about name calling, I'd appreciate it if we could just carry on talking about how amazing Doom seemed back then, and how so many of its features changed what we play today.
Also, Doom being 19 years old means that some people aren't going to see it from the same perspective as us fuddy-duddies. I had the privilege of seeing Tim Willits do his '20 Years of id' presentation at the EG Expo, and it occurred to me that some people in the room couldn't have been born back then. Tim W may have been a bit over-enthusiastic about how AWESOME everything they'd done was, but there's no getting away from just how old the whole presentation made me feel.
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"I had the privilege of seeing Tim Willits do his '20 Years of id' presentation at the EG Expo, and it occurred to me that some people in the room couldn't have been born back then."
Same. That was thoroughly depressing.
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HAHA yes rescue on fractalus,ed209 if i was to tell you that my first few games of that were played on a black and white portable TV (you may see where this is going already
bastard first time it happened made me scream like a little girl
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you surely lack of attention and want a zillion (hate) replys to your post. First of all, when you start to call everyone "muppets" and "shove your opinions downs your throat" you will be flamed, has you should...
PC hardware is improving hardly every 6 months thanks to the gaming industry, and I would dare to say, thanks to FPS´s, so you´re being short minded when you ask how groundbreaking are FPS games.
If you give the trouble to read this, just answer me, how old are you?
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You're entitled to your opinion, I won't flame you, but trust me, Doom was groundbreaking on release, and not just for the game, but for the methods they employed for releasing it.
id Software broke the mould. When Carmack and Romero were around your age now, they were multi millionaire gaming celebrities who drove around in Ferrari's because of Doom.
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says the billy goat eater himself
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There was a PC showroom near us that, for about 5 years, had Doom running on all its display PCs - gradually getting faster and faster as the tech improved. It was a benchmark you could relate to instantly, seeing how much faster Doom ran on the latest Pentium than it did on your current machine.
Recently played through it again on the DS homebrew port, it's aged surprisingly well.
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i think it's a shame that most people who played it stuck the cheats on and only saw the first shareware episode. it's a really, really, really good game. still.
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Thought it was a glitch so must have done it about 10 times after that, as I couldn't believe things like that could be done!
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Doom 2 gave me far more moments of 'I have 4 shots, there's ammo over there behind those 'things', if I can just get them to attack each other I can get that ammo and finish off the survivor and move on.'
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1) "the graphics are terrible even for their time"
- No, they were mind-blowing at the time, and the engine created '3D' worlds we had never experienced before at such speed and smoothness. Point: you had to be there. Fair enough, you weren't but you could at least refer to reviews and reactions of the time.
2) "characters were repetitive with no variety"
- your opinion. Not shared by me - plenty of variety and character http://www.cslab.ntua.gr/~phib/doom1.htm (yes, I know some of these baddies didn't arrive until Doom II).
3) "gameplay is just plain dull"
- your opinion. For many, it was fresh and something quite incredible at the time, and I still enjoy playing it now. Fast, bloody, heart-pumping action that games-of-the-time Mario, Sonic, Street Fighter and the likes did not deliver.
To compare Doom technology-wise to modern games is also a bit silly. There are still aspects of the game I think modern FPS designers should take note about. Any similarities could be due to Doom being the father of all FPS and being the foundation of many FPS games.