- + Glory Kills
- + Each weapon feels unique and powerful
- + SnapMap has a promising future to extend Doom’s replay ability
- - Markers for friends during multiplayer would aid working together
Want to look beyond the score? Check out the full review below…
Start Replay: “Guts & Glory”
The market for first-person shooters has splintered drastically over the last decade, serving up a slew of different sub-genres and year-on-year repeats of the same old thing. Doom takes everything back to basics and focuses on fast-paced, no nonsense gameplay. Much like the original, this modern-day portrayal feels like the definition of what an FPS should be; relentless gun-toting action without a convoluted storyline.
Doom’s main objective is to keep you locked into its heavy rock soundtrack and wide array of gut spilling weaponry. Through the eyes of an unnamed space marine you must make your way across various levels, dolling out justice against demonic forces sent straight from Hell. Despite an emphasis on brutal, gore-filled gunplay, Doom does indeed have a storyline to pay attention to. It didn’t matter much to me as I was far too busy shooting to take notice, but alongside ripping the limbs off demons and cracking skulls, there is at least some substance backing it all up.
Its hearty campaign packs a punch, and 60 frames per second supports it to allow for some fluid mayhem. Each weapon looks and feels intimidating, and the game’s upgrade system results in them becoming even more beastly. Upgrade points can progressively be attributed to the improvement of not only your weapons, but also your own character’s gear. It felt incredibly rewarding to slowly build up my power and strength across the board, pushing through enemies at a faster rate and feeling like a bad-ass whilst doing so.
It proved quite a change from my experience in Call of Duty, especially as Doom remains laser focused on one character, and not multiple joined by huge nonsensical set pieces. It meant that I felt more connected to what was happening around me, as I achieved an endless string of chaos and body bursting havoc. Quite possibly the best way to dispatch of demons is through the ‘Glory Kills’ ability, which allows any enemy to receive a gut-busting, bone-crunching melee attack once they are weakened.
Joining the campaign is its own multiplayer mode, which is just as fun and addictive as the main game itself. The usual death matches and capture points are included, but I had most fun when playing in a team to wipe out any opposing forces. The only major downside when playing with a buddy is the fact I couldn’t see where they were on the map. Unlike other games such as the most recent Overwatch, wherein any friends have a green arrow above their head, I didn’t receive the same satisfying marker in Doom. It’s a little issue, but still one that needs fixing.
Lastly is SnapMap, a separate mode that enables anyone to create their own levels to publish online. Whilst I didn’t spend much time building, I did thoroughly enjoy playing the most popular maps crafted by the community. One moment had Tom from the team, and myself, aimlessly running though a series of corridors to escape one of the game’s biggest demons: the Baron of Hell. Our goal was to reach an elevator to escape, but as we turned each corner and opened door after door, there wasn’t any sign of danger, until it was too late. The appearance of the Baron ripped Tom to shreds, leaving me running like a little girl for what little cover existed. Our sudden demise was swiftly followed by a roar of laughter and screaming, making it a particular highlight.