When the original Doom was released in 1993, worlds were shaken. It was the hefty dose of demon-slaying that so many FPS junkies would later regard as the pinnacle of PC entertainment. They definitely don’t make ‘em like they used to these days, either. Enter 2016's Doom, resurrected by the masterminds at Bethesda for an absolutely absurd good time. It’s balls-to-the-wall, adrenaline-fueled carnage. Just like you remember it -- but better.
With the release of the seminal shooter upon us over the next month or so, we can indulge in an engaging stroll down memory lane swarming with imps and cacodemons...as well as the personality that's become a hallmark for the franchise as a whole. Fear is evolving, but what we know and love about one of the greatest shooters of all time isn't. After spending time with the game's multiplayer beta, the prospect of being transported back to a simpler, gorier time is alive and well, and I'm pleased to say the weekend's closed beta acted as an exciting window into what we can expect to see from the finished version.
The closed beta served up a heaping helping of all things Doom, familiar in ways you may not even have expected. Despite featuring only two game modes and two maps, there was plenty to keep me entertained -- a complete turnaround from my previous time with the game under different circumstances. The first difference I took note of was what seems standard nowadays for any modern shooter: a progression system based on leveling and completing milestones within each multiplayer session.
It seems liks a prerequisite in any first-person these days, and it's a bit odd to see it within the confines of any title carrying the hallowed Doom name, but I found that's part of what drew me in so far, despite my desire to see Doom mired in the classic trappings that made it so memorable from my childhood.
If you're thinking it's a lot like Call of Duty or Battlefield in that way, however, that's where the similarities cease. Doom is a run-and-gun explosive riot that calls for double-jumping, spray and pray tactics that force you to keep your wits about you. You get two weapons, your chosen equipment (frags, teleporters, etc.) as well as special Hack Modules that activate before you spawn in that offer special buffs such as additional armor or X-ray vision to nail the enemies that go away shortly after you enter the match guns blazing as I do. There's help to make sure you don't make too much of a fool of yourself, but the assistance ends there -- you're going to have to be quick on your feet, at the very least quicker than the other guy, who'll likely be firing off rounds from their shotgun quicker than the Low Ammo warning alerts you of your impending death.
Speaking of shotguns, there's an impressive selection of weapons: a Plasma Rifle, Rocket Launcher, Heavy Assault Rifle, Vortex Rifle, Lightning Gun, and Static Rifle, which have main and alternate firing options. Alt-fire capabilities on many of the weapons aren't significant other than allowing you to, say, aim down the sights or use a scope, but for some they can completely change up the way an armament is used. This makes picks that already decimate the competition even deadlier in some cases, such as the Rocket Launcher's switching up to explode rockets in mid-air if you need to track other players down and deliver some swift justice.
Of course, there's a whole lot more to multiplayer than just simple loadouts and run-of-the-mill weaponry. You've also got brilliant anomalies like the Demon Runes, which allow you to transform into a demon. I found myself reveling in rounds that turned me into the Revenant, which was the only demon available during this brief beta, but it was absolutely delightful to pack an extra wallop in terms of health, speed, and absolute carnage.
When you die, however, you drop your Rune, and it's up for grabs for any member of the team that happened to take you out for the first five seconds. It's an interesting tactic that can certainly be exploited in the future, and one I found myself hoping for so I could turn the tides of battle. It remains to be seen how other demon transformations will change up the game for the lucky few who get their hands on these power-ups, but I can imagine they're going to be significantly more souped-up.
Aside from the smattering of weapons, power-ups and other niceties Doom features, there's a whole host of taunts and customizational options to fall back on if the constant back-and-forth of bullets, body parts, and violence starts to grate on you. Really, when playing you'll only want to concern yourself with keeping yourself alive, but they're all a bunch of niceties that you'll be concerned with only when you get the basics of combat down. You won't care too much about doing the Carlton Dance, say, when you're dying every single time you spawn.
All of these things combined gave me hope for this reboot that wasn't always there. Sure, I want to believe it's going to be excellent as a longtime fan, but I left the beta confident that there's good things afoot for fans new and old. You know, as long as I can activate my own sort of personal IDDQD, I think it'll be just fine.
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