Revisiting old-school shooters isn’t something I have a passion for–you can look at, for instance, what I said about Hard Reset–but it’s good for a change. I didn’t play the original Doom until I was a little older (and even then not all the way through), but it does take me back to Quake 3 Arena. Stepping onto a boost-jump pad, leading a target with the rocket launcher while I fly through the air… the mechanical core of this game was there. DOOM is also not so different from Metroid Prime, though it’s more action-oriented. Each could probably learn a thing or two from the other.
There’s a robust multiplayer mode, but I played a few rounds and it felt a bit dated. I found myself thinking I would be much better off spending the time in Overwatch, so I don’t have too much else to say there.
The different systems are really cool and cohesive–chainsaw kills, glory kills, runes, weapon upgrades with challenge-based unlocks, and so on. Whether your options are balanced is a whole other story: once I discovered the rune to make grenades siphon armor, and paired that with infinite ammo at 75+ armor, things got easy. The weapon challenges were also pretty easily cheesed, but I prefer that to frustration.
The aforementioned glory kills–the melee animation finishers–are something that I’d hate in other games, like the canned stealth takedowns I was made to watch over and over in Human Revolution. But not only are they pretty fast here, you can make them even faster with a certain upgrade, and one can easily avoid doing them when they need to keep moving. It’s probably the most effective example of their mission to blend new and old-school game design.
Some of the earlier levels, like the foundry, are actually among my favorites; later on there’s a bit too much of fighting hordes in giant arena rooms. It’s the natural way to hike up the challenge factor as you progress, but when you clear out a room and then more enemies just start teleporting in, it definitely feels like it’s dragging.
I also liked the levels set in Hell a little less, but that may have more to do with the natural themes of human settings, where variety is endless and yet familiar. It’s like how humanoid enemies with arms and legs are more fun to fight than giant floating heads, something which in my experience remains true whether you’re playing a Doom game or a Castlevania.
Some of the levels have points of no return, perhaps because you have to fall a ways, or a door locks behind you, or they don’t have a consistent visual language for marking the end of a level. (One level even ends in the middle of a fight with a pack of enemies.) It’s not the best way to incentivize hunting down secrets for yourself. The level replay feature is pretty cool–you can redo an old level and have the collectibles you miss count toward your totals and achievements–though I still would’ve preferred not needing it.
DOOM uses checkpoint-only saving, which I generally dislike. I always notice it influencing my behavior: “If I touch this switch it’ll replace my checkpoint, so I should avoid it and grab this thing first, so I won’t have to do it again if I die.” It seems arbitrary and limiting, and I’d generally prefer to have a say in when the save happens, but it’s at least good about letting your secrets and challenges remain separate from your checkpointing… with the exception that map icons for lore entries annoyingly seem to appear uncollected again, despite being in your collection database.
One of the things the game does best is its self-aware tone. There’s a documentary about the game on youtube that touches upon a lot of this stuff: the demons with jetpacks, the metal soundtrack, the security systems that tell you that demonic presence is at “unsafe levels”. It seems like an obvious fit in hindsight, but so many games have some rigid story that avoids asking what it is that the player signed up for: look at the shooters where you think “Why can’t I just shoot this guy?” at basically any point where someone is talking. DOOM itself isn’t fully resistant to that: it does still occasionally lock you in a room for some exposition, sometimes with the lame old trick of putting the villain on the other side of bulletproof glass.
At least these parts are segregated from gameplay, and you never have to do an escort mission or whatever just because the story calls for it. Still, frankly, these scenes should have been skippable, if we’re really taking the best of old-school games with immense replay value. Instead, they seem to have added Arcade Mode precisely for this, though it doesn’t help with getting all those collectibles on your main file. Though the part about some of the later levels dragging on a bit would remain true, this game actually might unexpectedly be worth another playthrough some day.