Difference between revisions of "Doom"

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[[Category: SNES Games]]
 
[[Category: SNES Games]]
 
[[Category: Windows Games]]
 
[[Category: Windows Games]]
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[[Category: Windows Mobile Games]]
 
[[Category: Video Games I've Beaten]]
 
[[Category: Video Games I've Beaten]]
 
[[Category: Favorite Games]]
 
[[Category: Favorite Games]]

Latest revision as of 15:25, 16 August 2022

North American box art.

Doom is a first-person shooter with a science fiction and horror theme developed and published by id Software for MS-DOS on 1993-12-10 as shareware. It's the first game in the Doom series. In the game, you play a space marine stationed on Mars. Scientists have been experimenting with dimensional travel and have accidentally opened a portal to Hell, and released hordes of demons on the planet. It's up to you to fight your way through the demons, enter Hell, and stop them from getting to Earth. Doom is considered a monumental game being the first hugely-successful multiplayer FPS and breaking ground among 3D games.

Personal

When it came out, the computer I owned couldn't handle it, so, to make it more playable, I decreased the view port to its lowest size and bumped up turbo to its highest level, but that ruined the feel of the game. It wasn't until a couple years later that I could run the game at its intended size and speed. I really enjoyed Doom, and spent a lot of time making my own levels with Waded, an editor tool.

I own The Ultimate Doom on 3.5" diskette and as part of the Doom 3: BFG Edition on Steam. I have beaten all four episodes on "Hurt Me Plenty" difficulty.

Review

Video Game Review Icon - Enjoyment.png Video Game Review Icon - Control.png Video Game Review Icon - Appearance.png Video Game Review Icon - Sound.png Video Game Review Icon - Replayability.png
7 7 8 7 7

Best Version: Doom95 for Windows

— This section contains spoilers! —

Good

  • The game is just a lot of fun to play.
  • The addition of multi-player, while not necessary, vastly increased the enjoyment of the game.
  • There were a lot of interesting small features added to the game like monsters that would get mad and hurt each other, enemies near ledges that would fall off, flickering lights, semi-transparent demons, etc.
  • Each of the weapons has its own strengths and weaknesses. For most of them, there is no way to say that it is definitively better than another.
  • The game was really spooky at the time, and even today, when I'm playing a new map, I get apprehensive about diving into sludge or walking into a dark room.
  • The game has very fitting music including heavy metal tracks, and Bobby Prince wisely convinced the developers to include mysterious ambiance as well.

Bad

  • The game allows save scumming. Ordinarily, I appreciate this, but, since the game is meant to be terrifying, and you can save and reload every time you get ambushed, it kills a lot of the tension.
  • The earlier releases of the game had some pretty bad bugs, but id did a great job patching them over the years.

Ugly

  • Nothing.

Media

Box Art

This art was designed by Don Punchatz and used on nearly all of the boxes for all ports, just with various differences in layout. It features a space marine being rushed by the demons of Hell, some of which have been cybernetically altered. The Doom logo was also designed by Punchatz. The original painting doesn't include the Doom logo which was superimposed on it for the box design.

Documentation

Graphics

Screenshots

Fan Art

Videos

Postmortem.
The Game Theorists - Exploding Barrels.
Boundary Break.
John Romero's level design rules.
How auto-aiming works.
How the melting screen works.
Longplay, Knee Deep In the Dead.
Longplay, The Shores of Hell.
Longplay, Inferno.
Longplay, They Flesh Consumed.

Credits

Role Staff
Game Design Shawn Green, Sandy Petersen, John Romero
Programming John Carmack, John Romero, Dave Taylor, Michael Abrash
Graphics, Art Adrian Carmack, Kevin Cloud
Level Design John Romero, Sandy Petersen, Shawn Green
3D Modelling Gregor Punchatz
Music & Sound Effects Robert Prince
Business Jay Wilbur
Sound Engine Paul Radek
Tools Programming John Romero
Creative Director Tom Hall
Box Art Don Punchatz

Links

Link-MobyGames.png  Link-Wikipedia.png  Link-VGMPF.png  Link-TCRF.png  Link-ModdingWiki.png