Constructed of a series of open-ended levels that spanned together tell a fairly deep story that encourages suspension of disbelief early on, despite being all new content in an all new game world using a brand new game engine, Doom 2016 manages to firmly connect itself via its fast-paced game play to the original two games, surpassing them in its commitment to supporting a stealth-survival-horror standard.
Players take the role of an unnamed space marine as he battles demonic forces from Hell that have been unleashed by the Union Aerospace Corporation on a future-set colonized planet Mars. The gameplay returns to a faster pace with more open-ended levels, closer to the first two games than the slower survival horror approach of Doom 3. It also features environment traversal, character upgrades, and the ability to perform executions known as “glory kills”.
Doom is a mix up of both the old and new style of Doom games, initially it shared far more in common with the previous game than I could have ever hoped, there is plenty of story while the UAC base feels like a proper location rather than a series of random levels (this time around there are levels rather than interconnecting areas, thirteen in all naturally).
The level design is much more vertical than previous Doom games, allowing skilled players to vault to safety and platform across pillars to break line of sight. It took me 14 hours to beat the campaign, but the game also has a very fun multiplayer mode which makes DOOM’s replay value literally infinite!
DOOM flicks a giant middle-finger in the direction of games like Halo and Call of Duty by not only returning to healthpacks and armor as pickups rather than sit-n-heal,” but also and especially adding a push forward” mechanic that encourages players to get up-close-and-personal.
The single-player campaign, graphics, and gameplay received considerable acclaim and praise, with reviewers crediting the game for recapturing the spirit of the classic Doom games and first-person shooters of the 1990s, whereas the multiplayer mode drew the most significant criticism. Levels tend to have a singular goal outlined at the beginning by Samuel—turning off comm arrays and switching all sorts of important videogame switches—and end in a gigantic battle accompanied by a huge destructive event that the Doom Guy kicks off with inevitable overkill.
Later into the game once the majority of demon types are shown it turns far more into a original Doom style game with oodles of frantic intense battles, levels design turns far more old school. Doom’s campaign is all about gameplay with plenty of fast paced shootouts and were plenty of recreated levels from previous DOOM games.
Combat may become a little tedious after long stretches of play, the load times are a little lengthy, multiplayer is a smudge unbalanced, and SnapMap is a so-so addition, but the adrenaline-fueled gameplay and the ample replayability featured within the campaign makes this a standout entry in the FPS genre – let alone a worthwhile resurrection of DOOM. The game is no insult to the franchise and instead is a solid update with fun shooting and platforming sections within it, If you’ve never played a Doom game before this is a great game to start with, the levels are so atmospheric, the enemies a worth splitting open and overall it’s gory ride from start to finish.
Doom 2016 is tightly and elegantly designed, with fantastic enemies, compelling gameplay, a wealth of things to discover, surprisingly subtle storytelling, and an emphasis on fun. Doom’s superb campaign makes up for underwhelming multiplayer in ID Software’s remarkable comeback. Doom 2016 pulls off something many people thought wasn’t possible in this day and age: A shooter with a long, involved single-player campaign that is better than the multiplayer in every way.