9/25/2023 0 Comments Doom 2016![]() Of course, The BFG 9000 makes an appearance and occupies an interesting place in the weapon lineup. This meant my use of weapons like the Combat Shotgun were relegated to accidental weapon switches, because I was leary of using up my Super Shotgun ammunition on the weaker of the two guns. Weapons sharing ammunition between archetypes – like the Plasma Cannon and Gauss Rifle both using plasmoids – is an odd concession to nostalgia, because you get all the weapons quite early (especially if you're hunting for secret areas). Especially after you’ve upgraded the Heavy Assault Rifle and the Combat Shotgun to posses explosive alternate fire modes, the Rocket Launcher barely seems worth the effort required to draw it. On the other end of the spectrum is the Rocket Launcher, which feels underpowered and redundant. The beautiful finish on the double-barrel gun captures the nostalgic vibe of the older games while delivering a hefty wallop across a wide spread, which makes it great against the bigger enemies you end up fighting dozens of. The Super Shotgun is brilliant - good enough that by the end of the campaign I was only using other weapons long enough to get shotgun ammo back. “The quality of the shooting itself varies depending on which of the eight weapons you use. So if you run in circles around the kill chamber, shooting behind you and dodging projectiles, you can kill the majority of the enemies within - only after you've thinned the herd of Demons can you then start running forward and killing them by circle-strafing (running around them in circles). ![]() The AI in Doom is not particularly smart, and you can rely on it to roughly converge on your location (even when it can't see you and shouldn’t know where you are). Your best strategy is to move backwards through the chamber, away from the enemies, and to do damage as you go. Glory Kills promote a forward momentum, encouraging you to move towards enemies to close the distance and earn your health pickups, but the kill chamber map style does the opposite. It's a design philosophy which runs counter to the nature of the execution system. Where games with regenerating health reward players who hide and pick off enemies one at a time, Doom instead forces you to map out a path through the chamber trying to find health without ever stopping long enough to become overwhelmed. These are kill chambers, a relic of an era of shooter design all but gone, designed to contain you and force you into a particular playstyle. ![]() “The demon outbreak on the facility is a result of worst business plan of all time - to rob Hell of its energy resources - and security precautions see to it that you cannot open most doors if any demons are still alive. Executions teleport Doomguy a short distance to his target and render him temporarily invincible while they’re carried out, which makes them great for two slightly left-of-centre things - getting a moment's ironic peace in the middle of a firefight, and teleporting yourself loose when you clip through the floor (which happened to me more than a few times). If you take too much damage, or if you're running low on ammunition, it’s easy to recover by staggering demons and performing an execution, which gets some health back and removes a threat without using as much ammo. As you make your way through the UAC facility, the purpose of those health packs becomes clear: They allow you to sprint headfirst into combat (Doomguy's default movement speed is a steady run) and kill as many enemies as you can. An executed enemy will drop health packs - critical pickups in a game where you don't regenerate your health out of combat. Lifted wholesale from the still-popular Brutal Doom mod for the original Doom, developer id Software smartly uses these executions to maintain momentum as you play. ![]()
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