Doom 2016 was a disappointment, at least for me. I know it was praised as a return to roots
for the franchise and a return to form for the FPS-genre, but I can’t help but
disagree on both accounts. Doom 2016
isn’t a return to its roots, it’s just as much a far cry from classic Doom as Doom 3 was. Doom 2016
certainly isn’t a return to form for the genre.
The FPS-genre had gotten along just fine before Doom 2016 came around and
enjoyed its fair share of run-n-gun shoot ‘em ups, both with and without some
modern conventions. Even BioShock: Infinite, was doing the
kickass triple-A take on arena combat and did so with a lot more style and
substance and with an even greater emphasis on momentum. If you’re still with me and you aren’t lighting
your torches and sharpening your pitchforks, let’s really get into exactly why
I think Doom 2016 just isn’t the second coming.
Alright,
so those still with me, are probably wondering how the hell Doom 2016
is just as much a far cry from the classics as Doom 3 was. Well, it’s
actually pretty simple really, classic Doom
was about labyrinthine maps with myriad monsters wandering around and color
coded doors keeping you from getting from A to B. Doom
2016 is about occasionally sprawling
mazelike maps, with a few combat arenas, a couple color coded doors and some
shit platforming in between. Sure, it’s
got more emphasis on combat, but it’s still just as different from the Doom
formula as the now maligned third entry was.
You
see, where Doom 2016 fails, is that it borrows from Serious Sam and Painkiller
in how it approaches combat. Rather than
filling a map with monsters and leaving it to the player to learn the most
efficient way around the labyrinth, Doom
2016 takes a different route by occasionally locking the player in a room,
spawning waves of monsters and then returning to exploration. That’s not to say there’s a problem with
arena based combat, titles like Painkiller
are fucking awesome, but, unlike Doom
2016, Painkiller’s arenas are larger, more open and far more interesting
than the cramped arenas Doom 2016
offers. The number of active enemies at
any time is also rather disappointing, with a max of about ten or twelve at a
time. Maybe the cramped arenas and small
enemy count were a limitation of developing for consoles or something, I dunno,
either way, it’s disappointing. What I
will give Doom 2016, however, is its
emphasis on verticality. The added level
of strategy that the double jump and platforms bring is quite welcome and does
lend itself to some fun on-the-fly strategy.
Speaking
of arenas, the boss arenas really showcase the worst aspects of Doom 2016’s design, compared to the
classics. The game literally just drops
the player in a glorified boxing ring and has them go at it with a bullet
sponge for a few minutes. There’s no
room to creatively use the environment while fighting the monster, no points
where the player is forced to retreat to find and top-up on some health and
ammo; you just run around your tiny arena and pump bullets into the big thing
until it falls over and it’s time for the glory kill.
While
Doom 2016 is praised for its
labyrinth level design, it’s missing the key component that made navigating the
classic maps so exciting. They’re just
empty, there’s maybe the occasional zombie or cannon fodder enemy lumbering
some of the halls, but that’s it.
There’s nothing exciting to the exploration, because there’s nothing
happening between the monster arenas.
You just traverse a big ass map with nothing going on, perform some
shitty first person platforming, come across an obvious arena, you take a ten
minute break from dull exploration, rinse and repeat. You do this for fifteen goddamned hours. For all the hubbub about fast movement and
combat, the game is a bore. Even Doom3 had more going on and that was
slow as balls.
My
biggest gripe, and really, this is by far the most subjective of my reasons, is
the combat. It all works, but there’s no
weight to it, everything just feels flat and very boilerplate, especially the
weapons. Even the glory kills feel
lacking in weight and visceral satisfaction and the game is practically built
around them. No matter how many hours I
spent killing demons, the combat just never really clicked for me. Even while battling through the most hectic
arenas towards game’s conclusion, I never felt absorbed in the combat, my
adrenaline was never pumping; it just felt like a slog. I was finishing the game, not because I
enjoyed it, but out of obligation to get my money’s worth.
This
is getting long and redundant, so I’ll bitch about one more thing. Fuck the upgrades and other RPG-lite
elements. It’s a shooter, the only time
my health should be at 200 is when I pick-up a Supercharge, not because the
game decided to implement half-baked stats for me to sink points into.
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