93.2 hours played
Written 11 days ago
Old school, abstract level design is still in a league of its own, the spaces themselves are so dynamic because they don't have to resemble anything literal or continue into something else, each level is entirely isolated from the last, allowing for complete control. Because of this each map can be eccentric, experimental and personal. Classic Doom's game design is genuinely untouchable, the enemy roster is visually and functionally legendary; the demons can be utilised in numerous different quantities, layouts and environments so that the designer can create extremely varied, exhilarating and strategic encounters that evoke a new feeling from the last, this is something that most modern shooters lack even with how 'smart' current enemy AI can allegedly be and with how far computer generated environments have evolved. Futhermore I love that mid and high tier demons, except for the Spider Mastermind and Archvile, fire projectiles as their ranged attack. This means that the majority of incoming damage can be avoided entirely with intelligent movement in open space, which is beyond satisfying to master and encourages you to fearlessly strafe around and weave through groups of enemies, immersing yourself in the carnage of demon slaying instead of cowardly jiggle peaking corners at all times. What's more this creates an interesting heirachy in large fights where you will want to quickly root out the squishy hitscanners as well as the not so squishy Archville(s), both of whose fire can only be avoided by breaking line of sight.
The weapon roster is seminal too, each has an engaging relationship with creating and firing in space as well as with the demons themselves, for example the rocket launcher being both extremely destructive to enemies while also to yourself if used at close range, makes you carefully consider the space and type of demons in front and around you, another important variable is how they affect and kill demons, i.e the hit stun from the Chaingun can stop most enemies from firing and slow their advance making it crucial for chaingunner demons, additionally the efficiency of a gun is important to consider as high threat demons such as the Archville need to be killed as fast as possible while clusters of hitscanners can be gibbed with the rocket launcher in one fell swoop so as to conserve as much health and armour as possible or to prevent a quick death. All of them except for maybe the starting pistol and base shotgun, post DOOM I, have an important function to play in combat and you will become a better player by recognising the situations that benefit and necessitate each weapon, as it is fundamental to carefully conserve heavy ammo types for the more overwhelming encounters and demons. Personally, even in 2025 classic Doom is the definitive first-person shooter especially when viewed through the gameplay lens and while it's art, sound and midi music can be an acquired taste to modern sensibilities I adore all of it.