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LTTP: DOOM (2016). Or: How the Hell did they screw this up?

Danny Dudekisser

I paid good money for this Dynex!
I'm a decade late to the party, but I finally played through 2016's DOOM reboot. It's weird that it took me so long to get around to it, because I love the boomer shooter subgenre and have always had a soft spot for FPSes from the '90s, so you can imagine my surprise when I kind of… really disliked this game. Honestly, I'm surprised how much praise the game got, and I'm really not sure… why, exactly. My guess is that, for people who mostly just play Calladuty and the like, it was a breath of fresh air; but for those with even a passing familiarity with this style of shooter, there are a lot of problems.

The biggest issue – and I'm frankly a little shocked by this given that it's DOOM, of all things – is the combat. For a power fantasy, absolutely nothing in this game feels powerful. Enemies are overly bullet sponge-y, don't really react to being shot in most cases, there's no satisfying feedback to actually shooting a gun, and death animations aren't particularly cathartic. The pieces are there, but they didn't put any of it together. I knew there was an issue when I got the shotgun, fired it, and just thought "that's it?" It feels worse than the pea shooter in most games.

In practice, it also feels like they don't really give you the right tools to take on enemies. I frequently found myself entering a battle area with a swarm of enemies and then flipping through my arsenal to try and find something to cull the initial herd of mooks, but I couldn't find a single weapon that felt right for crowd control, let alone satisfying to use. Everything is just weak and takes multiple shots for even the most benign of foes. And I suppose it's just as well, because the glory kill system really encourages you to avoid killing enemies outright, and instead just pepper them with bullets so they start glowing yellow and you can justify the inclusion of this ill-considered mechanic.

And that's ignoring that the glory kills, themselves, are kind of incongruent with the rest of the combat since pretty much everything else is built around ranged attacks. There's little other incentive to close the distance, because you can't duke it out with the pathetically weak melee attack and the chainsaw's usage is limited (plus, you have to manually switch over to it, so it doesn't come across as a seamless part of your arsenal) so you don't want to waste that. There are a lot of times where you don't really want to dive into a crowd of enemies for a glory kill, either, because the game doesn't give you the tools to fight your way back out. There should have been more viable close-range options.

While more of a "death by a thousand paper cuts" issue than a glaring flaw, the other problem weighing combat down is that there are way too many minor pauses in action. Glory kills slow down the proceedings due to having to close the distance and let the same animation play out for the millionth time. So does the lengthy reload for all of the powerful weapons (which I know you can reduce for some), which is exacerbated by how sponge-y the enemies are. Then there's the cooldown on secondary attacks. Meanwhile, the BFG and chainsaw are treated as totally distinct items, so flipping over to those and deploying them in a pinch feels like another strangely inconvenient delay. I just wanna hit "Q" or something and immediately deploy a shot from the BFG, like it's a smart bomb. Hell, I just want to spin the mouse wheel and arrive at something powerful. No delayed animations, no spinning the barrel, no charge-up – just immediate violence. For a game so hyper-focused on action, they really didn't achieve a good flow to your ability to act.

Prodeus is a modern example of how to do FPS combat right and eschews all the problems I had with DOOM. Guns look good when you fire them, the blood flies everywhere when you hit an enemy, everything sounds powerful, and the violence is explosive when you land a kill shot. The first time I fired one of the powered-up shotguns, I just sat there thinking "oh, hell yeah." That's what you want. Hell, even Painkiller did this whole shtick far better back in 2004. Oh, and DOOM already did it better in 1993.

Level designs are also a mess. The game encloses most enemy encounters into a series of battle arenas, which makes sense for some types of games, but here, it feels like they're just gating your progression for no reason other than a lack of creativity. Towards the end of the game, I found myself dreading large rooms, because I knew I was going to spend the next 5+ minutes on another random horde of the same enemies. That constant start-stop flow became incredibly grating. Why not design enemy encounters to be more organic and actually make sense within the level layouts? Levels also got super confusing and I found myself wandering aimlessly looking for a switch or a key on several occasions, which is made worse by how much visually indistinct garbage is strewn around every room in the game. Obviously, you could get lost in older DOOM games, too, but the levels are so long and pointlessly labyrinthine here (and the platforming segments don't help) that the issue is magnified. And whoever designed that map system should be fired – it's unreadable.

It's frustrating, because the developers largely have the right framework, but for everything they get right in concept, they can't stick the landing in execution. You have an upgrade system that lets you modify your weapons and abilities, but none of the options are interesting or meaningfully change how you'll approach the combat. The levels are rife with secrets to uncover, but the levels are too damn big, and nobody wants to slog through the same-y looking corridors to hunt for relics. And to think I'll replay a 40-minute mission to try and find the items I missed? Not a chance. You have a decent amount of speed and mobility, but it's still not enough to sufficiently maneuver or juke out of the way of enemies that charge at you. Unreal Tournament, this ain't. It's all half-baked.

In the end, it's an almost hilariously clear-cut example of how inept Western AAA developers are when it comes to making a hardcore, action-centric game. They did a good job with the window dressing and overall presentation, but completely missed the nuance of what makes this genre tick, and instead delivered a pale imitation of what the series was 20 years prior to its launch. So obviously, yeah – I'm a little bit let down. As a silver lining… while I wouldn't necessarily credit the game as the spark for all the (significantly better) indie boomer shooters we've gotten in the last decade, it obviously informed the design of a lot of them and I suppose I can thank Bethesda for that. Even so, it's shocking just how overwhelmingly better games like Prodeus and Ion Fury are at delivering on DOOM's supposed forte.

So, I'm guessing I should probably skip Eternal and The Dark Age.
 
Well it's clear you like shit games, so you should enjoy Doom Dark Ages a great deal. Then again that still might be too complex for you. Sorry for being a dick but anyone who shits on Doom 2016 deserves it. About the only thing wrong with it was it load times on last gen consoles and textures looking a little blurry.
 
I stopped reading at "enemies as spongey"... because I know you just suck at that point, as that's just demonstrably wrong, and especially compared to older Doom games.

Doom 2016 and especially Eternal are like a dance with the enemy, and if you do the right dance steps, you demolish everything real damn quick.
 
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Well it's clear you like shit games, so you should enjoy Doom Dark Ages a great deal. Then again that still might be too complex for you. Sorry for being a dick but anyone who shits on Doom 2016 deserves it. About the only thing wrong with it was it load times on last gen consoles and textures looking a little blurry.
What a piece of crap dark Ages is. OP, please play this one and go back to 2016
 
Best Doom of the modern era, great atmosphere, pacing and gameplay, i couldn't disagree with the OP more, i hope they make a Doom like 2016 again one day personally.

Pacing is actually one of my bigger complaints about the game. Maybe it's my dumb gamer brain, but I felt like the collectables in the levels were necessary so a lot of my time in the levels was spent tracking everything down which naturally hurt the flow of the game. I'm not the biggest fan of the glory kill system or the ammo, armor, and health replenishment mechanics, but I do understand why those are liked. I do think they nailed how the guns feel and the moment to moment combat is fun, but all the trapping around that just didn't feel like Doom to me. I still finished it which is more than I can say about Eternal or Dark Ages.
 
Easily the best DOOM out of the last 3. The only issue I have with it is that there's no NG+ and you can't play through campaign with all the shit unlocked and upgraded as if you're playing the game for the first time - you only can play through each individual lvl one by one by selecting them via menu - absolutely idiotic design.
 
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Pacing is actually one of my bigger complaints about the game. Maybe it's my dumb gamer brain, but I felt like the collectables in the levels were necessary so a lot of my time in the levels was spent tracking everything down which naturally hurt the flow of the game. I'm not the biggest fan of the glory kill system or the ammo, armor, and health replenishment mechanics, but I do understand why those are liked. I do think they nailed how the guns feel and the moment to moment combat is fun, but all the trapping around that just didn't feel like Doom to me. I still finished it which is more than I can say about Eternal or Dark Ages.
I didn't find a problem with the pacing or much else really, 2016 felt like a DOOM from start to finish for me, and i replayed it straight away for the glory kills and secrets, but we all like and see different things,

Yeah Doom Eternal was a big disappointment for me, i spent the year before on the Slayers club doing the activities to be totally let down when it was released, and i'm not even touching the Dark Ages, i just don't want to play it.
 
I didn't find a problem with the pacing or much else really, 2016 felt like a DOOM from start to finish for me, and i replayed it straight away for the glory kills and secrets, but we all like and see different things,

Yeah Doom Eternal was a big disappointment for me, i spent the year before on the Slayers club doing the activities to be totally let down when it was released, and i'm not even touching the Dark Ages, i just don't want to play it.

I chalk 2016 up to not being my cup of tea because of the universal praise it gets. And I certainly don't think it is a bad game. I think what soured me on it was a missed collectable being behind a point of no return in a level which forced me to replay the level and being so methodical was already a slog which is the opposite of what I'm looking for in Doom. Eternal turned everything I disliked in 2016 up to 11 and I only made it to the 3rd level. I tried Dark Ages on Game Pass and the change of pace sections are just terrible and worse yet, frequent.
 
I chalk 2016 up to not being my cup of tea because of the universal praise it gets. And I certainly don't think it is a bad game. I think what soured me on it was a missed collectable being behind a point of no return in a level which forced me to replay the level and being so methodical was already a slog which is the opposite of what I'm looking for in Doom. Eternal turned everything I disliked in 2016 up to 11 and I only made it to the 3rd level. I tried Dark Ages on Game Pass and the change of pace sections are just terrible and worse yet, frequent.
I never even thought about collecting everything in Doom 2016. That game was smooth as hell and beat Doom since Doom 2 for me!

I also found pacing excellent vs Eternal or what I saw of Dark Ages. Eternal's storyline shtick went way too deep and wasn't great, no idea why they decided to go all in on that front. I also really disliked platforming.

Anyways, OP is terribly wrong on all fronts! 🧐
 
I never even thought about collecting everything in Doom 2016. That game was smooth as hell and beat Doom since Doom 2 for me!

I also found pacing excellent vs Eternal or what I saw of Dark Ages. Eternal's storyline shtick went way too deep and wasn't great, no idea why they decided to go all in on that front. I also really disliked platforming.

Anyways, OP is terribly wrong on all fronts! 🧐

But upgrades!
 
But upgrades!
You really don't need all of them to blast through the game though.

I do get that some folks are completionists while I usually just go with the flow… except in deep RPGs where I have in my head that I must finish every major quest line. 😅
 
Don't skip out on Eternal. I liked Doom 2016 well enough even if it didn't exactly blow me away. But Doom Eternal is genuinely amazing and is possibly my favorite FPS ever.

Completely different game despite the name.
 
I wouldn't go that far.

Boomer shooter genre was revitalised by Doom. They have done certain things better than that. Its 10 yrs old by now.

Eternal and Dark Ages are titles small devs won't be able to touch that easily. Legit jump and evolution of genre.
 
I do :messenger_grinning_smiling:, guilty as charged, with Origin's, Odyssey and Valhalla, although a few of those Stone Cairns are a nightmare.

I don't like Assassin's Creed because I wanted it to be Hitman and it wasn't anything like that (plus the final boss of that first game was terribad). So there I was with a brand new Xbox One X (my buddies wanted to jump in on the PUBG craze) and I needed something to show off this new hardware. Enter Assassin's Creed Origins. I did every goddamn thing on that in-game map and hit the level cap long before I rolled credits. I know I spent north of eighty hours with it because my dumb gamer brain needed to check every last box. Now if you ask me what I remember about those 80+ hours, the answer is simple: virtually nothing. So while my dumb gamer brain got me into that ordeal, at least it also let me memory hole it as well. What's the Homer Simpson line about Beer being the cause of and solution to all of life's problems again?
 
I don't like Assassin's Creed because I wanted it to be Hitman and it wasn't anything like that (plus the final boss of that first game was terribad). So there I was with a brand new Xbox One X (my buddies wanted to jump in on the PUBG craze) and I needed something to show off this new hardware. Enter Assassin's Creed Origins. I did every goddamn thing on that in-game map and hit the level cap long before I rolled credits. I know I spent north of eighty hours with it because my dumb gamer brain needed to check every last box. Now if you ask me what I remember about those 80+ hours, the answer is simple: virtually nothing. So while my dumb gamer brain got me into that ordeal, at least it also let me memory hole it as well. What's the Homer Simpson line about Beer being the cause of and solution to all of life's problems again?
Yeah, i've got 640 hours in Valhalla and can only remember bits of it, that's being immersed though, which i like, or age, being a hitman in Origin's wasn't as bad as Valhalla, stealth is basically useless in Valhalla.
 
Agree with everything. Eternal is my favorite FPS ever made, I also really didnt like 2016. Dark Ages was just crap.

Everything in Eternal was bang on, right down to the art direction. I got through a mission and a half in Dark Ages and it is just collecting dust. I finished Eternal pretty much the same week I got it and completed all the challenges and found all the extras.
 
I don't like Assassin's Creed because I wanted it to be Hitman and it wasn't anything like that (plus the final boss of that first game was terribad). So there I was with a brand new Xbox One X (my buddies wanted to jump in on the PUBG craze) and I needed something to show off this new hardware. Enter Assassin's Creed Origins. I did every goddamn thing on that in-game map and hit the level cap long before I rolled credits. I know I spent north of eighty hours with it because my dumb gamer brain needed to check every last box. Now if you ask me what I remember about those 80+ hours, the answer is simple: virtually nothing. So while my dumb gamer brain got me into that ordeal, at least it also let me memory hole it as well. What's the Homer Simpson line about Beer being the cause of and solution to all of life's problems again?

Origins and the One X came out 8 years ago dude. Of course you don't remember much. I had almost the same experience as you. Origins was the first game I got for my One X and it completely blew me away. Although I don't remember much from it, it is definitely one of my favourite games. Like you I literally did everything on the map. My Bayek was so overpowered he could literally poison enemies just by blocking them lol.
 
Origins and the One X came out 8 years ago dude. Of course you don't remember much. I had almost the same experience as you. Origins was the first game I got for my One X and it completely blew me away. Although I don't remember much from it, it is definitely one of my favourite games. Like you I literally did everything on the map. My Bayek was so overpowered he could literally poison enemies just by blocking them lol.

You could have asked me 8 minutes, 8 minutes, 8 hours, 8 days, 8 weeks, 8 months or 8 years after I rolled credits and the answer would have been the same. It turned my brain into pudding. I'd be filled with regret if I could remember anything about it. God bless my dumb gamer brain for getting me into and out of that situation.
 
One of the worst takes I've ever read on this forum. And yes, if you think 2016 enemies are spongy stay FAR the hell away from Eternal

Also you should probably just retire from this hobby
 
Not my favorite modern shooter and i do have some crticisms, but the enemies being spongey or the overall combat certainly aren't that
 
Look man, I dislike the corridor - Quake arena - corridor design, and I think the game is about twice as long and half as clever as it should be...

...but bullet sponge enemies?!
 
I'm a decade late to the party, but I finally played through 2016's DOOM reboot...

... The biggest issue – and I'm frankly a little shocked by this given that it's DOOM, of all things – is the combat. For a power fantasy, absolutely nothing in this game feels powerful...

... In the end, it's an almost hilariously clear-cut example of how inept Western AAA developers are when it comes to making a hardcore, action-centric game...
This is, quite legitimately, the worst take I've ever read on NeoGAF. Hell, this might be the worst take I've ever read about anything - ever. You're painfully and objectively wrong.
 
You could have asked me 8 minutes, 8 minutes, 8 hours, 8 days, 8 weeks, 8 months or 8 years after I rolled credits and the answer would have been the same. It turned my brain into pudding. I'd be filled with regret if I could remember anything about it. God bless my dumb gamer brain for getting me into and out of that situation.

I had a similar experience with AC Odyssey a few years after it came out. Was single and living on my own at the time and had a week off from work for Christmas. Ending up playing like 10 hours a day all week. Don't really remember much about it. Feels like a Pavlovian experiment looking back on it. Not my proudest era.

Great setting that game had though.
 
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OP, you have my sword.

Plants vs Zombies: Garden Warfare (2014) is a better shooter than any of the games in the modern Doom trilogy.
 
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OP I am 46 years old, played all the old school DooM games when they were new and I have played exactly one CoD in my entire life. DooM (2016) is the absolute height of the IP. I literally cannot disagree less with every single thing you said, to the extent that I don't even feel as though we played the same game. I've no clue what you are talking about. Enemies are not bullet sponges and you are not weak to any of the enemies. It's all about frenetic combat. You don't stop moving, you're constantly reassessing the situation to score hits on demons and blowing them away.

If your idea of a good DooM game is standing in place and mowing down enemies, I guess that would make the game bad in your eyes. To anyone who wants a shooter where staying still is death, DooM (2016) is the gold standard.
 
Didn't read the entire OP before this post(just to be honest), but as it's one of the few games I completed in recent years.

I enjoyed it even if it had a weak plot, and there is actually a method to the madness when taking on the various enemies.

A solid 8/10.
 
I'm a decade late to the party, but I finally played through 2016's DOOM reboot. It's weird that it took me so long to get around to it, because I love the boomer shooter subgenre and have always had a soft spot for FPSes from the '90s, so you can imagine my surprise when I kind of… really disliked this game. Honestly, I'm surprised how much praise the game got, and I'm really not sure… why, exactly. My guess is that, for people who mostly just play Calladuty and the like, it was a breath of fresh air; but for those with even a passing familiarity with this style of shooter, there are a lot of problems.

The biggest issue – and I'm frankly a little shocked by this given that it's DOOM, of all things – is the combat. For a power fantasy, absolutely nothing in this game feels powerful. Enemies are overly bullet sponge-y, don't really react to being shot in most cases, there's no satisfying feedback to actually shooting a gun, and death animations aren't particularly cathartic. The pieces are there, but they didn't put any of it together. I knew there was an issue when I got the shotgun, fired it, and just thought "that's it?" It feels worse than the pea shooter in most games.

In practice, it also feels like they don't really give you the right tools to take on enemies. I frequently found myself entering a battle area with a swarm of enemies and then flipping through my arsenal to try and find something to cull the initial herd of mooks, but I couldn't find a single weapon that felt right for crowd control, let alone satisfying to use. Everything is just weak and takes multiple shots for even the most benign of foes. And I suppose it's just as well, because the glory kill system really encourages you to avoid killing enemies outright, and instead just pepper them with bullets so they start glowing yellow and you can justify the inclusion of this ill-considered mechanic.

And that's ignoring that the glory kills, themselves, are kind of incongruent with the rest of the combat since pretty much everything else is built around ranged attacks. There's little other incentive to close the distance, because you can't duke it out with the pathetically weak melee attack and the chainsaw's usage is limited (plus, you have to manually switch over to it, so it doesn't come across as a seamless part of your arsenal) so you don't want to waste that. There are a lot of times where you don't really want to dive into a crowd of enemies for a glory kill, either, because the game doesn't give you the tools to fight your way back out. There should have been more viable close-range options.

While more of a "death by a thousand paper cuts" issue than a glaring flaw, the other problem weighing combat down is that there are way too many minor pauses in action. Glory kills slow down the proceedings due to having to close the distance and let the same animation play out for the millionth time. So does the lengthy reload for all of the powerful weapons (which I know you can reduce for some), which is exacerbated by how sponge-y the enemies are. Then there's the cooldown on secondary attacks. Meanwhile, the BFG and chainsaw are treated as totally distinct items, so flipping over to those and deploying them in a pinch feels like another strangely inconvenient delay. I just wanna hit "Q" or something and immediately deploy a shot from the BFG, like it's a smart bomb. Hell, I just want to spin the mouse wheel and arrive at something powerful. No delayed animations, no spinning the barrel, no charge-up – just immediate violence. For a game so hyper-focused on action, they really didn't achieve a good flow to your ability to act.

Prodeus is a modern example of how to do FPS combat right and eschews all the problems I had with DOOM. Guns look good when you fire them, the blood flies everywhere when you hit an enemy, everything sounds powerful, and the violence is explosive when you land a kill shot. The first time I fired one of the powered-up shotguns, I just sat there thinking "oh, hell yeah." That's what you want. Hell, even Painkiller did this whole shtick far better back in 2004. Oh, and DOOM already did it better in 1993.

Level designs are also a mess. The game encloses most enemy encounters into a series of battle arenas, which makes sense for some types of games, but here, it feels like they're just gating your progression for no reason other than a lack of creativity. Towards the end of the game, I found myself dreading large rooms, because I knew I was going to spend the next 5+ minutes on another random horde of the same enemies. That constant start-stop flow became incredibly grating. Why not design enemy encounters to be more organic and actually make sense within the level layouts? Levels also got super confusing and I found myself wandering aimlessly looking for a switch or a key on several occasions, which is made worse by how much visually indistinct garbage is strewn around every room in the game. Obviously, you could get lost in older DOOM games, too, but the levels are so long and pointlessly labyrinthine here (and the platforming segments don't help) that the issue is magnified. And whoever designed that map system should be fired – it's unreadable.

It's frustrating, because the developers largely have the right framework, but for everything they get right in concept, they can't stick the landing in execution. You have an upgrade system that lets you modify your weapons and abilities, but none of the options are interesting or meaningfully change how you'll approach the combat. The levels are rife with secrets to uncover, but the levels are too damn big, and nobody wants to slog through the same-y looking corridors to hunt for relics. And to think I'll replay a 40-minute mission to try and find the items I missed? Not a chance. You have a decent amount of speed and mobility, but it's still not enough to sufficiently maneuver or juke out of the way of enemies that charge at you. Unreal Tournament, this ain't. It's all half-baked.

In the end, it's an almost hilariously clear-cut example of how inept Western AAA developers are when it comes to making a hardcore, action-centric game. They did a good job with the window dressing and overall presentation, but completely missed the nuance of what makes this genre tick, and instead delivered a pale imitation of what the series was 20 years prior to its launch. So obviously, yeah – I'm a little bit let down. As a silver lining… while I wouldn't necessarily credit the game as the spark for all the (significantly better) indie boomer shooters we've gotten in the last decade, it obviously informed the design of a lot of them and I suppose I can thank Bethesda for that. Even so, it's shocking just how overwhelmingly better games like Prodeus and Ion Fury are at delivering on DOOM's supposed forte.

So, I'm guessing I should probably skip Eternal and The Dark Age.
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I liked 2016 but it doesn't feel like a doom game to me, mostly because of the arena combat design. It reminds me more of painkiller than doom.

I never gave the urge to go back and play 2016, but often go back and play doom 2. Had a great time while I was playing it in... 2016.

Doom is the poster child of retro vs modern design sensibilities. 2016 is a good game, but a decidedly modern game which misses some of the nicer things about the old era.

Prodeus was cool, ion fury was a miss for me, and dusk is the best fps since doom 2. Just my 2c (which I guess would get rounded down to 0 in the USA now)
 
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