DOOMATHON entry #18/20
List: https://www.backloggd.com/u/Mariofan717/list/doom--quake-campaigns-ranked/

The marathon starts to come full circle with the game that was unsurprisingly my introduction to the series. Doom 2016 is very funny to me, because it succeeds as a reboot and throwback not by embracing "retro" design tendencies, but by instead discarding most of what contemporary AAA games are lambasted for in favor of focusing on what they're able to do best with a massive team and budget. This game is polished to a mirror sheen, delivering some of the most satisfying combat to ever grace the genre while being nothing short of an audiovisual marvel - although not entirely without being weighed down by decidedly modern design trends.

Classic Doom works as well as it does by seamlessly blending its action and exploration - every moment of gameplay serves to progress you in some way as you familiarize with each maze and make choices based on characteristics of specific weapons in your arsenal and enemies that are placed in ways that give each level a specific identity; the best classic maps are essentially puzzle boxes that lend themselves to organic discovery. 2016, by comparison, is quite starkly segmented into combat arenas and the exploration in between them.

Where Doom 3 chose to emphasize the scares over the shooting, this game leans farther in the opposite direction than the series ever has before within a structural and aesthetic framework that's surprisingly similar. It's hard to imagine that the art direction of this game's realistic Mars facility where nothing but the pickups look out of place and the more fantastical ancient architecture of Hell didn't take cues from its predecessor, which made for a fairly smooth transition when paired with the conspicuous placement of larger encounters. It's in these arenas where the difference comes into play - where Doom 3 encourages you to make every shot count against enemies you can outstep but not outrun, 2016 urges you to RIP AND TEAR unlike any shooter I've played before.

Every game in the series is ultimately about the struggle of optimally dealing and avoiding damage against enemies whose codes you eventually learn to crack, and this entry stays true to that core while fully immersing you in the role of a seemingly immortal force of nature through clever design choices, an arsenal that looks and feels amazing, and a visceral, adrenaline-pumping soundtrack from Mick Gordon. At the heart of it is the Glory Kill systems, epitomizing the two aforementioned pillars of Doom combat by rewarding calculated dealing of damage and careful positioning with extra health and gloriously brutal (sometimes hilarious) execution animations. It's a beautifully realized power fantasy, one that still demands mechanical mastery to exert that power to the fullest.

Such exhilarating action, however, comes at the cost of proportionally understated downtime. This is where 2016 goes from a shining example of what can be accomplished with AAA polish to an example of how even the best games in this space are ultimately beholden to the expectations of modern consumers as exemplified by its large host of upgrades and the checklist nature through which they're acquired. This game has two different mods for each weapon, upgrades for each of those mods followed by a mastery challenge, upgrades for your health, ammo, and shield capacity, and runes which give more specific broadly applicable bonuses. Many of these are tucked away as "secret" collectibles, but the map system turns "discovering" these into a trivial chore that you'll be punished on higher difficulties for ignoring. The Ubisoft brainworms that I've yet to successfully kill compelled me to go for 100% on this replay, and although there was fun to be had with the bite-sized Rune challenges that impose specific restrictions that put your mechanical knowledge to the test, getting all of the collectible upgrades, toys, and text logs was a matter of going through the motions; the mission challenges that I'd neglected to mention until now are no different. This added several hours to what was already one of the longest FPS campaigns I've played, and that's simply too much! This aspect of the game is by no means a grievous misstep, but it's a glaring compromise that clashes with an otherwise super strong creative vision.

As another note on that vision, the storytelling here noticeably takes after Doom 3 as well, which is quite funny given that it has no clear place in the newly revised Doom Slayer saga. There is a narrative here that, unlike the classic games, can't be easily ignored! It's nothing mindblowing and the text logs are bit dry for my liking compared to the often hilarious UAC communications found in its predecessor, but Samuel Hayden is a highly entertaining presence who, as I discovered as I was writing this, is a remnant of Doom 3! While honestly not as much a return to form as it was made out to be, Doom 2016 offers a bold vision for the franchise that could have been nearly perfect here if delivered with a bit more confidence. Even if it doesn't manage to fully escape the creative confines of the industry, it's a staggeringly successful reboot and arguably the single most important shooter of the past decade.

Cross-posted on Twitter: https://twitter.com/mariofan717/status/1767108522385482109

Reviewed on Mar 11, 2024


Comments