Attempting to replicate the feel of the classic Doom games is going to pose a challenge to any budding developer. What I feel makes Doom and Doom II so great is the complexity of level design merged with the simplicity of the gameplay. In a nutshell, Doom has a pretty barebones design philosophy. Hell, you can't even look vertically! But the decision to keep the focus purely on moment-to-moment gameplay is something which will likely never truly be achieved. I feel like Nightmare Reaper, at it's best, manages to capture that same feeling, but it is not at it's best enough to make any sort of legitimate challenge to the Doom games. Nightmare Reaper is dictated by two major design philosophies which each have their own drawbacks. One is the looting, with all kinds of weapon types and algorithms attached to them which can change the effectiveness of use of a particular weapon quite excessively. The other is it's randomly-generated levels, which will completely change any time you attempt a level. I found myself getting a bit frustrated with the level design toward the end. It's a lot of repetition despite the nature of things technically being different, and it lacks the structured environments that make so many of these game enjoyable. Towards the end of the aggressively long campaign, I was almost exclusively using my assault rifle which shot out explosive shurikens. This is badass, obviously, but it's all I would use for like, 7 hours. Game's too long and falls victim to the trappings of it's own design a bit too harshly. Story is surprisingly fun though. I thought it was dumb at first, then it was confirmed to be dumb, but also kind of fun? I do think the focus on themes of drug addiction and sex trafficking are really stupid. Generally if you're going to write current-standing political issues into your game, maybe have something interesting to say about them? I dunno, just kind of a pet-peeve of mine. 4/6

Reviewed on Sep 04, 2022


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