id Software Doom
Scary monsters and super creeps
Antique Code Show id Software’s latest FPS Rage left a niggling feeling of déjà vu at the back of my brain for about a week after I started playing it, until I realised I was getting some subliminal Doom flashbacks.
House of Doom
In 1992, game developer id Software needed something special to follow up the hit that was Wolfenstein 3D. What could be a better denouement to my battle with Hitler than an alien world full of demons and zombies where I get to don my space marine outfit?
Coincidentally, this was also around the time I was obsessed with battling space marines in Warhammer 40K with games that took over much of my kitchen floor. Those Cacodemons sure do bear a passing resemblance to squigs!
Doom wasn’t short on story, never mind the gore and gunfire to follow, I particularly enjoyed the fact my own government had fucked things up by messing where they shouldn’t and opened a portal to hell. Damn, it’s just me left to go ultraviolent and push the legions of hell back into fiery limbo.
Faced with dual chain gun-wielding bulked up Aryans as your foe, Wolfenstein 3D was funny rather than scary. Indeed, I don’t remember being scared by a game until Doom appeared, with its engine capable of dimmed quivering lights and its repugnant textures. The nihilistic tones of Alien 3 echoed through such levels as the toxic refinery. Like the Alien series Doom’s dark corners allowed my imagination to run wild and consider turning the lights back on.
But Doom had a lot more going for it then a few scary moments, and I don’t just mean those scrambles for the health kit. Being able to carry an army's worth of gun power is not necessarily realistic but neither are angry alien demons trying to rip my flesh off. I’m never empty handed with a chainsaw, a shotgun, a chain-gun, and a rocket launcher at my disposal.
Next page: Date with death
I remember someone on cix saying that he'd allowed his 7 year old to play Alien Doom, on one condition.
Playing rights were to be instantly and permanently rescinded if he ever said "Die motherfucker" in front of his mum.
use on a network....
Bloody hell, I remember linking my 486 to my mates 386 with a home made serial cable, oh and humping your full sized tower and back breaker CRT halfway across town.
When level design meant more than an attractive single route the player could go down with cutscenes at the end. Managing your ammo, bypassing a health pack when you're at 95% because you'd waste 15% of it and you wanted it available to go back to – all these things make for a better game, regardless of how many bells and whistles the graphics engine distracts you with.
Talking about corridors my favourite level was in a Doom add-on. You teleported in to a long corridor with the out-teleport at the other end. There were loads of really tough daemons facing away from you and a shed-load of explosive barrels lining it.
Eureka moment – leg it down the corridor then turn and shoot a far barrel with the pistol. All the daemons start to turn round. Watch the chain reaction as the barrels blew race down the corridor taking them out – step backwards on to the teleport just before the shock wave reaches you...brilliant.
Ah the good old days, but
Dont forget the era of mods!
the aliens mod for Doom II was amazing!
check those corners.....CHECK THOSE CORNERS..
Two pillars of the 3D revolution
Doom and Descent.