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Doom Review & Gameplay - Singleplayer & Multiplayer

2016-05-15
doom is one of the oldest most celebrated titles and PC gaming and the game first launched in 1993 setting its sequel to follow quickly in 1994 it's a flagship first-person shooter series genre which developers in south were effectively created back the 90s between Wolfenstein and doom being 23 years old though a lot of the modern gaming audience has never even been exposed to do and so it's time for refresh but that always bears with it the risk of these older games not quite meshing well with modern mechanical demand and the meta of game design it's been 11 years since the eponymous film and we've now been introduced to doom for simply named a doom capslock optional dooms name may carry stature but it's being launched into crowded waters for most publishers it's simply not acceptable to just make a single player game these days especially in FPS and dooms focus has always been on single player quake has sort of been responsible for multiplayer gaming and it's old software stack but obviously that's been out of commission for a little while now working with Unreal Tournament quake carved out its own entire genre competitive online FPS games with twitch based shooting mechanics that even carries over through zone today's shooters today at call of duty overwatch and battlefield call the shots and have shaped the multiplayer market and there's an emphasis on this mobility speed and reflexes that we saw even in quake and now in the modern doom game but there's also more emphasis in these modern FPS is on what happens between the matches that revolves around the idea of character progression loadout management's leveling up and all of these unlockables and that doesn't really mesh that well with the older design approach to twitch shooters it's just it's too much complexity and it takes players away from the core mechanic of pickup guns that are on the ground and shoot people with them there's also regenerative health in modern shooters and that's something that titles of your would never stoop to they'd much rather do these pickup approach to health and armor packs do makes compromises with the modern design demands that and in software have met halfway with the market and it levels up player accounts now with hack modules put unquote hack modules that unlock weapons and armor load outs are built with weapons and grenades and then further modified with cosmetic only armor add-ons and weapon classics include the old rocket launcher of course fun is always a multiplayer and minigun with iconic double barrel shot is and pistols and more the major mechanics throwback adopted into the modern era of games is that pickup system health in Doom goes old school the new doom doom for whatever you want to call it starts us with a hundred HP and you lose it in combat there's no regen offered so if you lose health tough luck go pick them up and also don't die doing it in terms of armor there's also pick ups for that and that's not to be confused with the cosmetic armor for character progression armor pickups dot the map and offered of course a bit of armor before your Health's as a buffer and it's similar to quake and UT in that approach map design also goes old school this is something that we really liked with the new doom game it offers a unique mix of platforms and passages that leverage the game is double jumping and ledge grabbing twitch mechanics perfectly so there's a flawless execution of a twitch based high-speed shooting and a lot of punching by the way mechanics dooms most standout multiplayer feature though is its demon runes system and this is a unique add-on when compared to even against newer titles demon runes spawn in fixed locations kind of like the old UT Redeemer and they have lon cooldowns on that spawn time demon runes also then transform the player into iconic demons from the single-player campaign some of them even dating back 20 plus years and the demon rapidly becomes the center of attention so there's plenty of games if you wanted to make the weak sort of comparisons editorial comparisons you could point to things like battlefront with the hero system or plenty of other games where there are these transform properties for multiplayer combat but the demon runes one really is unique so you become the center of attention you draw tons of damage you can soak that damage about as well as you can dish it out and that means a lot of racks up killing sprees but the lawn spawn timer and the sort of hidden nature of the demon room does make it feel more difficult to get and of course it's a magnetic pole for all the players in the map but there's one major oversight with doom 4 and it completely overlooked this feature it's simply a free-for-all mode a game mode that effectively is just a deathmatch and multiplayer that's about as perfect a fit as could be found in terms of game modes for this game for doom and there's just no death match at all for a twitchy shooter that acts as a pick up and play title with even pickups in the game and in our Cade style approach to mechanics deathmatch is almost too perfect even further because of the lack of classes and because the gameplay is largely isolationist you pretty much spend all your time alone it's really not meant to be a team shooter like something maybe csgo would be we can only imagine how fun an instant toggle would be in a death match type mode but I was reading that some of the Alpha files contained references to an FFA or deathmatch mode so it is possible that it will consider adding this in the future team games that currently dominate the market of course lowland dota 2 dr team gameplay from the MOBA side and see us going overwatch push it from the FPS angle so it makes sense that doom would conform in some regard to this modern team driven approach but we are hopeful of a post launch deathmatch mode because honestly not every game needs to be csgo regardless it uses the environment and atmosphere design and combat design to keep players fiercely engaged in both single-player and multiplayer gameplay there's a slew of new demons who fit the series well spicing up gameplay just enough as they're dropped in sort of infrequently it's a single player and that helps prevent the creepy and feeling of repetition that we so often get with these types of games finishing moves also add some satisfyingly violent and gory animations not the least of which is what I'm just going to go ahead and call these stop hitting yourself attack when you rip the arm from a team and proceeded to beat him over the head with it and then there's of course world craft which offers unique and progressive approaches to the the atmosphere of the game as the game moves forward we transition from a Mars base filled with sprawling corridors and some verticality and futuristic elements to of course hell which is a central theme of doom and that is more dominated by the verticality than Mars was it's also got design elements like floating platforms and some other chaotic items that help keep gameplay fresh single player remains the biggest draw of doom but the multiplayer seems fun enough as a standalone title we'd value multiplayer only if you're only going to play multiplayer probably in the twenty to thirty dollar range for some quick pick up and play fun but if you like single-player and multiplayer and this looks like a good game to you just looking at the gameplay footage then dooms worth your consideration even at the launch price but that's all we've got for now so if you want to see the benchmarks and the technology side of doom check out our previous videos on that or just go to the website gamers Nexus Donette and read the GPU benchmark for doom as always more discussion for world craft and design a veteran see linked in the description below for the review of doom the proper written review patreon link and postural video if you wanna help us out directly thank you for watching I'll see you all next time
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