The RPS Verdict: DOOM

DOOM [official site], in singleplayer at least, is probably the biggest surprise of the year to date. But just what is it about id’s rebooted demon-botherer which feels so damn good? Alec ‘Mancubus’ Meer and Adam ‘Shotgun’ Smith gathered to discuss their unexpected love of double-jumping, melee kills and exposed Pinky Demon bottoms.

N.B. includes SPOILERS for the plot, such as it is.

Adam: DOOM is my favourite Doom game, I think. It feels wrong to write that because I am an old man and hell’s own ichor was like mother’s milk to me back in the early nineties, but this DOOM…

Alec: Woah, woah, steady on. It’s a helluva thing, but old DOOM tweaked slightly for modern controls is riot from a minute one. This has a slow start and a story that makes me wish I could go all Romero’s Hidden Head on whoever’s responsible. But by God, it is a proper DOOM game and then its own thing too, which is more than I ever believed possible.

Adam: I replay original Doom (and I still kind of hate having to specify which one I’m referring to – like X-COM and XCOM, I go Doom and DOOM) from time to time, but I haven’t made it through Inferno for more than a decade. It’s probably familiarity with the first two episodes that makes me love them so much, but I’m not a huge fan of the level design in some of the late stages. NEW DOOM is almost the opposite – like you, I’m not keen on the opening but it does escalation so well.

My favourite thing might be the way enemies move though, which I just want to talk about briefly. People have written lots, before and after release, about how important the player’s movement is in DOOM, and I think the game gets that just about spot on. But so many of the monsters have these really clever quirks to their motion, most obviously with the Pinkies and the way they bullrush you and expose their unarmoured arses, but with the imps clambering on walls and leaping around corners, and the way that cacodemons are so deceptively fast. There’s all these different parts in play and they all seem utterly predictable but convincingly solid and momentum-based at the same time.

DOOM IS BALLET. Or something. I mean, it isn’t, it’s an abbattoir in there. Bloodier than Black Swan.

Alec: Yeah, it completely messes with years of established wisdom about how to survive a bloody great fight. Running into a corner is death. Taking a breath is death. You have to accept that you have to keep moving, and part of that is understanding how the enemies move and where they’re likely to come from in order that you can second guess them. It really is this breathless dance; I’m not even sure I think of it as combat. Certainly I am not thinking “kill kill kill” but more how do I make this space work for me, how do I maintain a rhythm and a flow. Other games might cheat and dole out points for chain kills, but this understands so well that if it feels good, if it gets your blood up, none of that trickery is needed: just the dance itself.

I’ve got to say, this is the first shooter in way too many years that I even considered a second playthrough for. But here I am, doing it all again on Nightmare (which is very Oof).

Adam: It’s interesting that you say it doesn’t feel exactly like combat or “kill kill kill” because I’m in the same boat. There was a point when I’d just torn out an eyeball, chopped off a head and turned an imp into gravy when I stopped and just thought to myself, “this is a very violent game”. Of course it is. It’s ridiculously, relentlessly gory, but I’m usually so focused on how to get through a room that I’m not really thinking about the aftermath. It’s very mechanical, the process of killing all these demons.

Alec: A friend of mine was telling me that she hasn’t been able to play much of it – even though she loves shooters – because she finds it just so damn gory. And I was all “it is? Huh. I suppose so.” I really did stop seeing all the gruesome stuff too, because every Glory Kill for me was just about topping up my health without missing a beat. It’s crazy that these artists and sound people have put so much effort into this lurid stuff that somehow fades into the background entirely.

Adam: It seems about as gory as Brutal Legend to me, which clearly isn’t true. But it’s the same aesthetic really. Big Skulls and Spines. Some chains maybe. I don’t enjoy heavy metal music at all but if DOOM is heavy metal, I’m somewhat converted. Old Doom never felt like heavy metal to me because midi couldn’t really do the sounds properly. I thought it was supposed to be a bit bleepy and bloopy!

Do you have a favourite monster? I’ve always been an imp fan because they creeped me out when I was a relative youngster. This time round, the revenants are my favourites though. Properly spiteful with their bony little fists. Blasting them out of the air is undoubtedly the hell aristocrat’s version of clay pigeon shooting. Daft skellingtons.

Alec: I like to think that I’m a famed connoisseur of Cacodemons, and they’re OK here but maybe a little bit too fragile and nowhere near silly enough. Taking the shotgun to them at close quarters is irresistible but it doesn’t get my blood up in the way a stand-up fight with a Hellknight does. Or the Mancubii too: because they’re so enormous, fleshy and armoured scoring a glory kill on always seems so beautifully ridiculous, a well-earned coup de grace. I’m also impressed by how Imps never get old; they’re so fast and tricksy throughout that they’re always a threat when thrown into the mix with all the bigger stuff.

Not sure about the Pinkies and their sensitive bottoms, mind you. Disrupted flow a little as much as anything else.

Adam: Mancubii seem like pretty important people this time around. I use the term ‘people’ very loosely. They barely registered for me in Doom II but they’re everywhere, in a couple of variants, this time around. A Hell army really does march on its stomach.

I like the Pinkies! Not so much when they get thrown at me in big groups, but they properly panic me whenever they show up in the middle of a gang of imps or Hell Knights. Like a wildcard thrown in that I either have to eliminate as quickly as possible or risk getting thrown off balance and chomped when I’m not watching my back.
Monsters are important though. But you can’t have DOOM without guns. I thought the selection was a bit of a mixed bag myself but I’ve spoken to a few people who found guns I’d ignored really useful and were shocked I’d stuck with my chosen loadout. That’s a good sign, I’d say. Like you, I’m playing through on Nightmare now and I’ve changed my Big Two completely. I’ll spill on what my picks are when I’ve heard yours.

Alec: I only use the pistol.

I was waiting for you to say something, but you’re calling my bluff, aren’t you? Yeah, yeah, I get it. My big two are the assault rifle and rocket launcher, I think, but it’s really a big four, with shotgun and minigun in the mix just as much. I don’t like the Super Shotgun much, oddly, and my aim’s off with the plasma rifle. And, if I’m honest, the triple shot of the rocket launcher and shotgun with the right mods is too much of a hoot and I probably use them as a crutch.

I suspect the real remix for me as I get deeper into my second play is the weapon mods – I found favourites very fast and never really bothered with the alternatives, such as the shotgun’s explosive shot or the option to detonate rockets in mid-air. Whole new layers of strategy, I suspect.

Adam: Yeah, I think it’s natural to settle on something that works and stick with it. My big two are the Gauss Cannon and Super Shotgun, with rockets and minigun as backup. I hated the Gauss Cannon until I got the sniper-style upgrade for it and now it’s that for range and Super Shotgun up close. I haven’t fired a single shell from the original shotgun since I found the Super Shotgun. I figured Doomguy had just melted it down and turned it into a shoulder pad or something.

I kind of want to do a pistol only playthrough because I’m an idiot.

I’d still be allowed to use the chainsaw though because it’s basically a magical ability rather than a weapon. And that’s really clever, how the glory kills make health spew out and the chainsaw makes ammo spew out, and the whole conservation of resources is directly about killing things. It’s not loot or experience or anything that might SLOW THINGS DOWN, it’s just a natural result of murdering things in specific ways.

Alec: It’s enormously clever design, because it’s also secretly training you to keep moving in order that you can then cope with the later levels. To start with you keep running and glory-killing because it releases the goodies you need to survive, then after a few hours’ of practice dancing the endless dance is second nature, but no longer about the replenishment of health to the same extent – it’s about pure avoidance and crowd control. For such a dumb game, it’s ridiculously clever.

Here’s a thing: why was it that so many of us simply presumed this game would be no good?

Adam: For me, it was the multiplayer beta. I’d been hoping for good things until then but it really soured me on the whole game, which was foolish. It wasn’t just that I didn’t have a particularly good time with it (though not a particularly bad time either), I was underwhelmed into submission. But I started to get this horrible feeling that the multiplayer was the thing, that the singleplayer would be the tacked-on bit, and even if it were going to be a big solid mode, I couldn’t see the floaty bullet-soaky combat in the multiplayer translating into a decent singleplayer DOOM game.

That, along with a tendency to put doubts before hype when it comes to Big Name Revivals probably accounted for a lot of my personal wariness. There’s probably something to be said for the fact that – and this sounds a bit wanky but I’m sticking with it – the kind of FPS design I wanted from a new Doom seemed like a bit of a lost art. Wolfenstein came back strong with The New Order, but it was a total reinvention, a big narrative singleplayer FPS with loads of environments and a big sad man as the hero. Shadow Warrior worked for me, but that didn’t feel like a huge statement – it was a silly reboot of a very silly game.

DOOM had to be something special. The original is so many things to so many people and Doom 3 tried to be some of those things. It succeeded in some cases, I reckon, but it was trying to be a very specific small part of Doom that didn’t need to be stretched out over however many hours it lasted.

This DOOM feels like the most important bits with the fat boiled off. Doom broth. I bet there are people who don’t recognise what they loved of the original in it though.

Alec: Some people are pretty pissed about the chainsaw and the glory kills. Which I get, particularly the former as you never get to go on a rampage with it, but the latter is crucial to what makes DOOM sing and feel so damn fast. Something I’m surprised to have not heard any griping about is the double-jump. I mean, DOOM didn’t even have jump and now it’s got something traditionally associated with platformers. But again, it’s absolutely crucial to the game, and to making it feel like a full 3D space rather than a nest of corridors. You’re always up and down and over and around and it’s so instinctive, in a way that even standard jumping in a convential shooter is not. I never once thought “oh god, can I make it, or I am going to jump and fail then sit and wait through another damn loading screen”, but instead “yeah, that’s where I’m going next.” I knew from sight what was and wasn’t possible – with the exception of a few secrets that required more precision or leftfield thinking.

The reason I thought DOOM was going to be gloom, by the way, was the rather dour screenshots. While obviously very high-tech they’re very much in the modern id idiom – the idiom, if you will – of bleak’n’gruesome rather than bright and colourful, and that had me presuming it just hadn’t learned the lessons of Quake IV and Doom III. I’m so happy to have been wrong, even if I still mourn cherry-red Cacodemons.

Adam: Earth is a bit more colourful. They should bring Hell there. I’d definitely be up for more, whether it’s an expansion or a sequel.

Alec: I’ve got an awful feeling they’ve only planned a bunch of multiplayer DLC no-one wants as that seemed to be the side of the game they were pushing hardest. We’ll probably get an Old Blood-style new standalone game next year, though. Which – and getting into spoilers here- could either be Earlier Adventures Of The Mythic Doom Marine or he gets taken out the box by Robodoc to do a bit more demon-bothering. They’ve definitely set it up for the latter, in a sort of shitty co-opting of the original Half-Life’s ending.

I wish so, so much that the story had ended with Doomguy simply punching Robobore’s face right off. It was such a bummer to become god of war and then just get put in a box by the least interesting robot ever created. Especially as Doomguy had done so well at solving every other plot problem with punching up until that point.

Adam: When you say Earlier Adventures Of The Mythic Doom Marine, I’m going to assume you mean one expansion set in the 1970s and one in the 1980s. Good. I agree. And I suspect that is where we should leave our Doom Marine for now – basking in the glory of his kills and his critical adoration, while waiting to see which decade he shall conquer next.

Wait, do you think they’d actually do Doom Vs The Army Of Darkness? They probably should.

Alec: Send him in to Fallout 4. The bloody Institute wouldn’t last five minutes.


  1. Chaoslord AJ says:


    Was good, classic maps suffered from the new enemies though.
    Also the ending… yeah old Doom also was never about the story in fact there was so little story we never cared the ending was just an open ended still as you just played it over on a harder setting then.
    In DOOM we learn about certain characters in the world about cults and the doom guy personality (like when he breaks those hell battery devices) and lots of lore we didn’t have back then.
    And the ending is basically: buy the DLC.

    • FuriKuri says:

      To be fair, the ending for the first Doom was basically: buy the sequel.

    • Three-phase asynchronous motor says:

      It feels more like a sequel bait but hey, maybe it’ll be like Doom 3 with Resurrection of Evil (if so, that would mean more DOOM and more DOOM is always good in my book.)

    • Distec says:

      My brother and I reached a similar assessment: an amazing shooter that loses points for its abrupt ending. I remember telling him that the final boss was indeed final, and he refused to believe me until the credits started rolling. It also didn’t feel like the final Hell levels had upped the ante in any significant way; you hit a plateau towards the end of the game that’s maintained until the finish line. I’m not sure what should have happened instead, though.

      I sort of get the sense that this release was more of a proof of concept for future installments. Doom had already been redeveloped several times, so keeping it lean and simple was not just a design ethos but a practical necessity at a certain point. I wouldn’t be able to say for certain for obvious reasons, but I’d bet that’s significant reason for the game just ending out of the blue. So I’m mindful of that in the few areas where Doom comes up short. But I can’t even get too worked up over those flaws if the success of this game ensures a meatier sequel with a clear vision from the get-go.

      I do wonder what may have been salvaged from the “Call of Doom” days of the project, if at all. I only recall seeing some footage with a distinct absence of any kind of demons in general, so I’m tempted to think the whole thing was redone from scratch. But if the rebooted series follows in the same vein as Doom 2 with a “Hell on Earth” scenario (which I’m totally cool with), I wonder if any of that content might make it back.

      • Chaoslord AJ says:

        Yeah I prefer having a good shooter to them getting the story right. It’s just if you bait a human mind with a story then have him run against the wall…
        Also the “drag-me-to-hell”-plot device is convenient to load any hell level you want as a dev but makes the character seem weak and unempowered unlike the first Doom-> some base levels, boss, more hellish surrounding, boss, went to hell, boss, finish. No story works too.

  2. LennyLeonardUK says:

    I’m nearing the end of my first play through and I absolutely adore the game. It (obviously) reminds me of classic Doom but also a little of the under rated Bulletstorm from a few years ago. It is easily my favourite FPS of the past few years and almost certainly going to be in my own personal top 10 games of 2016.

    And the single greatest gun in the game??. That would be the Gauss Cannon of course. I honestly don’t know if I’d ever had more fun firing a virtual gun than I have had with the Gauss.

    • Geebs says:

      Yeah, I was reminded of Bulletstorm as well. Both of them really understand that an FPS is supposed to be about movement, and both realise (unlike, say, Serious Sam) that it’s much more fun to be moving forwards than constantly back-pedalling.

      Bulletstorm is much prettier than DOOM, though.

    • Carra says:

      Also reminds me of Bulletstorm. And good, old Painkiller.

  3. Distec says:

    Also, I don’t really get the complaints about the story. It’s a bit perfunctory, but it manages to lampshade itself successfully enough and it rarely gets in the way of the game. There’s a somewhat lengthy weapon-less bit with Hayden towards the middle of the game which can be annoying on a second playthrough, but I can’t recall any others. The little bits of worldbuilding through the PA system or the codex entries hit the right levels of camp ridiculousness that elevated it above just “dumb shit”. A base full of eggheads applying science towards the end goal of being consumed by Hell demons manages to be funny instead of eye-rolling.

    I know this is a YMMV thing. But even if it wasn’t your cup of tea, I didn’t think there was anything worthy of going “all Romero’s Hidden Head on whoever’s responsible”. :)

    • aoanla says:

      Yeah, it’s judging the tone just right between self-awareness and playing the action bits straight (and even Doomguy, silent as he is, gets to pointedly call out Hayden’s self-justification by looking at dead bodies while he’s being talked at).

      About the only bit which doesn’t work, story-wise, is also the only bit that they changed at the last minute – the final boss reveal doesn’t really make much sense (and, if it’s a transformation, really doesn’t make much sense, given the general idea that the demons were all being experimented on to make the cybernetic versions).

      Not that we are supposed to be caring about plot or anything in a Doom game…

  4. horrorgasm says:

    I’m guessing there will be a Wolfenstein: The Old Blood type not quite a sequel/not quite an expansion to come next, which is fine by me.

    Now. Please oh please do a new Quake with this engine.

    • empty_other says:

      If they continue the Strogg invasion (Quake 2 and 4) its gonna be boring samey as a lot of other shooters out there. Going back to Quake 1’s tech-medieval style (but drop the overuse of brown) would make it a lot more unique artstyle.

      • Geebs says:

        Quake 2 was great (and the soundtrack is still by far my favourite of any shooter), and the real reason Quake 4 was so tepid was that it was Yet Another Raven FPS.

        That said, it’d be nice if they could do something in the vein of Quake 1 but manage to not have the art style and level design go rapidly to pieces after the first set of levels.

  5. Collieuk says:

    Story, plot? Just gets in the way of blasting. I’ve not got far since I got the game 2 weeks back mind. Find it fun for 20 mins then tedious after dying in a set piece and having to repeat the last 5 mins. Then I quit and come back a few days later. At this rate the single player experience will last me at least 2 months. The spikes in high intensity shooting parts instead of a constant pace reminds me of Painkiller games. It’s better than Doom 3 but not quite the Doom I loved.

  6. waltC says:

    This game reminds me of Doom 3–without, thankfully, the absurd black screens and the tiny spotlight image of Doom 3’s “monster closets”…;) I could think of nothing more than laughing at Doom 3, frankly, as I didn’t think id’s corniness could reach such incredible heights of cliche’…;) But they surpassed themselves, I thought. Ah, the Doom world, replete with swastikas and pentagrams, hell and demons…so very inspired and original [not.]

    • Distec says:

      Are we really going to frown about pentagrams in Doom at this point?

    • Chaoslord AJ says:

      On the other side I really liked the surreal feel of the hell from the original Doom like tortured-face wall textures or brain-looking floors. All had some design paradigm like unholy cathedral was cathedral-like. And while Mt Erebus looked like a lava lake all the levels conveyed a non-cliche hell which is not only made of fire and brimstone but exists in the mind like a nightmare or bad drug trip.
      Also crucified demons (but why) or walls and machines that squish you. Closer to the original christian vision of Dante as compared to modern horror tropes of hollywood movies.

    • Geebs says:

      Despite all of its well-documented flaws, Doom3 had the most satisfying apply-shotgun-directly-to-face combat of any of them, including the new one. I’ll grant the rest of the combat was less fun, though.

    • Razumen says:

      Dude, the original Doom was just as corny as Doom 3, if not more. It had monster closets, pentagrams, cliched hell monsters , etc.

      If anything, Doom 3’s version of hell was much better.

  7. thekelvingreen says:

    Does the new one still have that thing where monsters would accidentally attack each other, resulting in a big monster-on-monster brawl that you could sit back and watch? I loved that.

    • Distec says:

      Monster in-fighting does occur, but for me it was either a rare occurrence or something I didn’t notice. I’m not sure how the monster hierarchies work in nuDoom versus the original, but either enemies die too quickly or they have too much maneuverability to line up your foes and easily provoke in-fighting.

      There’s a few scripted instances where you’ll come across it when entering a new area.

    • tetristhemovie says:

      Yes. I’ve even gotten two Barons to fight each other once (not intentionally, though; having 3 barons on my ass, as I cleared the room of other small fry, it was inevitable one would hit another)

  8. aircool says:

    Best single player FPS I’ve ever played.

  9. Metr13 says:

    I don’t know. I couldn’t bring myself to fully enjoy DOOM. I tried, I really tried, but it’s fun is just too polluted with all the extraneous crap.

    Call me picky, but the way they set up glory kills, chainsaw and mods just… Sucked the fun out of things.

    Unlike WolfTNO/Serious Sam BFE, glory kill isn’t a “you die now” button, which is understandable considering that the foes you face quickly outscale the protagonist. But it’s also isn’t an “up to you” kind of a deal. You either use it and get rewarded, use up ammo to finish the remaining 10% of demons health… Or get distracted, and demon gets half it’s health back.

    As far as keeping player from succumbing to attrition goes, this ended up being a very annoying solution, up there with not having any health recovery at all.

    Same with the chainsaw – you can’t use it for fun, you have to use it because your ammo pool is limited even with all the upgrades.

    The weapon mods and upgrades are disappointing because they are a sign ID felt players needed some extra incentive to keep playing. And as it goes with introducing ‘progression systems’ – they’re either there to stay, and ignoring them bites you in the ass or they’re just a side-note.

    Progression system in WolfTNO was a side-note. It was there, but you could play the whole game without noticing, and it wouldn’t change the experience that much.

    Progression system in DOOM is a rake that you step on. Upgrades to suit and mods, especially the “mastery” stuff you need to grind make a very noticeable impact on the game, but did they really need to put in any other progression meter aside from the ever-growing pile of demons you slay?

    The story of DOOM is in the way as well. Same as Rage before – ID tries to have their cake and eat it, making an excuse plot… And then forcing you to take it in with all the dull cutscenes. I feel like the cast could have been reduced to VEGA and that demon voice and it would work out just fine.

    This is an extremely unpopular opinion, but I feel that DOOM suffers for lack of polish and feature bloat. I really hoped that it would be a polished, streamlined run-gun-fun experience to get lost in.

    • Shakes999 says:

      While I respect your opinion, I am pretty much the exact opposite of what you posted.

      Except the chainsaw. I like the mechanic but dammit, maybe I just want to go on a chopchop suicide run.

      • Metr13 says:

        Well, at the end of the day this is just an opinion, and I am fully aware that majority of players absolutely loved DOOM.

        I think my single biggest problem was the glory kill mechanic – unlike TNO or Serious Sam BFE, it’s not about whether or not I *want* to use it, it’s about whether or not I *have* to use it. And that kinda siphoned fun out of everything because seeing ten glory kills a minute made it grow old quick.

    • Razumen says:

      I played on Ultra-Violence and never felt punished for not using glory kills, they’re there for quick comebacks if you’re low on health, but that’s about it – I never had serious ammo problems from simply blasting away monsters.

      The chainsaw I pretty much used exclusively to take down larger enemies. besides the BFG, it is undoubtedly one of the MOST powerful weapons in the game. If you really need to save it to keep yourself stocked with ammo, there’s something wrong with your aim.

      AS for the progression system, I don’t see the issue. It rewards finding secrets, adds more features to your arsenal over time, and leveling them up isn’t a chore. Leveling up runes and attaining weapon masteries is as simple as playing the game – I never had to go out of my way for either of them.

      And the story, well there really isn’t that many cutscenes, and what was there was mostly fine.

  10. Premium User Badge

    phuzz says:

    I still haven’t played nuDOM yet, despite hearing many good things about it, but every time RPS starts posting about it I have to go find a version of the music for E1M1.
    Todays is this.

  11. Da5e says:

    No mention of the soundtrack? C’mon even if you don’t like ‘heavy metal’ (a quaintly anachronistic term, that) you have to admit that the first Mancubus encounter is *perfectly* soundtracked. It’s like Meshuggah kicking Noisia’s faces in, all eight-string chunk and fast triplet kicks.

    The rest of the soundtrack is fantastic too – it’s one of those rare video game scores that hypes you up yet fades into the background. It’s a shame Bethesda haven’t made it available to buy, because a lot of people are REALLY into it. It’s metal, yeah, but manages to avoid being either a dismal throwback to the eighties or a BR00TAL SLAMZ death metal borefest.

  12. Rumpelstiltskin says:

    It’s Mancubi btw, not Mancubii

  13. Pinga says:

    What’s the point of a review with spoilers?

    • merbert says:

      What’s the point in reading a review of a game and NOT expecting a few “spoilers”.

      Grow up.

      • Razumen says:

        I agree with Pinga, reviews shouldn’t contain spoilers, and if they do, should be clearly warned about beforehand.

        This has nothing to do about growing up.

        • merbert says:

          This has EVERYTHING to do with “growing up”.

          A mauture person will expect a review to contain aspects of a movie/book/game review to contain details on the subject matter that were deemed necessary to explain the reviewers interpretation. Certain aspects of this review process will reveal certain details that to some may be considered a spoiler, to others a necessary revelation that enhances their understanding. Either way, a mature person will absorb this and NOT feel that their further enjoyment has been in ANY way significantly impacted.

          It’s as simple as this, if you’re immature enough to be overly sensitive to spoilers which may impact your prefered virginal approach to your intetest/ hobby, then DON’T come to a site that specialises in informing their readership on specific subject matter.

          It’s really “precious” behaviour. It’s akin to seeing a sign for “Santa’s Grotto”, knowing that in all likelihood you’ll find him if you wander in there and then pissing and moaning about it when you do.

          • Razumen says:

            Again, you’re conflating maturity with personal preference. Just because person A would prefer a review with minimal to no spoilers doesn’t make him any less “mature” than person B that doesn’t mind them. Don’t put your own views on some sort of superiority pedestal and aggressively attack anyone that disagree just because you think that’s the best and only way.

            Regardless, I don’t mind reviews with spoilers as long as they’re clearly marked beforehand, but I do disagree with your statement that a well written review requires them-I’ve read many that’ve gotten their point across without divulging sensitive plot and character points.

          • Pinga says:

            Ever heard of fallacy? Aka flawed reasoning. Like pointing out someone’s maturity as an argument when it has no relation with the subject whatsoever.
            On the other hand, your behavior does display a lack of maturity.

      • Pinga says:

        Because reviews are meant for people who haven’t played the game yet. To explain its features, and help evaluate if that’s the kind of game you would want to play.
        If I aleady played the game, why would I need a review for?

  14. Monggerel says:

    One must imagine Doom Guy happy.