Posts Tagged ‘Doom’

How Brutal Doom’s Gore Works

“Saved my hide, it did. The alien’s broad back shielded me as its brethren flung their fiery mucus wads; the fireballs burst, spraying flaming, red liquid that dribbled down my dance partner’s legs to pool on the ground, lighting the room with a hellish, red glaze. I fired nine or ten times, finally blowing a hole clean through the alien … a gory loophole through which I turned on the rest.”

Knee Deep in the Dead, Dafydd Ab Hugh and Brad Linaweaver’s novelisation of Doom, is perhaps a little more theatrical than the Doom that played in my head during the summer of 1994. It features a sidekick and talking demons, and dramatised sequences in which protagonist Corporal Flynn Taggart finds ammo and bumps up against walls to find secrets. But it captures something of Doom’s intensely graphic nature. Doom was the first game I played that felt truly fluid and direct.

Playing Brutal Doom [official site] today feels like Doom always did, despite its custom levels and gouts of blood and gore, death animations and chugging live versions of Doom’s MUS originals. It overhauls pretty much every element of the original, and yet it’s the Doom that plays in my memory, amplifying the original’s gore and immediacy to suit a post-COD, Gears of War – heck, Soldier of Fortune – world. For me, the latest version, v20b, reaches a state of the sublime. But while the blood that drips from ceilings and screen-filling viscera are its obvious achievements, something far more prosaic lies at the root of how it works so well.

THE MECHANIC: Hitboxes.

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Hell’s Hordes: An Hour Of DOOM Singleplayer

“This isn’t Doom 4. This is actually Doom, straight up, from the beginning.”

That’s part of the introduction to an hour-long walkthrough of DOOM‘s singleplayer campaign. The video divides into three main sections, with the player jumping forward to later levels in order to show various features, and the whole thing has commentary. The combination of that commentary and the video itself has eased my concerns after the disappointment of the multiplayer beta. I want to play this. I’ve explained why below, as well as providing handy links so you can jump to interesting points in the video rather than watching the full thing.

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John Romero Releases New Doom Map

How can John Romero convince prospective Kickstarter backers that he’s still got it, that he’s ready to make a new circle-strafing gibfest? The Doom and Quake level designer is currently trying to crowdfund a new ‘classic’ FPS with his fellow former id Software pal Adrian Carmack (no, John Carmack was id’s tech guy; no, no relation), but so far they’ve only shown artwork and ideas from Blackroom – not much when you’re trying to get $700,000. So, as a warm-up and to work the crowd, Romero has released a new Doom map, a replacement for E1M4 – Command Control. Download it here.

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Doom Will Have Plenty More Options Than Open Beta

Our Adam didn’t dig id Software’s new Doom [official site] over its recent open beta weekend, and I gave up and went to look at trees after Doom blustered past my proper monitor to insist it would run on my diddy second screen. That’s not meant to be a cutting dismissal: I really like looking at trees, and was planning it that day anyway.

Back on point: while Adam’s shootybang concerns are unlikely to be addressed much, given that the game comes out in three weeks, the technical side certainly will be shored up. Expect plenty more options, buttons, sliders, and so on at launch, id say.

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Doom’s Open Beta Extended, Now Ending Tonight

Hey, you, did you get around to playing the multiplayer open beta for Doom [official site] this week? If so, what did you make of it? (Our Adam was unwowed.) If not, hey, you still have the chance to, as the beta has been extended a bit. It was supposed to end last night, but will now end tonight. That’s another few hours to frag faces.

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Impressions: Knee Deep In DOOM’s Open Beta

Doom [official site]! It’s the bloodsoaked new game with the demons and the rocket skeletons and the telefrags and the shotguns and the multiplayer levelling and the character customisation and the class-like loadouts and the double-jump. Yeah, you know Doom.

Hmmm. Some of those things are more familiar than others to a seasoned Doom player like myself and I fear change more than I fear a sextet of Cyberdemons. The multiplayer beta for id’s latest opened today and, determined to face my fears, I’ve been playing for most of the day.

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Make Your Own Marine: DOOM Open Beta Live

baby demon's trip to the build-a-marine workshop ended in tears. And fountains of blood.

Back in my day, a Doom protagonist wore a bright green uniform with a little window cut out around his midriff to show off his sixpack. Sure, a demon just happened to rip off that particular patch of armour but we all know that was part of the design. These days, the marines have discovered fashion though. The latest video for Nu-Doom [official site] might as well be a combative catwalk, packed as it is with fancy armour modifications, patterned weapons and people exploding into fountains of blood and body-bits. It’s fashion week in Hell and the open beta is live right now, so you can show off your duds.

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