![]() ![]() The player’s movement speed is vital to the identity of Doom. This shift in the pacing of gameplay fundamentally changed the Doom experience in its entirety, resulting in a game very unlike classic Doom. ![]() While it was executed well, with tense and atmospheric horror elements, these were never gameplay elements that made the original Doom so timeless. This sense of speed was absent from 2004’s Doom 3, which put it at odds with previous versions. Sure, I had played id’s other FPS’, Wolfenstein 3D, and Bungie’s Marathon, but neither of them captured the sense of speed and pixelated chaos like Doom did.ĭoom was always synonymous with chaos, given its fast-paced combat as well as the hordes of enemies and projectiles necessary to tear through. ![]() Doom completely changed my perception of what video games could be, not only because of its mature content but the way in which it played. More specifically, id Software’s vision of hell with their first-person masterpiece Doom. Hell played a pivotal role in shaping my taste in video games as an adolescent. Also, ripping demons in half is cool and fun or whatever. Drastic change that built upon classic Doom’s roots instead of rewriting them. 2016’s Doom not only revitalized a franchise but served as a case study for implementing change to classic franchises. Memorable Mechanics is a bi-weekly column highlighting memorable gameplay mechanics and level design of both past and present video games. ![]()
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