Doom
Doom's cover, featuring the Doom Slayer standing, with Super Shotgun, behind the game's name
Developer(s)id Software[lower-alpha 1]
Publisher(s)Bethesda Softworks
Director(s)
  • Marty Stratton
  • Hugo Martin
Writer(s)Adam Gascoine
Composer(s)Mick Gordon
SeriesDoom
Engineid Tech 6
Platform(s)
Release
  • PS4, Windows, Xbox One
  • May 13, 2016
  • Nintendo Switch
  • November 10, 2017
  • Stadia
  • August 19, 2020
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

Doom is a 2016 first-person shooter game developed by id Software and published by Bethesda Softworks. The game is the first major installment in the Doom series since 2004's Doom 3 and was a reboot of the franchise. It was released for PlayStation 4, Windows, and Xbox One in May 2016. A port for Nintendo Switch was co-developed with Panic Button and released in November 2017, and a version for Google Stadia was released in August 2020. Players take the role of an unnamed space marine, known as the "Doom Slayer", as he battles demonic forces that have been unleashed by the Union Aerospace Corporation within their energy-mining facility on Mars.

Doom was announced as Doom 4 in 2008, and that version underwent an extensive development cycle with different builds and designs before the game was restarted in 2011 and revealed as simply Doom in 2014. It was tested by customers who pre-ordered the 2014 MachineGames game Wolfenstein: The New Order and also by the general public. Mick Gordon composed the music for the game, with contributions by Richard Devine. The game also has an online multiplayer component and a level editor known as "SnapMap", co-developed with Certain Affinity and Escalation Studios respectively.

Doom was well-received by critics and players. The single-player campaign, graphics, soundtrack, and gameplay received considerable praise, whereas the multiplayer mode drew significant criticism. It was the second best-selling video game in North America and the UK in the week of its release and sold over 500,000 copies for PCs by the end of May 2016. A sequel titled Doom Eternal was released in March 2020.

Gameplay

Screenshot from Doom showing the player fighting a Baron of Hell with the Super Shotgun
In this screenshot, the Doom Slayer, using the super shotgun, fights against a Baron of Hell.

Doom is a first-person shooter.[1] In the single-player campaign, the player controls the Doom Slayer, also known to the Doom fandom as "Doomguy".[2] Gameplay consists of fast movement and frenetic combat against aggressive and mobile opponents, as well as exploration of the game's environments via double-jumps and ledge climbing.[3][4] To progress through the game, the player wields an arsenal of weapons inspired by those of Doom and Doom II, such as the chainsaw and BFG 9000, against undead and demonic opponents also inspired by the original Doom games. As in the original games, weapons do not need to be reloaded.[5][6] Weapons can also be augmented with weapon mods obtained during the campaign.[7]

Doom's combat encourages movement and aggression.[8] To replenish their health and ammunition, the player must either pick up items or kill enemies.[8] To recover health, id added the "Glory Kill" mechanic, in which sufficiently damaged enemies enter a stunned state and may be killed by the player in a short melee animation.[9][10] Ammunition can be replenished by using the chainsaw on an enemy, which instantly kills them if there is enough fuel in the chainsaw.[6][11]

The single-player campaign has 13 levels,[12] which can have multiple pathways and open areas for players to explore and find collectibles, secrets, and upgrades to their equipment within.[7] Other pickups include Doomguy figurines and data files that expand on the setting and story.[13] Throughout the campaign are Easter egg references to Doom 3, Commander Keen, The Elder Scrolls V: Skyrim, Fallout 4, Terminator 2,[14] and the original Doom games. Each level contains a hidden lever which opens an area extracted from a classic level in the original games.[15]

Multiplayer

Doom supports an online multiplayer.[16] Gamemodes comprise a basic Team Deathmatch and variations thereof called Freeze Tag, in which defeated players are frozen in ice and may be revived by teammates,[17] and Soul Harvest, in which players must pick up "souls" dropped by slain opponents;[18] Warpath, a variation of King of the Hill in which the hill moves around the map;[19] Clan Arena, a team-based last man standing mode;[20] and Domination, in which teams must capture and hold three locations.[18] Players may use two weapons from a selection of six, some of which are exclusive to the multiplayer.[21] During matches, players may obtain "runes" that transform them into demons and "hack modules", one-use power-ups that convey information to the player such as the time until other power-ups respawn.[17][22]

Level creation tool

Doom includes a level creation tool called SnapMap which allows players to create and edit maps with their own structure and game logic.[23] Using in-game assets,[24] players can create single-player levels and co-operative or competitive multiplayer maps. Players can place enemies into their maps, with the exception of the campaign's bosses, and modify their artificial intelligence and stats. Alternatively, SnapMap can automatically generate enemies for player-made maps with the AI conductor feature.[25] Players can share their completed maps with other players, who can rate and make derivatives of their map.[26]

Plot

Doom takes place in a research facility on Mars owned by the Union Aerospace Corporation (UAC) run by Samuel Hayden,[lower-alpha 2] a UAC scientist whose mind now inhabits an android body after having lost his original to brain cancer. Researchers at the UAC facility have drawn energy from Hell, a newly discovered alternative dimension inhabited by demons, in order to solve an energy crisis on Earth. They accomplish this using the Argent Tower, a structure which siphons "Argent energy" from Hell and allows travel to and from the other side. In addition to harvesting Argent energy, Hayden organizes several expeditions into Hell, bringing back captive demons and artifacts for study. Among them is a sarcophagus containing the Doom Slayer, a being immensely feared by the demons, along with his armor, the Praetor Suit.

After Olivia Pierce, a senior UAC researcher and protege of Hayden, makes a pact with the demons to open a portal between Hell and Mars, the facility is overrun by demons and almost all UAC staff are killed or possessed by demons. To repel the demons, Hayden releases the Slayer from his sarcophagus and tasks him with closing the portal. The Slayer recovers his armor, the Praetor Suit, and initially ignores Hayden's entreaties. Denied information unless he agrees to help Hayden, the Slayer begins to be guided by VEGA, the self-aware AI that controls the facility. After clearing out the facility core and preventing a meltdown in its foundry, the Slayer pursues Pierce up the tower, along the way destroying infrastructure critical to the refinement of Argent energy despite Hayden's protests. At the top of the tower, Pierce opens an explosive rift into Hell using a device called an Argent accumulator, destroying the Tower and sending the Slayer back to Hell.

In Hell, the Slayer fights his way to the tomb he was imprisoned within and a teleporter back to Mars. The Slayer makes his way to Hayden's office, where Hayden installs a teleporting device in the Praetor Suit for more reliable teleportation. Hayden also tells the Slayer of the Helix Stone, an artifact used to study and harness Argent energy being housed in Pierce's office in the Lazarus Labs. Entering the Lazarus Labs, the Slayer observes the Helix Stone and learns of the Well, where the portal is powered, and of the Crucible, a magical blade. To reach the Well, he makes another excursion into Hell with the Argent accumulator within the Cyberdemon, a massive and cybernetically modified demon that he defeats on Mars and then again in Hell. The Doom Slayer then fights through a labyrinthine gauntlet to battle and slay two more powerful demons which guard the Crucible and recover it.

Hayden teleports the Slayer to a facility in the frozen north of Mars that houses VEGA's core, which he plans to use to trigger an explosion powerful enough to send the Slayer to the Well. The Slayer triggers a meltdown of the core, but makes a backup copy of VEGA before the explosion. Entering the Well, the Slayer uses the Crucible to destroy the portal's power source and confronts Pierce, who is betrayed and transformed by the demons into the monstrous Spider Mastermind. Upon killing the Spider Mastermind, the Slayer is teleported back to Mars by Hayden, who confiscates the Crucible to continue his research into Argent energy. To keep the Slayer from interfering with his plans, Hayden teleports him to an undisclosed location.

Development

As Doom 4

Screenshot from Doom 4, of a city street with abandoned cars and a dark, red-tinted sky
A screenshot of the canceled Doom 4

After releasing Doom 3 in 2004, id began working on a new intellectual property, Rage, and unsuccessfully sought to license Doom to another developer as it had with Wolfenstein. In 2007, however, id began development of Doom 4. Id, which had 19 employees at the time of Doom 3's release,[27] struggled to simultaneously develop Rage and Doom 4.[27][28] Development of Doom was first revealed via job listings on id's website on May 7, 2008, for a project titled Doom 4.[29] On June 23, 2009, ZeniMax Media, parent company of Bethesda Softworks, acquired id and announced that Bethesda would publish id's future games, including Doom 4.[30] According to id creative director Tim Willits, the partnership allowed id to have two teams, each having a project in parallel development.[31] Asked in April 2009 about whether Doom 4 would be a sequel to Doom 3 or a reboot, id CEO Todd Hollenshead stated that it was neither.[32]

Doom 4 was going to be set on Earth and was described as a "new take"[33] on Doom II (subtitled Hell on Earth);[27] in a 2016 video documentary about the development of Doom by Noclip, Doom creative director Hugo Martin described Doom 4 as being "about the global impact of a Hellish invasion"[34] and compared it to the 1997 film Contact. The game was influenced by the Call of Duty series of first person shooters, featuring passive health regeneration, an emphasis on using cover to protect the player character,[33] and scripted cinematics; developers and fans derided the project as "Call of Doom".[35] Doom 4 was to feature a story written by British science fiction writer Graham Joyce.[36] In 2011, Rage was released to a mixed reception.[27][33] Id and Bethesda, feeling that Doom 4 was out of touch with the original Doom games, decided to restart development.[28][37][38]

On April 3, 2013, Kotaku published an exposé that described Doom 4 as being trapped in "development hell" and alleged mismanagement of the project.[39] Bethesda's vice president of marketing, Pete Hines, acknowledged difficulty in the development of Doom 4 that same day.[40] In an August 2013 interview with IGN, Willits said that the pre-2011 Doom 4 "had a bit of schizophrenia, a little bit of an identity crisis."[41] Speaking with Noclip, Marty Stratton, Doom's director, described the period between 2011 and 2013 as a "rolling reboot".[42] This period contained numerous departures from id such as Hollenshead and John Carmack, id's co-founder.[43][44] In an interview by Nathan Grayson of Rock, Paper, Shotgun on August 6, 2013, Willits stated that there was no publicly available timeline for updates on Doom 4.[45] On July 11, 2022, Noclip released footage of Doom 4's gameplay as well as material from early in Doom's development.[46]

As Doom

On June 10, 2014, Bethesda presented a teaser trailer at E3 2014,[47] followed by another at id's yearly convention, QuakeCon, on July 17, 2014, that revealed that Doom 4 had been renamed to Doom and would be a series reboot.[48] To direct Doom, id selected Stratton to be game director and hired Hugo Martin as creative director in August 2013.[9][49] Id also hired Tiago Sousa, head R&D graphics engineer at Crytek, to lead development of the id Tech 6 engine for Doom.[50] Stratton, Martin, and id decided to use the original Doom games as their template for Doom's artwork and gameplay, and abandoned the slower pace and survival horror themes of Doom 3.[9][27] In interviews about the development of Doom, Stratton highlighted id's desire to "[be] faithful to the legacy of [the original] Doom"[51] and the replication of its tone.[27] Willits explained that Doom was "built on the emotional core of the original game".[52]

Development of Doom focused primarily on refining its combat, dubbed "push forward combat".[9] The Glory Kill mechanic, which began as a "sync melee" system to be used in Doom 4,[53][lower-alpha 3] was developed early and became crucial to the design of Doom's combat. To incentive player aggression, id rewarded use of the Glory Kill mechanic and chainsaw by replenishing resources and built the game's levels to encourage movement during combat.[9][54] Enemies were also designed to visually resemble those of the original Doom games and encourage the player to be mobile.[55][56] Id placed comparatively less emphasis on Doom's story,[57] written by Adam Gascoine.[36] Speaking to Noclip, Martin said that the story was one of the last elements of the game to be implemented,[58] and that he and Gascoine aimed for a lighter, self-aware narrative;[59] the game begins with a quotation of a 1996 comic parodying Doom.[36][56] In his direction for Doom's story, Martin looked to action movies such as RoboCop (1987), Evil Dead 2 (1987),[59] and The Last Boyscout (1991),[60] and paintings by American artist Frank Frazetta for inspiration.[61]

Doom's multiplayer was developed in conjunction with Certain Affinity,[36] but id replaced Certain Affinity to work on the multiplayer for Windows after the game's launch and introduced new features such as private matches, custom game settings and an enhanced cheat detection system.[62][63] SnapMap was developed with Escalation Studios.[26][64] Patches for Doom after its release introduced a new photo mode, a new game option for holding weapons in the center of the screen as in the original games,[65] and support for the Vulkan API.[66] The Vulkan patch was expected to enable playable frame rates on older hardware. Subsequent benchmarks show up to a 66% improvement in the frame rates on AMD graphics cards, with minor changes in the performance of Nvidia cards.[67]

Soundtrack

Doom's soundtrack was composed by Australian musician and composer Mick Gordon,[68] with contributions by electronic musician and sound designer Richard Devine.[69] Gordon met with id at their Dallas headquarters in mid-2014 to discuss composing music for Doom.[70][71] At their meeting, id instructed Gordon not to use guitars or to write a metal score,[72][73] despite the original Doom having an ambient, thrash metal soundtrack by Bobby Prince,[71][74] as id felt that the genre had grown "corny".[71] Gordon was encouraged to instead to make use of synthesizers,[75] and decided to use them to create the sound Argent energy might make.[76] Gordon designed several chains of effects units through which he passed sub-bass sine waves,[75][77] layered with white noise to make them audible on widely available speaker equipment.[78] According to Gordon, after "six to nine months [of] doing just synthesisers",[71] he convinced id to allow the use of guitars and began experimenting with augmenting their sound.[79] For the main riff of the main menu theme, Gordon combined a nine-string guitar with a sample of the chainsaw from the original Doom.[80]

The composition of Doom's soundtrack took place over 18 months.[81] Gordon devised different soundscapes for Mars and for Hell, saying in an interview with Revolver magazine, "As the [Mars] environments were created by humans ... the music needed to sound like humans created it, too. ... That lead to Hell being more atonal, dissonant and weird."[82] Some tracks, such as "At Doom's Gate", contain homages to Prince's work for the original Doom.[79] Gordon also included Easter eggs in the soundtrack; shortly after the game's release in May 2016, players discovered pentagrams and the number "666" hidden in the track "Cyberdemon" via spectrogram.[83][84] Speaking to the Game Development Conference about composing Doom's soundtrack in 2017, Gordon revealed the presence of a reserved message, "Jesus loves you", in an unidentified track.[85] On February 7, 2019, Gordon confirmed the discovery of the final Easter egg on Twitter.[86]

Release and marketing

Doom was released worldwide for PlayStation 4, Windows, and Xbox One on May 13, 2016, except in Japan, where it was released on May 19, 2016,[87] and on Google Stadia on August 19, 2020.[88] A Nintendo Switch port developed by Panic Button was released on November 10, 2017,[89][90] without SnapMap because of storage constraints on the game cartridge.[91][92] Review copies of the game were held back until release day, which prompted comment but not criticism from several gaming outlets.[93][94][95] Doom was the first game in the franchise to be released without censorship in Germany.[96] Bethesda partnered with Arrow Schmidt Peterson Motorsports for a special promotion in which Mikhail Aleshin drove a Doom-styled car at the Indianapolis 500 racing competition.[97] The vehicle crashed during the 2016 Indianapolis 500 and was eliminated from the race.[98]

On June 12, 2016, at E3 2016 Bethesda announced a virtual reality (VR) adaptation of Doom, with a demo,[99] and released a non-VR demo of the first level.[100][101] The VR adaptation received a mixed reception from critics.[99][102][103] A virtual pinball adaptation of Doom was released on December 6, 2016, as part of the Bethesda Pinball collection for Zen Pinball 2, Pinball FX 2,[104] and Pinball FX 3.[105] as well as a separate free-to-play app for iOS and Android mobile devices.[106] An original VR adaptation of Doom, Doom  VFR, was announced at E3 2017 and was released for the PlayStation VR and HTC Vive headsets on December 1, 2017.[107][108] Doom VFR was generally well received by critics.[109][110][111]

Trailers and cover art

Doom's alternate cover, inspired by the original Doom's cover. The Doom Slayer is shown fighting a horde of demons in Hell atop a mound of their corpses, in a pond of magma
The alternate cover that was picked via a poll on Twitter.

Initial reception of the QuakeCon 2014 trailer accumulated considerable acclaim among fans.[112] At E3 2015, on June 14, Bethesda showed gameplay from the singleplayer campaign and multiplayer,[113] which again drew applause, but also criticism of the graphic violence in the gameplay.[114] Hines responded by saying, "if you're not into violent, bloody games... Doom's probably not a game for you."[115] A live-action trailer directed by American filmmaker Joe Kosinski was released on March 31, 2016.[116]

On February 4, 2016, Bethesda revealed Doom's official box art, which was immediately criticized as "painfully boring and dull."[117] From March 3, to March 7, 2016, Bethesda held a poll on Twitter to decide an alternate cover that would be printed on the obverse of the official box art.[118][119] The winner, with 68% of the votes cast, was a cover inspired by the original Doom's, showing the Doom Slayer battling demons in Hell.[120]

Multiplayer alpha and beta tests

Bethesda announced on February 19, 2014, that a beta version of Doom, then still called Doom 4, would be made available to those who pre-ordered Wolfenstein: The New Order (2014),[121][122] a reboot of Wolfenstein developed by MachineGames and published by Bethesda.[123] These players were also given exclusive access to an alpha test of Doom's multiplayer,[124] which ran from October 23 to 25, 2015.[125] A second alpha test of the multiplayer was held from December 3 to 6, 2015.[126] A datamine of the content in the alphas revealed aspects of the singleplayer campaign such as the existence of the Spider Mastermind.[127]

A closed beta test of the multiplayer began on March 31, 2016, and ended on April 3,[128] and was followed by an open beta that ran from April 15, to April 18, 2016.[129] PC Games criticized the weapons and weapon loadouts following the closed beta, but praised the mobility.[130][131] Nathan Lawrence of IGN and Adam Smith of Rock, Paper, Shotgun also criticized the weapon loadouts and unfavorably compared the open beta to other shooters such as Halo, Quake 3, Unreal Tournament, and Call of Duty.[132][133] The beta was also negatively received by players on Steam.[134]

Downloadable content

Doom supported downloadable content (DLC) packs, three of which had to be purchased and added three new maps and a demon.[135] These DLCs were Unto the Evil, released on August 4, 2016;[136] Hell Followed, released on October 27, 2016;[137] and Bloodfall, released December 14, 2016.[138] On July 19, 2017, Bethesda made the three paid DLCs free to all players.[139]

Reception

Upon release, Doom was positively received, with scores of 85/100 for PC and PlayStation 4, 87/100 for the Xbox One, and 79/100 on Nintendo Switch on Metacritic.[158] The final PC version of the game received very positive reviews from users on Steam.[159] The Nintendo Switch port was also praised in a review by Nintendo Life.[12]

The game's single-player elements received critical acclaim and was favorably compared to contemporary shooter games.[160][161][162] Mike Henriquez of GameRevolution described the visual and artistic design as "top-notch".[147] Sam White in The Daily Telegraph lauded Doom' for its performance on all platforms, weapon design, and score.[157] Peter Brown of GameSpot praised single-player because he thought that the reboot captured the spirits of the older games, while refining them with modern elements. Brown also drew attention toward the soundtrack, calling it "impactful".[148] Jordan Pearson of Vice also singled out the score for praise.[163] James Davenport, writing for PC Gamer in December 2016, called Doom' soundtrack "one of the best" of 2016.[164]

Polygon's Arthur Gies remarked positively upon the exploration for collectables and secrets, and their relevance to the new upgrade feature, but he was critical of instances where the game would lock away sections of a level without warning.[153] Zack Furniss of Destructoid, originally skeptical about the "Glory Kill" mechanic, ultimately considered it to fit well in the flow of gameplay.[144] Giant Bomb's Brad Shoemaker felt that the mechanic was "an essential part of the give-and-take of Doom's super fast combat".[150] Conversely, Kyle Orland of Ars Technica felt that the mechanic briefly taking control away from the player can easily disorient players or misposition them.[165]

SnapMap was also positively received, with critics praising its simplicity and ease-of-use,[166][167] but also expressing disappointment at only being able to use in-game assets.[24][152][168] Matt Bertz of Game Informer commented upon the accessibility but criticized the lack of diverse settings and possible limitations when compared to a traditional community-based mod.[146]

The multiplayer mode received mixed reception from critics. IGN's Joab Gilory described Doom as "a tale of two very different shooters", stating that multiplayer did not live up to the standard set by the single-player components and would not satisfy players.[151] Matt Buchholtz of Electronic Gaming Monthly criticized what he felt was the network's poor handling of latency.[145] Edwin Evans-Thirlwell of Eurogamer singled out the "Warpath" multiplayer mode as the most interesting of the match type, describing it as "memorable", and regarded the other multiplayer modes as underdeveloped and underwhelming.[169] Julian Benson from Kotaku wrote that Doom's multiplayer was very similar to other contemporary games.[170] David Houghton of GamesRadar+ called the multiplayer "endlessly playable, smart, brutal fun."[149] Jon Denton, writing for Eurogamer, also praised the multiplayer.[17]

Sales

Doom was the second best-selling retail game in its week of release in the UK, behind Uncharted 4: A Thief's End.[171] This was reported to be 67% more in its first week than the previous entry, Doom 3.[172] Doom was the second best-selling retail video game in the US in May 2016, also behind Uncharted 4.[173] By the end of May 2016, Doom's sales on the PC reached 500,000 copies.[174] The following month, by late June 2016, the game rose to number one in the UK charts, overtaking Uncharted 4 and the later-released Overwatch,[175] and remained number one for a second week.[176] The game had surpassed one million sold copies for PCs in August 2016.[177] By July 2017, the game reached two million copies sold on PC.[178][179] In November 2017 Doom was the fourth best-selling Switch game, during its debut week.[180]

Accolades

Doom was named one of the best games of 2016 by critics and media outlets such as Giant Bomb,[181] GameSpot,[182] GamesRadar,[183] The Escapist,[184] The A.V. Club,[185] Rock, Paper, Shotgun,[186] Jim Sterling,[187] VG247,[188] Daily Mirror,[189] Zero Punctuation,[190] and Shacknews.[191] Doom's soundtrack won the Best Music / Sound Design award at The Game Awards 2016; Gordon, joined by Periphery drummer Matt Halpern and Quake II composer Sascha Dikiciyan, performed a short medley of the tracks "Rip and Tear", "BFG Division", and Quake II's "Descent Into Cerberon" live at the awards show.[192] It was also nominated for the Audio Achievement and Best Music categories of the 13th British Academy Games Awards.[193][194]

YearAwardCategoryResultRef.
2015 Game Critics Awards 2015 Best Action Game Nominated [195]
Best PC Game Nominated
2016 Golden Joystick Award 2016 Game of the Year Nominated [196]
Best Visual Design Nominated
Best Audio Nominated
PC Game of the Year Nominated
The Game Awards 2016 Game of the Year Nominated [197]
[198]
Best Game Direction Nominated
Best Music/Sound Design Won
Best Action Game Won
2017 20th Annual D.I.C.E. Awards Action Game of the Year Nominated [199]
Outstanding Achievement in Original Music Composition Won
Game Developers Choice Awards 2016 Best Audio Nominated [200]
Best Design Nominated
Best Technology Nominated
2017 SXSW Gaming Awards Video Game of the Year Nominated [201]
Excellence in Gameplay Won
Excellence in Animation Nominated
Excellence in Visual Achievement Nominated
Excellence in Musical Score Won
13th British Academy Games Awards Audio Achievement Nominated [202]
Music Nominated
National Academy of Video Game Trade Reviewers Art Direction, Contemporary Won [203]
Control Design, 3D Won
Control Precision Won
Game Design, Franchise Won
Game, Classic Revival Won
Game, Franchise Action Won

Sequel

At the E3 2018 press conference in June, Bethesda announced a sequel titled Doom Eternal; gameplay footage was showcased at Quakecon 2018.[204] It is based on id Tech 7 and was released on March 20, 2020.[205]

Notes

  1. Certain Affinity developed the game's multiplayer, while post-launch updates were handled by both id Software and BattleCry Studios. Escalation Studios worked on the game's SnapMap feature. Additional work for Nintendo Switch was done by Panic Button and ZeniMax Online Studios.
  2. Although the year is never specified in Doom, its sequel, Doom Eternal, implies that the game is set around 2149.
  3. The designs of the Hell Knight and Summoner demons, and Super Shotgun and Chainsaw weapons, were also retained from Doom 4.[33]

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