Doom

One of the longest-running first-person shooter series returns to its brutal, fast-paced roots.

Overview

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Doom (not to be confused with the original 1993 game of the same name) is a sci-fi horror first-person shooter developed by id and published by Bethesda for the Xbox One, PlayStation 4, and PC on May 13, 2016. It was later ported by Panic Button to the Nintendo Switch (without SnapMap functionality) on November 10, 2017.

The fourth mainline title in the franchise of the same name and the second reboot, Doom harkens back to the fast-paced philosophy of the early Doom installments (avoiding the slower survival-horror mechanics of Doom 3). Along with a fully-featured single-player campaign (with upgradable gear), the game features standard loadout-based multiplayer co-developed by Certain Affinity, and a detailed level creation system co-developed by Escalation called "SnapMap".

Set on a Union Aerospace Corporation (UAC) research facility on Mars overrun by the forces of Hell, the campaign puts the player in the role of the mysterious silent protagonist known as the Doom Slayer. It follows him as he fights his way through the facility and through Hell itself to close the portals, while upgrading both his Praetor suit and his extensive array of weaponry.

It is the first game to run on their proprietary id Tech 6 engine and received numerous multiplayer content packs (along with a season pass, with all content later made available to all in July 2017) and overall updates (including new gameplay options, new game modes, and SnapMap improvements). It later received a VR-focused spin-off on November 30, 2017, titled Doom VFR.

The multiplayer portion received two beta testing periods one month prior to release.

Gameplay

Campaign

At the Quake Con 2014 unveil it was revealed that the game focuses on high speed movement and run & gun gameplay like the original Doom, and also features a deep combat melee system, including execution animations. There is no regenerating health system, thus the player will be forced to pick up health from fallen enemies in order to regain health. This gore kill system, initiated by dealing damage to enemies and then performing a melee attack, is meant to keep the action moving forward. The player is encouraged to play aggressively in order to re-supply and regain health.

Much like classic games of the '90s players will be able to hold all their weapons simultaneously, instead of the typical two primaries and a sidearm variant found in most modern shooters of today. Most major weapons have mods that can be attached by finding a modding droid within the level that add additional attacks such as the double tap for the super shotgun. One of the bigger changes is that both the chainsaw and BFG are assigned to their own unique keys and use unique ammo, making them go-to weapons for tougher foes or overwhelming odds.

Exploration will once again play a key role in Doom with secrets making a big return to the series. Each level will have various secret areas strewn throughout that reward the players with a variety of bonuses. These can range from getting weapons early, collecting armor upgrades that grant passive abilities, or discovering runes that allow the player to take part in instanced challenge rooms that unlock further gameplay abilities. The number of secrets available on each level can always be checked using the map, encouraging players to always go back and look around before moving on with the story.

id Software has stated that the campaign will be longer than 13 hours and feature an extreme difficulty mode called Ultra-Nightmare. During a play through in Ultra-Nightmare, a death is permanent causing the player to completely start their campaign over from the beginning of the game.

Multiplayer

The game's main multiplayer mode takes place in-universe as part of the UAC's virtual reality battle simulator.

Game Modes

  • Bloodrush (added on October 19, 2016) -
  • Clan Arena -
  • Deathmatch -
  • Domination -
  • Exodus (added on July 29, 2016) -
  • Freeze Tag -
  • Infernal Run (added on December 7, 2016) -
  • Possession (added on October 19, 2016) -
  • Sector (added on July 29, 2016) -
  • Soul Harvest -
  • Team Deathmatch -
  • Warpath -

Maps

  • Argent Breach (formerly part of the Hell Followed content pack)
  • Beneath
  • Boneyard (formerly part of the Bloodfall content pack)
  • Cataclysm (formerly part of the Unto the Evil content pack)
  • Chasm
  • Disposal
  • Empyrian (formerly part of the Bloodfall content pack)
  • Excavation
  • Heatwave
  • Helix
  • Infernal
  • Molten (formerly part of the Hell Followed content pack)
  • Offering (formerly part of the Unto the Evil content pack)
  • Orbital (formerly part of the Hell Followed content pack)
  • Outbreak (formerly part of the Bloodfall content pack)
  • Perdition
  • Ritual (formerly part of the Unto the Evil content pack)
  • Sacrilegious

Loadouts

Each player loadout includes two weapon slots and an equipment slot, none of which can be empty. Players can unlock up to five custom loadouts (on top of three preset loadouts) and can switch between them in-game before respawning.

Unlike other modes, players can no longer carry all weapons they pick up. They instead start with the weapons equipped in their two weapon slots (similar to most games at the time, most notably the Call of Duty series) at full ammunition, and can switch between them using the Weapon Switch button.

Default presets (as of Update 6.66) are Assault (Rocket Launcher, Plasma Rifle, Frag Grenade), Sniper (Vortex Rifle, Super Shotgun, Personal Teleporter), and Ambusher (Heavy Assault Rifle, Grenade Launcher, Threat Pulse).

Weapons

  • Heavy Assault Rifle - Fully automatic assault rifle (with headshots dealing critical damage). Holding down Secondary Fire aims down the rifle's scope for extended range (at the cost of a limited HUD).
  • Plasma Rifle - Fully automatic energy rifle that fires pulses of plasma capable of dealing minor splash damage (with consecutive hits dealing critical damage). Pressing Secondary Fire shoots a plasma orb that detonates to create a damaging area-of-effect (with direct impacts dealing critical damage), which must recharge prior to firing again.
  • Rocket Launcher - Standard launcher that fires missiles at a straight path, dealing explosive damage over a large radius (with direct impacts dealing critical damage). Pressing Secondary Fire detonates all missiles currently in flight as a tactical maneuver.
  • Super Shotgun - Double-barreled shotgun that deals high damage at close ranges (with critical damage dealt if all pellets hit the same target). Holding down Secondary Fire changes the weapon's spread pattern to be more tighter (to improve firing at a single target).
  • Vortex Rifle - "Bolt-action" railgun for precise long-ranged combat (with headshots dealing critical damage). Holding down Secondary Fire aims down the rifle's scope for extended range while charging the next shot for extra damage.
  • Lightning Gun - Energy weapon that fires a constant stream of electricity (with consecutive hits dealing critical damage). Holding down Secondary Fire shoots an a stream that damages multiple targets (at higher ammo consumption and lower damage output).
  • Combat Shotgun - Pump-action shotgun (with critical damage dealt if all pellets hit the same target). Holding down the Secondary Fire button changes the firing mode to launch a mortar shotshell that explodes on impact (with direct impacts dealing critical damage), which must recharge prior to firing again.
  • Chaingun - Rotary machine gun with a rate-of-fire that gets faster as the gun spins up (with close-ranged hits dealing critical damage). Holding down Secondary Fire spins up the barrel without firing.
  • Burst Rifle - Battle rifle that fires in a three-round burst (with headshots dealing critical damage). Holding down Secondary Fire aims down the rifle's sights for extended range (at the cost of a limited HUD) while changing the firing mode to semi-automatic.
  • Grenade Launcher - Standard launcher that fires grenades that detonate shortly after impact with a normal surface, dealing explosive damage over a large radius (with direct impacts on enemies detonating automatically and dealing critical damage). Pressing Secondary Fire launches a smoke grenade instead, which must recharge prior to firing again. Formerly part of the Bloodfall content pack.
  • EMG Mark V - Semi-automatic pistol (with headshots dealing critical damage). Holding down Secondary Fire charges the next shot for increased damage. Formerly part of the Unto the Evil content pack.
  • Reaper - Hellish rifle that fires in a six-round burst (with close-ranged hits dealing critical damage). Holding down Secondary Fire charges the next burst to fire a single highly-powered shot at longer ranges (with headshots dealing critical damage). Formerly part of the Hell Followed content pack.
  • Hellshot - Semi-automatic energy rifle (with headshots dealing critical damage). Pressing the Secondary Fire button fires an incendiary round that burns targets on impact, which must recharge prior to firing again.
  • Static Rifle - Semi-automatic rifle that gains power when the wielder is moving and loses power when the wielder is idle. Holding down Secondary Fire aims down the rifle's scope for extended range (at the cost of a limited HUD).

Equipment

Similar to other modes, equipment can be thrown using the Equipment button and must be recharged before additional use. Some equipment, such as the Personal Teleporter, has a secondary function which also uses the Equipment button.

  • Frag Grenade -
  • Personal Teleporter -
  • Threat Pulse - Formerly part of the Hell Followed content pack.
  • Siphon Grenade -
  • Shield Wall -
  • Tesla Rocket -
  • Hologram -
  • Lateral Thrusters - Formerly part of the Bloodfall content pack.
  • Threat Sensor -
  • Kinetic Mine - Formerly part of the Unto the Evil content pack.

Power Items

Power Weapons

While wielding a power weapon, pressing the Weapon Switch button causes the player to drop the weapon.

  • BFG - Large energy weapon that charges for a short time before firing a large ball of energy that vaporizes everything in its short blast radius (while dealing damage to those nearby the projectile). Holding Secondary Fire reveals the location of all enemies on the HUD.
  • Chainsaw - Instant kill.
  • Gauss Cannon - Overpenetrates targets.

Powerups

  • Demon Rune - Transforms the wielder to their chosen Demon form. See the Demons section for a list of possible forms.
  • Haste - Increased movement speed and rate-of-fire.
  • Invisibility - Automatically cloaks the wielder. Firing a weapon or using equipment temporarily disables it.
  • Quad Damage - Increased damage of weapons and lethal equipment.
  • Regeneration - Automatically gives health and armor after short periods of time (even bypassing the maximum amount).

Demons

  • Revenant (300 HP) -
  • Baron of Hell (750 HP) -
  • Mancubus (800 HP) -
  • Prowler (275 HP) - Unique to multiplayer.
  • Harvester (350 HP) - Unique to multiplayer. Formerly part of the Unto the Evil content pack.
  • Spectre (500 HP) - Formerly part of the Bloodfall content pack.
  • Cacodemon (500 HP) - Formerly part of the Hell Followed content pack.

Perks

Doom includes a perk system which grants special buffs to each player. Originally these were "hack modules": consumable items that were given via random post-match drops, similar to the "Burn Card" system in Titanfall. On Update 6.66, these were replaced with "runes", which are traditional perks that are unlocked when the player reaches certain player levels.

Runes

Players unlock upwards of three rune slots to fill in-between matches, and can switch between them before respawning. Unlike hack modules, runes are not consumed after use.

  • Magnet - Increases item pickup radius. Display respawn timers for standard pickups.
  • Armor Plating - Increases resistance to self-damage. Adds bonus armor on each respawn (starting with 5 armor and increasing on each respawn up to 25).
  • Demon Tracker - Reveals the location of enemy demons on the HUD. Increases movement speed while an enemy demon is active.
  • Vital Signs - Reveals the locations of all allies the HUD. Shows health bars above each enemy.
  • Power Seeker - Reveals the location of Power Items on the HUD. Increases movement speed during each Power Item spawn countdown.
  • Evasion - Increases movement speed while the user's combined health and armor is less than 75.
  • Scout - Reveals the location of enemy equipment items on the HUD. Increases equipment cooldown speed.
  • Bounty - Increases experience point gain for each kill and assist.
  • Retribution - Reveals the location of the user's killer on the HUD. Grants up to 50 armor when the user receives the Revenge Kill medal.
  • Blood Trail - Briefly reveal the location of all enemies on the HUD on each respawn. Tracks the location of wounded enemies on the HUD for a short amount of time

Hack Modules

Players have four hack module slots to fill in-between matches and can use them at any time. Each module came in three tiers (bronze, silver, and gold), reflecting the strength of each effect.

Unless otherwise specified, bronze modules last for 60 seconds, silver modules last for 90 seconds, and gold modules last for 120 seconds.

Awareness Modules

  • Alarm - Alerts players of nearby enemies.
  • Evasion - Shortly increases movement speed after taking damage.
  • Magnet - Increases pickup radius. Pickup radius is based on module tier. Lasts for 120 seconds.
  • Speed Demon - Increases movement speed while near a demon. Distance from the demon in which this module goes into effect is based on the module tier. Lasts for 120 seconds.
  • Supply Timer - Shows respawn timers on pickups.
  • Vital Signs - Shows health bars above each enemy.

Boost Modules

  • Armor Plating - Adds bonus armor on each respawn. Armor amount is based on module tier and stacks with each respawn. Lasts for 120 seconds.
  • Blast Shield - Increases resistance to self-damage. Resistance amount is based on module tier (with Gold modules completely negating all self-damage). Lasts for 120 seconds.
  • Bounty - Increases experience point gain for each kill. XP gain amount is based on module tier. Lasts for 60 seconds.
  • Infinite Ammo - Negates all ammo usage for the user's loadout weapons.
  • Osmosis - Adds experience point gain for each kill by a teammate. XP gain amount is based on module tier. Lasts for 60 seconds.
  • Reinforce - Adds bonus armor on each respawn only if the user did not make any kills in their previous life. Armor amount is based on module tier (with Gold modules giving the maximum amount). Lasts for 120 seconds.
  • Stockpile - Increases equipment cooldown speed. Lasts for 120 seconds.
  • Wingman - Increases experience point gain for each assist. XP gain amount is based on module tier. Lasts for 60 seconds.

Wallhack Modules

  • Blood Trail - Tracks the location of wounded enemies on the HUD for a short amount of time. Tracking time is based on module tier. Lasts for 60 seconds.
  • Counter-Intel - Reveals the location of enemies on the HUD when they begin tracking the user's position.
  • Demon Tracker - Reveals the location of enemy demons on the HUD. Bronze modules only shows demons in-view. Silver modules show demons anywhere on the map. Gold modules also shows life bars above each demon. Lasts for 60 seconds.
  • Manhunt - Reveals the location of the enemy with the highest score on the HUD. Also increases experience point gain for killing that enemy. XP gain amount is based on the module tier. Lasts for 20 seconds.
  • Power Seeker - Reveals the location of the nearest power-up or power weapon on the HUD.
  • Retribution - Reveals the location of the user's previous killer on the HUD. Silver modules show that enemy's health. Gold module highlights that enemy when they shoot. Lasts for 30 seconds.
  • Scout - Briefly reveal the location of all enemies on the HUD on each respawn.
  • Synchronization - Reveals the location of all allies on the HUD. Silver modules show the health of all allies. Gold modules highlights allies when they shoot. Lasts for 120 seconds.

Armor Styles

Players have four customizable armor slots (three of which must be unlocked beforehand), which they can customize with armor components, color schemes, and patterns. Additionally, players can instead opt to use the Doom Slayer's Praetor Suit by reaching the maximum player level (XI-50).

  • UAC
  • Demonic
  • Utilitarian
  • Templar
  • Bounty Hunter
  • Robotic (formerly part of the Unto the Evil content pack)
  • Cyberdemonic (formerly part of the Hell Followed content pack)
  • Evil Cultist (formerly part of the Bloodfall content pack)

SnapMap

Development

At QuakeCon 2008, id announced that Doom 4 will not be available through digital distribution like many of the company's previous titles. At the press conference, id Software co-founder John Carmack announced that Doom 4 would have "three times as much horsepower as RAGE". The game was then said to run at only 30 frames a second, but despite this, Carmack promised to raise the bar on video game graphics to a level "no one has ever seen before." Later in the event, id CEO Todd Hollenshead contradicted Carmack in a way when he announced id is "not even sure if Doom 4 will be Doom 4."

At Quake-con 2014 a private showing of the game wowed Doom fans, but no footage surfaced for the public's viewing pleasure. In a interview it was stated nothing would be shown until 2015.

In interviews John Carmack has implied that the gameplay was to be more action-oriented than the previous title, and looks to shy away from the survival horror elements of Doom 3. Namely the dark environments, monsters 'hiding in closets', and the relatively limited amount of ammo available.

Early interviews suggest this move away from survival horror to Doom's more traditional focus on action:

You get to punctuate a lot more with triumphs and successes, and you just don't get to do that very much in survival horror. You know, you want to say, 'I'm victorious,' not, 'I'm not dead.' It's just a fundamentally more rewarding genre to be in.