Why Does Doom Hold Up After All This Time?
Doom (1993): A Love Letter to Hell on Earth
I probably bang on about Doom too much.
And when I do, I'm full of hyperbolic statements like, "Doom is more than a game; it’s a phenomenon, a touchstone for everything that came after it in the shooter genre."
But it is, isn't' it?
Despite its age, this 30-year-old classic is still fast, ferocious, and unapologetically fun. Playing it for the first time in a long time today, I found a game that doesn’t just hold up—it roars.
It kicks like a mule, feels like electricity surging through my finger tips, ripping at tearing at my retinas.
Just like it did the first time I tried it, unbeknownst to my parents, at a friends smokey neon-lit garage.
It was glorious then, and it's glorious now.
A Revelation in Game Design for 1993
The story, true to John Carmack’s ethos, is barely there.
You’re a space marine on Mars. Demons invade. You kill them. The simplicity is almost charming in its bluntness, but Doom doesn’t need plot; it thrives on gameplay.
And what gameplay it is: fast, fluid, and fiendishly clever. Enemies come thick and fast, and that's all you need to know. Of course, the lore is there if you go sleuthing on the internet, but who has time for that?
Fun fact: Doom was so popular that even Windows execs sat up and took notice. They wanted Doom running on Windows, not MS-DOS.
Let’s talk weapons.
Doom’s arsenal is a masterclass in design. Every weapon has its niche, and each feels deeply satisfying. The shotgun is your bread and butter, a punchy workhorse that’s always useful.
The chainsaw turns corner ambushes into chaotic gory messes. Rockets are perfect for clustered enemies, plasma for desperate moments, and the BFG… well, it’s called the “Big F***ing Gun” for a reason.
Even with its 1993 constraints, the weapon balance feels deliberate and thoughtful. Each tool has its time to shine—except maybe the knuckles. I could’ve done without those. Funny for about 30 seconds then never used again.
Doom’s enemies are equally brilliant.
They’re designed not just to challenge you, but to interact with the weapons and the environment in fascinating ways. Hitscan enemies like zombies and shotgun guys are weak but dangerous at close range, while slow, heavy hitters like Cacodemons and Barons of Hell require precision and patience.
Pinkies, the lumbering melee tanks, make you rethink your positioning, and the flying Lost Souls are just the right kind of annoying to keep you moving. This balancing act ensures combat is always dynamic and keeps the pace relentless.
Where Doom Falls Short
I can't say a great deal that could be considered negative when it comes to Doom. But, and it's a small but, the levels are where Doom occasionally falters.
Most maps are an absolute joy—compact, labyrinthine arenas designed to funnel you through waves of carnage while teasing you with secrets. However, a few are infamous for their obtuseness.
E3M6, with its illusory walls, and E3M7, a nightmare of teleport mazes and lava floors, tested my patience. Episode 4, especially on Ultra-Violence, is downright sadistic; the first level has no health kits, just a couple of water glasses to mock you while demons chew your face off.
I'm willing to overlook this though - given the fact that it came out at a time when I was mostly playing Sonic the Hedgehog Spinball and X-men on my Mega Drive.
And yet, even at its most punishing, Doom’s level design keeps you engaged. Secrets abound, power-ups provide fleeting moments of invincibility, and every corner holds the promise of something dangerous.
Speaking of power-ups, they’re a mixed bag. Invulnerability is a godsend. Invisibility, however, often feels like a cruel joke, making enemy attacks more chaotic and unpredictable.
The light amplification visor? About as useful as a chocolate teapot. But when you’re low on health and surrounded by enemies, you’ll take anything.
Doom’s atmosphere deserves special mention.
The visuals, while primitive by today’s standards, are effective. The use of light and shadow—those dark rooms where demons lurk just out of sight—adds a surprising layer of tension.
And the music?
It’s a headbanging delight, driving the action with riffs that’ll lodge themselves in your brain for days. The game even flirts with horror. Moments where you’re running low on ammo, health, and hope feel genuinely nerve-wracking, a testament to how well the game manipulates its limited tools.
What’s most remarkable about Doom, though, is its longevity.
The modding community has kept it alive for three decades, with new levels, mechanics, and even entirely new games built on the Doom engine. GZDoom and other source ports have turned it into a playground for creativity, allowing players to experience the game in ways its creators could never have imagined.
In this sense, Doom isn’t just a game; it’s a platform, a foundation upon which countless others have built.
So why does Doom hold up after all this time?
Doom holds up after all this time because it nails the fundamentals of great game design. Its fast-paced gameplay, tight controls, and satisfying combat create a timeless loop that’s just as thrilling now as it was in the '90s.
The level design balances exploration and action perfectly, with secrets and non-linear paths that keep players engaged.
Add to that its moddable nature, which has spawned countless fan-made levels and even total conversions, and you’ve got a game that evolves with its community.
Plus, its simple but effective graphics leave room for imagination, giving it a charm that modern photorealistic games sometimes lack.
Doom isn’t just a classic—it’s the blueprint for how to make a game fun and endlessly replayable.
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