Doom re­born


One of last year’s nicest sur­prises was that the long-over­due Doom ‘4’— an­nounced in 2008—is ut­terly ter­rific. The game’s suc­cess lies with how it cap­tures the swag­ger of the orig­i­nal Doom with­out try­ing to trans­late its tech­niques di­rectly. The lev­els are as re­cep­tive to ex­plo­ration as those of the orig­i­nal, and the gun­play un­folds like a mix of Quake and Un­real fed through Far

Cry’s an­i­ma­tion suite. The game also speaks to col­lec­tive weari­ness of ex­po­si­tion in ac­tion games by rough­ing up its own nar­ra­tive—one of the first things Doomguy does is smash a speaker be­fore some­one can fill him in on the back­story. To­gether with MachineGames’ re­booted Wolfen­stein:The NewOrder, it sug­gests that id’s li­cences have plenty of life in them yet.

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