DOOM multiplayer impressions: Back from the dead, or dead on arrival?

When I first saw the DOOM reboot trailers, I had mixed feelings. I quite adored DOOM 3, with its shift to atmospheric first-person survival horror, but the reviews were certainly mixed. I recall some decrying the relatively slow pacing and over-reliance on "Monster Closet" jump scares, and there's every chance id Software had that in mind when developing this all-new, action-packed reboot.

For Bethesda's DOOM, id Software appears to have gone back to basics, delivering an in-your-face action FPS that emulates the speed of the original games while ramping up the violence that gave the series its notoriety.

Just like DOOM's campaign mode, DOOM's multiplayer attempts to strip away some of the pomp of modern FPS, opting for an experience that channels the golden age of arena combat. Not only am I a long-serving DOOM fan, but I spent insane amounts of time inside those classic arena shooters that this reboot is trying to imitate. Quake and Unreal Tournament emerge from the piles of entrails strewn on DOOM's blood-spattered battlegrounds, but so too does Halo, and Call of Duty — and I'm unsure whether the latter two are unwelcome guests or necessary evils.

While a little rough around the edges (and, that's what beta tests are for right?) DOOM multiplayer seems like it might be decent enough to shrug off accusations of being 'tacked-on', but I think it's premature to say that DOOM has truly returned from the dead.

Violent vistas

Audio and Visuals

We've seen the various bloody gameplay trailers, but how does DOOM stack up in practice? DOOM utilizes dynamic scaling to hover around 1080p on Xbox One, dropping pixels to maintain frame rate when the action gets too intense. The frame rate is a rock solid 60 FPS, and while I lack any empirical way of testing this, across dozens of hours of playtesting during the beta period, I didn't discover a single instance of decreased stability. Even while blasting groups of players into sinewy chunks with the game's various power weapons, DOOM stayed true to form.

DOOM - Rune

DOOM introduces the game with a pounding industrial metal track penned by Mick Gordon (Killer Instinct, Wolfenstein: The New Order), and his punishing style is a great fit to usher in a new era for the hellish shooter.

The maps available in beta had decent layouts, with winding paths, plenty of platforming opportunities and tactical features, but art-wise, none was particularly extraordinary. Your every day blood flows, stone walls, sci-fi facilities, lava pools, heretical runes — standard demonic fare. The art direction hasn't been especially interesting thus far, a jaunt through the depths of Hell should never feel this pedestrian. This fact that stands especially prominent given the recent launch of the thoroughly nightmarish, and relentlessly creative Dark Souls III.

A jaunt through the depths of Hell should never feel this pedestrian.

I'm hoping we'll see something a little more imaginative in the full game, though, perhaps id Software felt reluctant to step too far out of bounds when it came to the game's art direction. DOOM has a legacy to uphold, as one of the titles credited with the inception of first person shooters. Some of DOOM's long time fans have responded negatively to reboot's art direction, even going as far as providing updated designs that more closely match the original color palettes.

DOOM - Blood

Admittedly, multiplayer isn't a great way to judge visual designs. Online play prioritizes performance over portrayal, and the speed of DOOM's combat means you'll rarely be stopping to soak in the infernal scenery. id Software knows where your eyes will find their focus amidst the carnage. When it comes to exploding space marines, pulsating energy weapons and those impossibly satisfying execution animations — as a virtual slaughterhouse, DOOM delivers big.

DOOM's multiplayer beta only offered a glimpse at the horror the full game will provide. So far, there's plenty to praise, but I feel like the depths of hell could be a little less inviting.

Resurrected, or the walking dead?

Multiplayer Gameplay

Having missed out on the multiplayer of previous DOOM games, I went into the reboot with a blank slate. Classic arena shooters like Quake and Unreal Tournament were staples of my youth.

In the age of Call of Duty dominance, going all-in with the controllable chaos of an old-school arena shooter would've been a risky bet for an AAA budget. The danger is, of course, that by trying to appeal to both the old-school crowd while chasing the Call of Duty millennial, you'd end up pleasing nobody. Judging from the game's Steam reviews, it certainly seems to be falling on the wrong side of that balance. I had no hands-on time with the PC version, but the primary complaints pertain to it feeling sluggish compared to previous DOOM games, the way most weapons are now XP unlockables for pre-match equipment load outs, and the odd twinge of Halo that accentuates the experience.

The scripted melee executions, the grenade gameplay, the floaty, low-gravity feel, space marines dancing — there's a lot about DOOM that evokes Halo. I wrote that in my notes before discovering that the multiplayer was developed by Certain Affinity, a company comprised of former Bungie employees, who, indeed, worked on previous Halo titles.

DOOM - Halo?

For better or worse, bringing in former Halo developers whose franchise took multiplayer FPS from the occasional LAN party and gave it to the online masses should be a safe bet for building a solid competitive shooter. But, while I enjoyed my time with the beta, DOOM would need a lot of work to compete with today's heavy hitters.

I wasn't able to unlock the full arsenal of weaponry that'll be available in the finished product, but the guns on offer felt solid and diverse, for the most part. It might've been symptomatic of the claustrophobic maps Bethesda chose for the test, but the super shotgun felt a little overpowered.

DOOM's old-school elements are compromised to accommodate the 'modernized' mechanics.

None of the other standard weapons could touch the shotgun for time-to-kill, and any attempt to go toe-to-toe against someone wielding it, using anything less than power weapons, was pure, crushing folly. The full game will hopefully feature maps that allow longer range weapons like the assault rifle or the lightning gun to shine a little more, but the maps offered in beta were all about the super shotgun. At least, until players transformed into a demon — more on that later.

The DOOM reboot, sporting CoD-like unlocks as a reward for continued play results in their removal from the battlefield. In classic arena shooters, developing a sixth sense for weapon and power-up respawn timers contributed to the overall skill curve.

I learned DM-Deck 16 in UT99 so well, across hundreds of hours, that I could zip around the map in a set path, lining up my dodges and movements to grab the best weapons and power-ups like it was second nature, deviating only for dynamic events that result from emergent, rewarding PvP chaos. DOOM's old-school elements are compromised to accommodate the 'modernized' mechanics.

DOOM - Unlocks

That 'modernization' is a double-edged chainsaw. As usual, having load outs, XP unlocks and the like, should make the game more appealing to the mass market crowd Bethesda are obviously chasing for this reboot, but they homogenize the weaponry something rotten. The rocket launcher, now a standard weapon rather than a map spawn, does comparable damage to every other standard weapon — albeit with slow rocket travel speeds. Despite the odd occasion where splash damage might help your team, why would you ever use this over the shotgun, that deals near identical damage, instantly, without the risk of hurting yourself in the explosion? The maps on offer didn't make compelling arguments for using anything besides the super shotgun, but if the weapons all deal similar damage, yet lack viability due to map design and so on, it takes away one of the things that made classic arena shooters so great.

DOOM is clearly aware of what makes arena shooters great, which is why the game still features classic arena health packs, ammo crates, armor, power ups and power weapons as map picks ups. As someone who hasn't had a gaming PC for years, I felt nostalgic as I worked my way around the maps, grabbing armor boosts, uncovering power weapons and so on, but they were on such short respawn timers it felt a little trivial. Not only that but the maps just seemed plain small. I felt myself yearning for hidden paths and secret rooms — basic features that made DOOM and other classic arena shooters all the more rewarding for well-learned players.

DOOM - Demon

That's the thing about DOOM multiplayer; it appears like it wants to be an arena shooter, leaning on the legacy of its name, but it's designed to do so only at face value. No regenerating health — but med kits are abundant and respawn rapidly. The maps have weapon pickups — but only power weapons that grant cheap, easy kills, and are available in plain view. Lots of those classic weapons are there — but they're tuned to be earned as loadout unlocks, resulting in weapons like the rocket launcher feeling totally neutered. A direct rocket to the face should always result in a fountain of gore.

id Software missed the opportunity to bring in some aspects of modern shooters that would boost the game, like Halo 5's directional dodge in place of the combat-ineffective double jump, and sprinting, of all things. For all their posturing at last year's reveal, DOOM still feels sluggish compared to some modern multiplayer shooters, like Titanfall.

Those are the negatives, though. Despite my complaints, despite the litany of minor frustrations, when DOOM does things well, it does them very well.


Doubtless due to Certain Affinity's Halo influence, DOOM multiplayer is a melee-heavy game. When hitting a player in the face with a shotgun, followed by a quick melee attack was often enough to strip an unarmored player of health, and those kills resulted in gloriously humiliating execution sequences. Finding victory in a close quarters duel, reducing your opponent to a violent shower of meaty chunks feels and sounds incredible, appealing to my most shallow sensibilities. And of course, there are those demonic runes.

DOOM's signature "don't-call-it-a-gimmick" multiplayer feature is the ability to turn into one of the franchise's staple demons, and wreak havoc for a whole minute, or until you're killed. Picking up a demonic rune, which spawns randomly on the map, will result in a brief animation before providing you with insanely powerful weapons, abilities, and speed for a stint of guaranteed goregasmic kills. It's a mechanic that allows even the least skilled players to achieve greatness, emulating Destiny's super attacks, Call of Duty's flanking respawn system or Battlefront's hero pick-ups.

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That's the thing, despite those betrayed expectations, I had more fun in DOOM's brief beta than I've had in a multiplayer shooter for a long time. If Bethesda can take some of the criticisms on board, like its demonic transformations, DOOM could evolve into something far greater than its beta has led many fans to believe it can be.

On the brink of DOOM

Final Thoughts

It might seem premature to judge the future of a studio based on a limited beta test, but DOOM, as a reboot, just cannot afford to be complacent. Bethesda has restarted this project once already, as they felt dissatisfied with id Software's initial work on the now-cancelled DOOM 4.

Bethesda has enjoyed mixed success as a publisher, and id Software itself hasn't had a major hit in quite a while. Their last major effort, RAGE, shipped riddled with bugs atop repetitive gameplay wrapped in an uninspired setting — leading to the sequel being canceled.

DOOM - Bloody


With the departure of id Software co-founder John Carmack, who fled to Oculus Rift back in 2013, it's perhaps depressingly ironic that the failure of a game named DOOM could spell the end of id Software's legendary story. I'm not sure whether Bethesda would be willing to continue pouring money into id Software if RAGE's fate befalls DOOM, and the studio appears to have created a lot of bad will among long-time fans already with its casualized take on the franchise's classic formula. Alienating DOOM's fanbase to chase the mass market gamer is a risky strategy in such a violently competitive multiplayer climate.

I'm not sure this version of DOOM's multiplayer will be good enough to bank on its name alone.

As fun as I found it, I'm not sure this version of DOOM's multiplayer will be good enough to bank on its name alone. Online shooters like Rainbow Six Siege and Halo 5 have dropped paid map packs as they split the player base depending on who owns what, and for DOOM to plow ahead with that model is just one item in a list of problems that scream of corporate complacency.

It makes me worried that the campaign could be similarly unambitious and haphazard. It also makes me worried that the multiplayer might not see the support it needs to enjoy any sort of longevity.

Of course, there is hope among the doom and gloom. Bethesda just needs to respond to some of the impassioned feedback. With a few easy tweaks and some simple communication, not only could the franchise make a riotous return to the top of the pile, but it'll save id Software from sinking into the depths.

Related: Our full DOOM Eternal Xbox One review

Jez Corden
Co-Managing Editor

Jez Corden a Managing Editor at Windows Central, focusing primarily on all things Xbox and gaming. Jez is known for breaking exclusive news and analysis as relates to the Microsoft ecosystem while being powered by caffeine. Follow on Twitter @JezCorden and listen to his Xbox Two podcast, all about, you guessed it, Xbox!

  • I think I'll get this when it's cheap and just play the single player. I don't think the multiplayer will be good enough for it to trump other games already out or new ones coming so paying full price for a standard length single player game isn't that appealing to me. Not unless its something with an amazing storyline, which isn't really a staple of Doom games, it's about the mindless violence and gore
  • Tried the beta, or alpha, I don't remember. I'm a fan of Halo gameplay, Halo 5 did a well job, and while trying Doom's beta... SOrry, it's not gonna make it. But the solo will surely do
  • Meanwhile, I've loved Halo for 15 years. I thought Halo 5 was one of the absolutely biggest piles of crap ever (both campaign and multiplayer), and I've stoked for DOOM, so my friend will stop dragging me into that PoS matchmaking system Halo uses to put multilple high-Diamond players against multiple Platinums, because it doens't understand balance ofteams any better than it understands balance of maps (which is to say, it's very stupid with both).
  • I'll join ye in DOOM mp, despite the shortcomings... it's kinda infectious.
  • Good review, and assessment. Its very solid, buttery smooth, and got that "just one more round" addiction to it. Is it me or the article missing the strapline/author section (was this you Jez?) But its high quality, whether you like it or not is personal. I liked the beta though.
  • Yeah, we recently removed the author section to help improve page load, optimize code etc. I kinda miss it though! Thanks for reading, and for the kind comments. :)
  • Call of Doomy MP is dead on arrival.
  • Adorable one-liner that exhibits just a wealth of ignorance of the subject. Bravo. "It has loadouts, so it's Call of Duty!" Brilliant.
  • Only read the first ½ doz paragraphs but found out what I needed to know. I plan to finish reading the article but wanted to make a note that I appreciate this author's style. Excellent TYVM!
  • Yeah excellent well written article. Looks like I'll be spawning bots & playing the "campaigns" that are older than my children. At least my kids are unpredictable.
  • Thanks man, appreciate the kind comments. I have high hopes for DOOM still, I hope the devs have noticed some of the feedback.
  • Even if they did, I don't think they'll manage to drop the loadouts and make changes to the map to cater to the old-school fans. Maybe in a future update, but it might be a little too late then... They should drop the maps/weapons dlc thought... Leave only the customizable stuff in the DLC...
  • Some things I guess are more of a necessary evil, I get *why* they've added loadouts... but I guess either way, Doom Snapmap will allow people to make true custom game modes that feature these sorts of things, even on consoles.
  • WOW, I guess people here dont like it at all... I have not tried it yet, I was going to hop on tonight to see if I can try it....but, if it's over, oh, well. Dam, I guess it's bad, huh ?
  • Underwhelming, I'd say. It doesn't seem to have depth, you know?
  • Nah, it has some good aspects, with a few tweaks it could ascend above what the beta represented... But will they listen? That's the main question heh.
  • It's garbage
  • Dunno if DOA, but I played it and I didn't think it was that good.
  • DOA.. I'm an old gamer and cut my teeth on the original DOOM for FPS and Death Match.. (I did play a lot of Computer to Computer F-16 and of course Wolfenstein) and moved onto Quake, DukeNukem 3d, and so forth and so on.  I played the Beta and I wasn't impressed nor did it get me all excited that I just couldn't stop playing it.  First thing is get rid of the damn Class based game it's overplayed and everything is class based now.  Go back to putting the weapons on the map and what not. Second it didn't feel like DOOM.  Third it's match making again please get rid of match making for the PC. I want to be able to pick my server.  I understand you want to spice it up, but it failed for me. I would like for companies to allow the community to mod the game like the old instead of trying to nickle and dime us. Counter-Strike, Desert Combat, POE, and a lot others came from community moding. I was also disappointed in the graphics.  They were bland for me in the Beta, but I know it's beta so I can overlook that for now.
  • I agree that I want weapon spawns back. It's probably too late for that, unless it's another game mode/playlist they add later. Snapmap sounds like it will give folks the option to do things your way, but who knows how well that will work?
  • Falsity in the final paragraph. Halo 5 does NOT have paid DLC. All map packs are released FREEEEEEE. And the dev should be gettijng praise for that    
  • That's what Jez meant.
  • I should've written ditched instead of dropped haha, forgot that dropped often means something else online, my bad.
  • Yeah, but the DLC maps are so ungodly bad that I'd pay them to take them all out of rotation (with maybe the exception of Torque). Tyrant and Riptide are, without an ounce of hyperbole, two of the absolute worst maps I've played in a shooter in my life. I'm not kidding, if I could pay the $25 of the Halo 4 Season Pass to get those maps (along with Fathom and all instances of Warden Eternal in Warzone) out of the Arena rotation, I'd consider it. How Orion was taken out, onyl to have the turds they kept and added exist, is completely confusing. Just to explain a little: Plaza: Really cool design, but horrible spawn balance Truth/Regret: Nostalgia additions that are WAY too small for the sprint-inclusive, modern gameplay. If they doubled their sizes, they would be OK. Pegasus: Again, OK map, but bad spawn balance--and way too many power items (sniper, rockets, shotty, overshield) Riptide: Just a joke of all jokes, with bad spawn balance, too many grenades, and just a mess of design Overgrowth: OK design, but way to many grenades and easier ways to get jumped on a corner (mostly because of those plentiful grenades) Tyrant: A spawn killer's paradise that is so bad that everyone who either worked on that map or saw it before release should be docked pay, if not fired. Tiny, constantly jumped off the spawn, a sniper for the one, long area to camp, and a Scattershot to sprint those plentiful, tight corners. Oh, and LOTS of grenades for such a small map (which has you constantly spawning with MORE grenades). Fine, give them +5 praise for free maps. That's fair. However, -10 for the worst serious of maps in a FPS that I've ever seen should also be considered. They're so bad that they're ruined the experience for me entirely.
  • Whether the maps are poorly designed or not... the philosophy behind giving them away for free (i.e. not dividing the playerbase) is becoming more common among AAA titles. Titanfall ended up giving away its maps for free for this reason, Rainbow Six Siege too, etc. I think it's short sighted of them to just presume DOOM is gonna be a mega success to the point where they can afford to chop up the playerbase... but I guess time will tell. I know I have my pre-order in, just kinda thought it could've reached a little deeper.
  • You've got 3 examples there, where as we can put Black Ops 3, Battlefront, Gears 4, and many more up as examples where the free DLC isn't happening. I guess it's more common, but it's also not exactly common. Titanfall only did it once it seemed no one else was going to buy it and the player base was dying. I honestly didn't think TF was doing badly with its community until they added playlist sizes to the menus, and I could see under 500 people in a lot of them, for example. It'd be nice if the playerbase weren't segmented over this, I agree. I almost completely stopped playing Halo 4 over it. They had a week where they turned Team Slayer into DLC Slayer (meaning you had to have the DLC to go into thte lobby), and it didn't just push me to another playlist for a week. It didn't even have me take a weeklong break. I just stopped playing the game much at all for the next few months. It's a dangerous gamble. Even then, I think it's not too bad. I'd imagine id Software feels it has a fan base that's going to buy in, plain and simple. I've never once bought a Season Pass. I wouldn't even say I've been CLOSE to buying one. However, this is a game where I'm leaning towards doing it because I actually enjoy the game. It's a risk, but it might also be a necessary one that hopefully drives profits and justifies not just this game, but maybe a sequel as well. If I learned one thing from Fallout 4, it's that Bethesda is probably the biggest publisher, in terms of money grabs and merchandising. Between the mutiple $100+ pieces of jewelry, 2-3 different artbooks, and the $400 snowboard, it seems they're aimed at raking in any money from any source. They aren't throwing out merchandising on that scale with this game, not even close. The Season Pass gives it a chance to drive profits up more. That it's $40 bothers me more than its existence, but Best Buy's $100 bundle (with the game, Pass, and a steelbook) isn't bad, since I have GCU there and get it for $80 (or the equivalent of buying the game for $60 and the Pass for $20 at GameStop).
  • Gears 4's maps are sorta "semi-free", where they'll rotate like Killer Instinct fighters for free, and then you can purchase them outright if you enjoy them - prevents playerbase from being segmented but also ensures devs are compensated for their work... could be a nice compromise. At the very least, it shows they're considering these issues. I think when it comes to DOOM, SnapMap will supplement the whole DLC maps thing. I hardly ever played UT99 on the default maps come to think of it. The more I talk about DOOM the more I want to play it again lol, think I am gonna buy that CE.
  • can someone explain to me why they hated it so much ? i loved it and i hate fps (because i suck at them XD)
  • I didn't hate it. :) I just felt like they could've been a little more faithful to the old school mechanics they're trying to emulate.
  • I agree. They should have just gone all in with trying to replicate those mechanics. The people who will buy this, played Doom when younger. I don't think it's got a chance in hell (see what I did there?) of becoming popular with the general gaming population when you take into account the community as a whole. They may as well have focussed on making it amazing for the people who are buying it mainly because of the nostalgia (Most sales will come from that segment IMO) rather than trying to mix in some things that non-doom players will find attractive.
  • I thought it was pretty bad. I had to force myself to finish one match before I uninstalled it. Posted via the Windows Central App for Android
  • Being a long time DOOM and Quake player (yea I am old) I order it but its gonna follow doom 3 road, all I want is strafing.
  • I felt it has a lot of good points, but I personally think, the load out system needs to be scrapped. I do like the fact that it doesn't lend itself to campers, it's more of a run and gun kind of experience.
  • This might honestly be one of the few reviews on this site that I feel is outright bad. Maybe some of it is my bias of really liking this game, but so many points made in here just don't make much sense to me. It's self-contradictory and bizarre, in many ways. "The scripted melee executions, the grenade gameplay, the floaty, low-gravity feel, space marines dancing — there's a lot about DOOM that evokes Halo." I guess I missed the Halo release with dancing Spartans. The grenades aren't anything like Halo's, in my experience. Halo 5's frag grenades are an unholy sin in their blast radius and ability to reach long distances and take many bounces. These feel like a secondary thing, and you can't spam them like you could in any Halo, due to the numerous pickups. "Judging from the game's Steam reviews, it certainly seems to be falling on the wrong side of that balance. I had no hands-on time with the PC version, but the primary complaints pertain to it feeling sluggish compared to previous DOOM games, the way most weapons are now XP unlockables for pre-match equipment load outs, and the odd twinge of Halo that accentuates the experience." "id Software missed the opportunity to bring in some aspects of modern shooters that would boost the game, like Halo 5's directional dodge in place of the combat-ineffective double jump, and sprinting, of all things." So, the game gets detractors for copying modern shooters too much, and then you jump on it (as one of the supposedly old-school shooter folks) for NOT stealing too much from modern shooters? Honestly, what I liked most about DOOM is that its primary focus seemed to be on shooting people. I don't know how you found double jumping ineffective, either. I like not playing Thruster Pack cat and mouse and waiting on the Aim Assist to hand someone a kill by sheer luck, almost. I like not having to sprint (especially with the ghetto Elite controller I got, and after dealing with the crappy shield-sprint setup in Halo 5). Together, these two quotes are just a mess. "I wasn't able to unlock the full arsenal of weaponry that'll be available in the finished product, but the guns on offer felt solid and diverse, for the most part. It might've been symptomatic of the claustrophobic maps Bethesda chose for the test, but the super shotgun felt a little overpowered." So it's solid and diverse, except the part where you say the Super Shotgun has a clearl advantage? That is back-to-back for the contradiction, not even hiding it across a few paragraphs. I'll note that I agree with the premise that the shotgun feels overpowered when you're picking one gun to use. However, I feel people don't put enough thought into simple things. I ran with the shotgun almost exclusively, at first. Then I quickly realized that (as you got told in training levels of CoD) that switching weapons is faster than reloading. I went Static Rifle + Super Shotgun in the open beta. The Static Rifle is very strong, when you get it charged (any hit was 60 damage at full strength). So, when approaching, you could pop off that charged Static Rifle, knock off half the person's health, switch, shotgun the person for another 30-60, then finish it off with a Glory Kill. The shotty will only pop 8-20 damage at the point I fire thte Static Rifle--there's too much distance, and I can switch to the shotgun and fire it much more quickly than the Static Rifle will recharge. As soon as you get past using one gun at a time, it all clicks much better. "claustrophobic maps" "sprinting" This feels like trying to pair two complaints that, when put together, are going to just keep those complaints. The maps feel a bit small at times. They could add another path or section to some. However, you then ask for sprinting, and that just does it all over again. If the maps feel too small, why do you want sprinting? If you want sprinting AND larger maps, why do you want either, just for the added button press of a sprint? The suggestions seem to be just to copy the competition, rather than to meet a need or make sense. "DOOM still feels sluggish compared to some modern multiplayer shooters, like Titanfall." Honestly, I still don't get the deal with Titanfall. I liked the Titan gameplay, I was very surprised at how good they felt. Beyond that, I think that game is an awful disaster. Weapon balance wasn't very good. The maps were logistical mess (too large for Pilots, too small for Titans). The gunplay was some of the worst I've experienced, in an era where gunplay seems to be the low bar every shooter (even the ones I dislike, such as Destiny and Halo 5) gets right with ease. Instead, it's almost a copy-paste of Modern Warfare 2 then given EVEN MORE of a crutch. It's about the exact opposite of DOOM. Instead of making it feel like your ability to shoot a gun matters, Titanfall felt like it was saying, "don't worry about that pesky aiming; we'll do that for you, so you can get into that big robot and slide and slam into one of the 30 buildings in the narrow street!" I don't like Halo 5 because it's a game with excellent core mechanics, but awful maps and matchmaking. Titanfall seemed like its maps were mediocre, but not nearly as bad as Halo 5's, but the game was just ruined by horrible combat. I get this is an opinion piece. I even agree with some of it (for example, I had more good, old fun in the DOOM beta than any shooter in years). However, I just don't get what kind of point this article's making. The game's too slow, but also too small. It's too modern, but not modern enough. Weapons feel balanced, but some weapons are overpowered (shotgun and--obviously--the Gauss Cannon).  
  • First, it's not a review, it's impressions. Second, a lot of what I wrote are observations, and not necessarily things I think are bad. I never said I disliked those melee executions, quite the opposite (if you read it) but I understand where some detractors are coming from when they want more of a pure, old-school experience. The game does evoke Halo, is that a bad thing? Not necessarily, and I never said it was. Also Halo 5 has similar memetacular taunts, dunno how you missed that considering you have a lot to say about the game. The weapons do feel solid and diverse in terms of their feel, but the shotgun is still overpowered, again not contradictory statements unless you're trying to manipulate my intents to fit your argument. I also noted that I was referring to the maps on offer, and that the full game might allow other playstyles to shine, but the ones in the beta were limiting and allowed shotguns to take center stage above all other weapons. Gauss Cannon is a power weapon, which are overpowered by design, but its problematic when a loadout weapon is by far superior to everything else (at least, from what we saw in beta, and like I noted, they'll likely tune it). I also wrote that I enjoyed it overall and I do have my pre-order in, but I question some of the design decisions, such as loadout weapons (leading to homogenization, etc) and my only comparison to Titanfall was the fluidity/speed, sprinting could've helped up the pacing, those aren't contradictory statements when you read the context properly. Like you said in your opening sentence, I feel like you're attacking me cus you think I've been negative about a game you enjoyed. I enjoyed it myself lol, I considered buying the collector's edition until I saw that it doesn't contain the season pass (wut?) but... the things I wrote about may come off as contradictory, because they're contradictory as a result of the game design. Why have a diverse array of unique weapons and then make the shotgun the stand out in almost every scenario (at least that we saw in beta, as noted)? etc. I'm a huge DOOM fan and want to see the game to succeed, rather than become a cash-in that flops and results in us never getting further titles. That's all. Thanks for your input anyways. :)
  • "Impressions" just seems like a hedge against criticism, to me. I mean, what is a review but impressions of a game? It's usually a bit more objective than this is, but it's not like you aren't reviewing what you played. I guess I don't see why you bother splitting those hairs. Changing the word doesn't change the content, or my "impression" of it. I still feel like much of the complaints end up being about the fact it's different, rather than reasonably defending how the game is hurt by something. Infernal almost has multiple personalities, where there are sections with tight turns and corridors, as well as that lower level with the blood fountain. You've got the middle ground where there are a few layers, but it's fairly open; that's where the Haste spawns. Then you have a third area (with the Gauss Cannon) that's wide open. It's not extremely spacious because you can fall, but it's not a bunch of corrodiors and layering that will get you snuck up on, like modern shooters seem to love. The other map feels larger, though it also seems to be more segmented. You have more routes to places and more cover, but unless you're in one of the short, narrow walkways (meaning, you aren't in them for long), you seem to have plenty of room to move. I could go on, but I really don't want my posts to be 95% of the words in the comments, haha. I acknowledge my pro-DOOM bias, but I also feel that I am much more receptive to rational discussion of strengths and weaknesses on this stuff than others. It's why I can praise Halo 5 and Destiny for tight gunplay, but rip them for so much else. It's why I can praise Titanfall's Titans, but rip the Pilots. It's why I talk of how much I love Dying Light, but note that its ending felt like it was cut off 5 minutes too early. It's not something where I consider a game above criticism. I basically will get flak from both sides of the aisle because I won't just take a "love or loathe" stance on much of anything, this included. I mentioned above that I don't like the inclusion of a Season Pass. With Snapmap, I think it makes even less sense, because it ends up sounding like Snapmap won't mean anything outside of private matches. I've said from the get go that I wanted weapon pickups like Unreal and Quake, which we saw in the campaign gameplay. I can only imagine it's got something to do with not being able to mouse cycle through weaopns on console. Still, I want to run around picking up a rocket launcher or a nailgun or a biorifle or a flak cannon or whatever else. I like that more, and not having it is a disappointment. I'm hoping that style becomes a lobby/game type later on. Even the pacing complaint. I thought it felt weighty and slow at first. It seemed to just be an adjustment period, coming from the ADHD and spawn deaths of Halo, though. It's more that I notice something is different, rather than worse. If sprinting were in it, I wouldn't hate it (though I think the maps would feel too small if it were unlimited sprint like Halo 5), but it doesn't need to be there because others have it. Once this game starts using that logic, you end up with Generic Shooter 6, rather than DOOM. It's good that you can feel as if you're getting a different experience with this than Halo, CoD, Titanfall, or Battlefront. Just to finish, I'll say this game relates best to Battlefront for me. I enjoy the focus on shooting, rather than the excess, with both games. Both felt more fun than hectic, when put against the others. You felt like you were losing a gunfight in both more than being jumped off a spawn (the exact opposite of what Halo 5 feels like, most of the time). I could also easily see why both would be unpopular, though. After 5 years of being used to a million things you can do, having something like one gun and 2-3 cooldowns (Battlefront), or so few things that X and Y aren't even mapped actions (DOOM) can feel barebones. I get people want to always feel physically engaged and that they want some kind of trick to pull out of their sleeves in a fight. I like not having to do that though. I like to play a FPS with my gun, rather than my 6 grenades (Halo), special ability (Destiny, Black Ops 3), or whatever other, ancilary stuff that turns these shooters more into a generic "first-person combat" game.  
  • I agree with almost everything you said, I think in the article I came off as overly critical, but I did want to cover what I didn't like/didn't work because _I love DOOM_, not because I didn't like it. I want the game to succeed, and I don't want Bethesda to relegate it to a second class IP because they alienated the core crowd with casualization and the modern crowd by not being casual enough. It's a balancing act, and I think it pulls it off well for the most part - the demon no longer feels like a totally OP gimmick to help newbies get kills, feels like an integral part to the flow of matches that isn't thoroughly overpowered, unlike earlier betas/alphas. I'll try to be a little clearer in future articles, cus I didn't wanna come off like I was making contradictory statements, but qualifying every single statement in detail can result in articles that are 3000+ words long (see my Phantom Pain review for an example... nobody wants to read 3000 words haha). Apologies for that, really. I'm gonna pre-order the CE, let's hope it doesn't let us down. :P
  • I for one am excited! I been waiting for Doom Posted via the Windows Central App for Android
  • I NEED DOOM I Am Primus
  • I don't get what kind of "fans" dislike this game. I tried the beta and loved it. My memories about the old games are fresh, I bought the old titles on Xbox earlier this year. I was really excited when I first saw the trailers and played the sht out of the beta that weekend. It has a lot of aspects that just don't match other modern shooters in any way. You have life points that dont regenerate and a weapon without switching magazines. This is a rather classic design. Also the level editor, I can't wait for it to try out. It reminds me a lot of DOOM The Board Game.
    I can't understand how people can claim to be a fan of the series and be disappointed without having seen it all.
  • I think its the general departure from the classic - old school FPS. What I mean is, for me anyway, gaming is evolving & my tastes are not...
  • Yeah I mean, some criticism is overly harsh, I think I'd be lying if I just focused on what I enjoyed/thought worked well in this article. I LOVED it over all, and maybe I didn't get that across well enough in the article, but I think there's a few things they need to address that could make the difference between "meh" review scores and "YAY" review scores, and sadly, I feel like that'll determine whether Bethesda sticks with the IP or not long-term. Maybe we can play some DOOM together when it's out!
  • I wish companies would produce more new IP like Quantum Break, to give us something new. It may be risky trying to introduce a new IP, but I think trying to resurrect something like Doom is just as risky - They are pretty much going to be able to sell it purely on the nostalgia factor with those of us that played it when younger - along with Duke Nukem 3D, Quake etc. Working towards a newer IP with no specific ties to Doom may have worked better. I'm sure some people will enjoy it, I just don't think it's going to be that big of a success and expect rapid price drops
  • I'll wait to own and play the full game before making a judgement.
  • Doom has one last chance to create a new, younger, revitalized, devoted fanbase that restores the value of the Doom name and franchise that Bethesda spent a lot of money to acquire when they bought id Software.  To maximize this chance, Bethesda has to bring back the killer feature that made the original Doom and Quake games so popular, a feature that would make the game an instantly disruptive threat in the current FPS marketplace: full multiplayer mod support and free sharing of maps and mods developed by the community.  This may mean Bethesda has to ditch the season pass and issue refunds to those who already bought the season pass, but if Bethesda is smart that's what they need to do.  Bethesda should release the scheduled mutiplayer content of the season pass for free over time to avoid fragmenting the playerbase, give players an incentive to keep their copies of the game instead of reselling them, and generate the kind of disruptive buzz and goodwill that CD Project Red did with their generous schedule of free DLC for Witcher 3.  In the current marketplace with every publisher dimwittedly following the Call of Duty season pass model despite the evidence that EA is milking that franchise to it's eventual death, CD Project Red has already shown how to stand out and take a franchise up to the top level.  Doom cannot rely on its name alone anymore; it is not an incumbent blockbuster franchise at this point.  Just trying to milk a diminished fanbase of nostalgic older gamers will be a disaster for the future value of the franchise.  Bethesda needs to act like a young and hungry up-and-coming game publisher with Doom if it wants more than a quick cash grab and a sad end for a once-great game franchise. Rather than dividing the multiplayer fanbase by asking them to pay for DLC maps and weapons, there are a number of other, smarter ways Bethesda could generate additional ongoing revenue from the large, loyal fanbase that would come with this strategy.  Like the Battlefield series, Bethesda could offer rental of dedicated multiplayer servers, and they could charge money for cosmetic items that don't offer any competitive gameplay advantage.  They could charge for additional single-player content packs like they did for the Fallout games and Skyrim.  None of those options would fragment the multiplayer playerbase the way the current Season Pass will.
  • DOOM has that mod support, in a feature called DOOM SnapMap, it remains to be seen how powerful it is, but I encourage you to check it out on YouTube, it could be exactly what we need. Thanks for reading mate. I agrew with you entirely.
  • What's your Gamertag? Posted via the Windows Central App for Android
  • As someone who was a huge fan of the original Doom way back when, (and every other id Software title since!) I loved every minute of the open BETA, and played it BOTH times that they had it up and running. I was thrilled at the nostalgic feeling I got the first time I ran into a "Quad Damage" or "Haste" powerup! To me, I felt like they're taking the best of Doom and Quake III Arena and putting it all into one awesome new DOOM game. I can't wait for the full release on May 13th!
  • What do you think of the single player? I love it! Posted via the Windows Central App for Android
  • Totally love it! 
  • I lost count of how many times i played the old Dooms, it was my starting point in gaming and the game itself was, alongside wolfenstein the ones to give momentum to the FPS, yet one managed to keep up with time the other no so much, Doom tried to keep up but did not succeed so now they tried to bring back the feel of the old dooms games and didn’t manage that either, we are in 2016 not in 1993 some mechanics from back then are only acceptable in low budget indie games now. Id could have made this work combining the arcade-is style of the old dooms with mechanics of today (nothing extraordinary jus the basics) but they didn’t, instead they went to a now obsolete and illogical mechanics, instead of having a Doom game we have the offspring (and not a pretty one) of Serious Sam + Quake 3 Arena, The entire game feels like a on the off then on again multiplayer match with boots… I know im in the minority with this opinion about the game, but as I see, This game is a Doom game only in name and a way to cash in money thanks to a old legend Peace