Doom 4 Split Screen

08.08.2019
Doom 4 Split Screen 4,2/5 8210 votes

With this mod finally you can have a COOPERATIVE SPLITSCREEN experience on Doom 3 (and Resurrection of Evil), you just need a keyboard-mouse (Player 1) and and Xbox 360 Controller (for Player 2). DISCLAIMER: I'M NOT DEVELOPING THIS MOD, ADOLIF FROM SOURCEFORGE.NET. That the X-Box version allowed for cooperative play on a split screen, I was very excited. Halo 1 and 2. I bought the X-Box Doom 3 and when I tried to set it up to. Archived from groups: alt.games.video.xbox (More info?). Support for both online and split-screen multiplayer and coop for up to 4 players. However, playing on split-screen causes severe framerate drops and can hinder considerably the experience. Trophies cannot be earned in multiplayer. The soundtrack has a lowered pitch, and as a result is noticeably low res compared to the PC.

Doom

DOOM [official site]’s singleplayer campaign was so surprisingly strong that I no longer object to writing the name in capital letters. Of course, it has a multiplayer mode too – as important a part of the Doom heritage as is speed and shotguns – and, were you to believe the marketing, this was the most important element of the new id shooter. With the legions of Hell all defeated, I now turn my attention to real hell: other people.

Note: I’ll be writing separately about the SnapMap level design/sharing tool, once I’ve had a chance to burrow into it properly.

DOOM multiplayer was, I think, inevitably going to differ from the singleplayer in profound ways. For a start, single is all about a powertrip of movement and resilience, whereas no multiplayer game can realistically support every player being on an incessant kill rampage. So the formula instantly changes from Schwarzenegger In Hell to Space Marines Chasing Each Other. This instantly, inescapably renders DOOM’s multi more familiar than its singleplayer. Halo wouldn’t be an unfair touchstone, although the maps are smaller and more maze-like. Actually, as sacrilegious as this sounds, it feels more like Unreal than Quake.

Even the arsenal departs from the id norm to some degree, with some new specialist shooters that don’t fit easy archetypes and don’t feel as satisfying for it. The mainstays of rocket launcher, railgun (though sadly renamed) and shotgun abide, however, and the BFG even puts in sporadic appearances.

Unfortunately sniper weapons have already seized control of the game, so don’t expect an easy ride if you’re a novice, but balancing that out somewhat is that the speed and mobility (yay doublejump) afforded to every player thanks to DOOM’s wonderful movement means you can close the gap on a camper within moments. You really will need to familiarise yourself with the lightspeed headshot if you want to go far in this, though.

This speaks to another major change from singleplayer, which is that the multiple and delightfully overpowered alt-fire modes for the weapons have been all but stripped away in favour of the most vanilla options – there’s not much more going on than scopes and premature rocket detonations. Whether this is because, for instance, locking three rockets onto three people simultaneously was deemed to be brutally unfair or because the netcode could not realistically support it I don’t know, but it does mean that multiplayer lacks the bug-eyed insanity of singleplayer, and instead forces players into more tried and tested behaviours.

However, it also lacks the purity of traditional Doom or Quake multiplayer, partly because the array of weapons is muddier, partly because timed pick-ups temporarily turn the first player to grab them into a demon (more on that shortly) but mostly because it’s hung around the now-traditional experience and unlock system.

This ringfences a few weapons until you level up a dozen or so times (just a couple of hours’ play, really) but in the longer-term randomly doles about new character customisation options and one-shot power-ups, such as bonus XP for assist kills or temporary tracking of your most recent killer’s location. Everything does something very similar now, and I’m an old man if I begrudge it, but it does rankle to see something with so much competitive heritage hitched up to a Skinner box. Can’t it be enough to just want to win? Young people today, etc.

Doom 4 split screen

Doesn’t help that the armour options (purely aesthetic) are so ugly. A lumpy grab-bag of styles, criss-crossing Master Chiefly powersuits, sub-Geiger demon fare and early Quake crusader helmets, most commonly seen in gruesome boy racer cod-metallic hues – it’s visual noise. The occasional player pulls off something more sedate and subdued, usually involving trying to look a bit like a Dark Souls character, and I quite like the 80s robot-y Fractal set, but sadly the net effect is that everyone looks like a nebulous shiny splodge. It quickly becomes hard to care about a new armour piece unlock, because no-one you encounter will think, even for a second, ‘woah, that guy looks cool.’ Like so much about DOOM multiplayer, there’s a sense that this stuff was made by a completely different team to that on singleplayer.

All that said, I was delighted when I unlocked tiny Quake logos for my armour:

Then there’s these demon transformations I mentioned. It’s not a novel concept to have one monstrous player on the map, who the entire opposing team then makes a beeline for, but it does fold in some of DOOM’s great bestiary, as well as affording a rare opportunity to actually be a Revenant, Baron of Hell or Mancubus. Each has their own powers and movement, and all are giant hitpoint sponges, far more so than their singleplayer incarnations.

It’s a hoot to be one, and it’s frightening to face one, but it can disrupt the flow of a match, as suddenly the entire fight is about taking Big Bad down. What DOOM multiplayer sorely lacks is server options: not just the increasingly common forced matchmaking structure, but also deciding that a match should be without demons, or railguns, or power-ups, or people above a certain level.

All its modes bar one (essentially deathmatch except you have to pick up enemies’ ‘souls’ post-kill) are team-based, and standard fare. The standouts for me was the one which involved controlling a moving zone of the map, as it forces snipers out of comfort zones, and the team-based last man standing variant, in which every player has but one life and thus everyone exercises far more caution. The playing field feels more levelled when everyone’s mind is on staying alive rather than racking up the highest score, and the unpredictable nature of a multi-tier map which folk can double-jump around injects a great deal of tension into proceedings.

In short, don’t come to DOOM multiplayer looking for some kind of id heritage – it doesn’t pull off a smart rethink of early shooter values in the way the singleplayer does. Come to it for a solid but straightforward online mode in the modern paradigm, lifted higher by the wonderful bounciness of DOOM’s movement system: double-jump slips seamlessly into proceedings, so it’s never a matter of just running around the same paths, but instead hopping wildly across shortcuts or over people’s heads.

You will feel busy and active for every second you play, and there is a much to be said for that: far more thrilling, moment-to-moment, than the ground-rooted traipse of the military shooter. Though aesthetically rather dull, the structure of the maps is smartly designed in order to enable this constant momvement: learning them and picking up on the shortcuts and hiding places happens very naturally.

It feels as though an opportunity for something clean and Quake-y has been missed, and certainly the walled garden of its lobby system is a frustration. It’s true to say that I feel no great compulsion to return, but it isn’t true to say that DOOM is a case of singleplayer good/multiplayer bad. It’s singleplayer good/multiplayer adequate, which in fairness is probably not what people wanted from a game with ‘DOOM’ in the title.

Doom
Developer(s)id Software[a]
Publisher(s)Bethesda Softworks
Director(s)
Producer(s)Timothy Bell
Programmer(s)Billy Ethan Khan
Writer(s)Adam Gascoine
Composer(s)Mick Gordon
SeriesDoom
Engineid Tech 6
Platform(s)
Release
  • Microsoft Windows, PlayStation 4, Xbox One
  • May 13, 2016
  • Nintendo Switch
  • November 10, 2017
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

Doom is a first-person shooter video game developed by id Software and published by Bethesda Softworks. It was released worldwide on Microsoft Windows, PlayStation 4 and Xbox One in May 2016, and is powered by id Tech 6. A port for Nintendo Switch was co-developed with Panic Button and released in November 2017.[1] A reboot of the Doom franchise, it is the fourth title in the main series and the first major installment since Doom 3 in 2004.

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 Bethesda game Wolfenstein: The New Order, and also by the general public. Mick Gordon composed the music for the game, with additional music contributed by Ben F. Carney, Chris Hite, and Chad Mossholder.

Players take the role of an unnamed space marine as he battles demonic forces from Hell that have been unleashed by the Union Aerospace Corporation on a future-set colonized planet Mars. The gameplay returns to a faster pace with more open-ended levels, closer to the first two games than the slower survival horror approach of Doom 3. It also features environment traversal, character upgrades, and the ability to perform executions known as 'glory kills'. The game also supports an online multiplayer component and a level editor known as 'SnapMap', co-developed with Certain Affinity[b] and Escalation Studios respectively.

Doom was well received by critics and players. The single-player campaign, graphics, soundtrack, and gameplay received considerable praise, with reviewers crediting the game for recapturing the spirit of the classic Doom games and first-person shooters of the 1990s, whereas the multiplayer mode drew the most significant criticism. It was the second best-selling video game in North America and the UK a few weeks after its release, and sold over 500,000 copies for PCs within the same time period. A sequel titled Doom Eternal was announced at E3 2018 for Nintendo Switch, Microsoft Windows, PlayStation 4, Xbox One and Google Stadia and will be released in November 2019.

  • 1Gameplay
  • 3Development
  • 5Reception

Gameplay[edit]

Single-player[edit]

According to the game's executive producer Marty Stratton, the key principles of Doom's single-player mode are 'badass demons, big effing guns, and moving really fast'.[3] The game allows players to perform movements such as double-jumps and ledge-climbs throughout levels of industrial and corporate fields of a Union Aerospace Corporation (UAC) research facility on Mars and then levels of Hell,[4] as the combat system puts emphasis upon momentum and speed.[5] The approach is known as 'push-forward combat' which discourages the players from taking cover behind obstacles or resting to regain health while playing from the 'Doom Slayer's perspective.[6] Players instead collect health and armor pick-ups by killing enemies. 'Glory Kills' is a newly introduced melee execution system; when enough damage has been dealt to an enemy, the game will highlight it and allow the player to perform a quick and violent melee takedown as well as reward the player with extra health.[7]

The game features a large arsenal of weapons which can be collected and freely switched by players throughout the game and require no reloading. Recurring weapons of the series also make a return, including the super shotgun and BFG 9000. The BFG has a very small ammunition capacity, but is extremely powerful. Similarly, the chainsaw returns, but has been reintroduced as a special-use weapon[8] that relies upon fuel, but can be used to instantly cut through enemies and provide a greater-than-normal drop of ammunition for the player.[9]

Many enemies also return from the original game, such as the Revenant, Pinky, Mancubus, and Cyberdemon, with many also redesigned.[8]Doom's campaign was made to be over 13 hours long, and the 'Ultra-Nightmare' difficulty level features permadeath, which causes the savegame to be lost once the player dies.[10][11] The campaign also features 13 maps.[12]

Doom Eternal Split Screen

Many of the levels have multiple pathways and open areas, which allow players to explore and find collectibles and secrets throughout the levels. Many of these collectibles can be used as part of Doom's progression system, including weapon mods, rune powers, and Praetor Suit upgrades. Weapon points come from field drones and allow the player to unlock alternate modes of fire for many weapons, such as explosive shots and different rate and output of firepower. Each of the weapons' firing modes can be further upgraded using weapon tokens, but they can only be maxed out by completing a challenge related to that particular firing mode. Runes transport the player to a separate arena to perform a combat challenge that grants different abilities when successfully completed, such as better equipment drops from fallen enemies. Players can also upgrade their 'Praetor Suit' by retrieving special tokens from dead marines and using them to improve functionality such as equipment, navigation and resistances.[13] Other pickups include small Doomguy figurines and data files that expand on the characters and story.[14]

Additionally, each of the game's levels contains a hidden lever which opens an area extracted from a classic level in the original Doom or Doom II. Finding each of these areas unlocks them, making them accessible from the game's main menu in a section called Classic Maps.[12]

Multiplayer[edit]

In Doom's multiplayer mode, several modes, such as team deathmatch and its variation 'Soul Harvest', as well as Freeze Tag, Warpath (King of the Hill with a moving 'hill'), Domination, and 'Clan Arena' (team last man standing with no pickups), exist within the game.[15] Players can also use power-ups and teleporters in a multiplayer match. They can pick up a Demon Rune, one of the power-ups featured, to transform into and fight as a demon. There are four demons available initially in the game, each of which has different abilities: the Revenant, the Baron of Hell, the Mancubus, and the Prowler.[16] At launch, the game featured nine maps.[17]

Players will be granted experience points upon each match. After they have collected sufficient experience points, players can level up, by which new armor, skins, weapons, and power-ups would be unlocked for players to use. Both the player character and weapon can be customized extensively by applying new skins and colors onto them.[18] In addition, players can receive hack modules while playing the game, which are special abilities that can only be used once after they are collected. There are six types of modules. Scout reveals the locations of all enemies to the player for a limited time after respawning, while Vital Signs shows all enemies' health. Retribution allows players to track their last killer by showing their health and location, while Power Seeker guides players to the power weapon pickup in the game. The Resupply Timer, meanwhile, shows the respawn time of the power-up items.[19] Players can also perform taunts in the game's multiplayer.[20]

On July 19, 2017, Update 6.66 was released for Doom's multiplayer. Update 6.66 features a revised progression system, all three DLC bundled into the core game, a new 'rune' system (replacing the Hack Module system) and enhanced kill notifications. Update 6.66 required everyone to reset their level and gave players the option to retain all unlocked items or reset them. Players who played before Update 6.66 and players who obtained the 'Slayer' level received unique medals to show their status.[21]

Level creation tool[edit]

In all of its platforms except the Nintendo Switch, Doom includes a built-in level creation tool called 'SnapMap' which allows players to create and edit maps with their own structure and game logic.[22] With SnapMap, players can create maps for different modes, ranging from single-player levels to co-operative or competitive multiplayer maps. When players are building a level, the game will shift to a top-down view. Players can place rooms and hallways to form a level and connect them together. If they are not connected together, the color of the construction pieces changes to notify the player. Players can also use the X-ray camera which temporarily removes all the walls to allow players to view the objects inside. Players can also place enemies into their maps, with the exception of the campaign's bosses. Their artificial intelligence and stats, and the player's own movement speed can also be modified. Players can also add additional particle effects, lighting effects, and other gameplay items, such as health packs and ammo pick-ups.[23] Only in-game assets can be used, and players cannot create or import their own models into the game.[24] Levels can be tested before they are published online.[23]

For players who do not wish to create extensively, the game features an AI conductor which automatically generates enemies.[23] Players will receive 'snap points' after they create a level or play a level created by other users. These points can be used to unlock additional cosmetic items.[25] Players can share their completed maps with other players. They can vote on and even modify other players' content and share them while citing the originals' authors.[26]

Plot[edit]

Doom takes place in a research facility on Mars owned by the Union Aerospace Corporation, run by Dr. Samuel Hayden, a UAC scientist whose mind now inhabits an android body after having lost his original to brain cancer. Researchers at the UAC facility have attempted to draw energy from Hell, an alternative dimension inhabited by demons, in order to solve an energy crisis on Earth using the Argent Tower, which siphons energy and allows travel to and from Hell.[27] To supplement their work, Hayden organizes several expeditions into Hell, bringing back captive demons and artifacts for study. Among them is a sarcophagus containing the Doom Slayer (along with his Praetor Suit), who the demons imprisoned after his earlier rampage through Hell.

The facility is overrun by demons after one of Hayden's researchers, Olivia Pierce, makes a pact with them and uses the Tower to open a portal to Hell.[27] In desperation, Hayden releases the Doom Slayer from his sarcophagus to repel the demonic invasion and close the portal. The Doom Slayer recovers his Praetor Suit and fights his way through the overrun facility, making several excursions into Hell and ultimately destroying the Tower over Hayden's objections. He recovers a magical blade, the Crucible, which he uses to destroy the portal's power source. Finally, he confronts Pierce, who transforms into the monstrous Spider Mastermind, and kills her.

Upon the Doom Slayer's return to Mars, Hayden confiscates the Crucible, which he plans to use in his research. Despite all that has happened, he insists that Earth is too desperate for energy to give up. To keep the Doom Slayer from interfering with his plans, Hayden teleports him to an undisclosed location, saying that they will meet again.

Development[edit]

As Doom 4[edit]

A screenshot of the canceled Doom 4, which showcased a more urban environment than its predecessors

John Carmack, co-founder of and then lead developer at id Software, indicated that Doom 4 was in development at QuakeCon on August 3, 2007.[28] It was announced in May 2008.[29] Id Software CEO Todd Hollenshead suggested that like Doom II: Hell on Earth, the game would take place on Earth.[30] Carmack stated that it would feature gameplay more akin to the original Doom games rather than the survival horror gameplay of Doom 3.[31]

Does Doom 4 Have Split Screen

In 2008, Carmack claimed that Doom 4 would look 'three times better' than Rage even though it was intended to run at 30 frames per second on Xbox 360 and PlayStation 3, rather than the 60 that Rage was targeting.[32] It was planned to run at 60 frames per second on Windows with state-of-the-art hardware.[33] Carmack also stated that the game was running on the id Tech 5 game engine.[32] In 2009, he revealed that the multiplayer component was being developed separately and would run at 60 frames per second.[34] He stated in 2011 that 'you can't have 30 guys crawling all over you at 60 frames per second at this graphics technology level because it's painful.'[35]

In April 2009, Hollenshead said that Doom 4 was 'deep in development'. Asked whether Doom 4 would be a sequel, a reboot, or a prequel, his response was 'It's not a sequel to Doom 3, but it's not a reboot either. Doom 3 was sort of a reboot. It's a little bit different than those.'[36] On June 23, 2009, ZeniMax Media, parent company of Bethesda Softworks, acquired id Software and announced that future id games would be published by Bethesda Softworks, including Doom 4.[37] Id Software creative director Tim Willits announced that key releases would be much sooner and that the partnership allowed id Software to have two teams, each having a project in parallel development, for the first time.[38] Carmack added that, once Rage was complete, its development team would move to Doom 4. Doom 4 might also feature dedicated servers unlike Rage.[39]

At the 2011 QuakeCon, Carmack mentioned that the new Doom would be using a new scripting language based on C++ and called it 'super-script', a superset of C++ with features such as scheduling and type safety.[39] At the end of 2012, the team decided to make Doom 4 a reboot.[40] In November 2013, Carmack left id Software to commit to his work at Oculus VR.[41]

'Every game has a soul. Every game has a spirit. When you played Rage, you got the spirit. And [Doom 4] did not have the spirit, it did not have the soul, it didn't have a personality.'

Tim Willits, QuakeCon 2013[42]

In April 2013, Kotaku published an exposé describing Doom 4 as trapped in 'development hell'. Citing connections to id, the article claimed that Doom 4 had suffered under mismanagement and that development was completely restarted in 2011. Inside sources described the pre-2011 version – which was to portray the uprising of Hell on Earth – as heavily scripted and cinematic, comparing it to the Call of Duty franchise. The pre-2011 version was criticized as mediocre and the new version as 'lame' and a 'mess'.[43] While Hollenshead initially stated that the Doom 4 team was doing something that fans would be happy with,[44] Id's Willits criticized the game's lack of character in QuakeCon 2013.[42] In July 2015, Marty Stratton criticized Doom 4's lack of personality as id's primary reason to cancel the game, and pointed out its similarities to the Call of Duty franchise and that the game was not the product that id thought people wanted.[45]

In a 2016 video documentary by Noclip's Danny O'Dwyer, Creative Director of Doom (2016) Hugo Martin described the 'Hell on Earth' premise as: 'It was like Robert Zemeckis. See Contact, like, if this really happened. Now let's be clear: it was awesome. But it was more realistic. It was about the global impact of a Hellish invasion.'[46] The creative director of the Doom 4 prototype, Kevin Cloud, said in the same interview, 'As far as the upper-level creative direction, that was me driving that. And honestly, again, taking it in a direction I don't think the fans would have enjoyed.'[46]

As Doom[edit]

After the game's redesign began, Willits revealed in August 2013 that Doom was still the team's focus.[47] British science fiction writer Graham Joyce was enlisted to write the game's story; after Joyce died in 2014, Adam Gascoine was brought in as a replacement.[48]

A teaser trailer of Doom was presented at Electronic Entertainment Expo 2014[49] and on the QuakeCon and Doom websites.[50] A more expansive trailer was unveiled at QuakeCon 2014 on July 17, wherein a closed presentation was made mainly to silence ongoing rumors of the project being in jeopardy.[51] Id Software executive producer Marty Stratton, the host of the presentation, announced that Doom 4 had been renamed Doom as 'it’s an origin game, reimagining everything about the originals'.[52] In light of Crytek's financial difficulties, it was announced that Tiago Sousa, head R&D graphics engineer at Crytek, was leaving to join the Doom and id Tech 6 engine team as a lead programmer.[53]

It all kind of gets tossed into a big pot of soup, and you're saying, 'Does it feel fun, or does it not feel fun?', and then you make your decisions along those lines, but I think [the progression system]'ll be an important part of Doom, and I think people will be excited about it when they get a sense of what we're doing.

Marty Stratton, Polygon[54]

Bethesda released a teaser trailer to promote gameplay being shown at E3 2015 on June 14, 2015; the trailer depicted the double-barreled shotgun and the Revenant, a monster returning to the game.[55] On June 14, around 15 minutes of gameplay footage were shown at E3.[56] Regarding the progression system, Marty Stratton thought that it was important to allow players personalization and customization.[54]

id felt the greatest challenge was to compete with other first-person shooters such as Call of Duty and Battlefield, as younger players were less familiar with the older Doom franchise. They also found it difficult to establish a game with its own identity while 'being faithful' to other games in the series. The team consulted the game directors at Bethesda Game Studios, who Stratton considered '[had gone] through the same thing when they were working on Fallout 3.'[57]

This cover is similar to and inspired by the original game's cover art.[58] After being favored by fans, and in response to criticisms of the primary cover, this reversible cover was elected to be the official one. It was used later by the Nintendo Switch port as the default box art[59]

On July 2, 2015, Stratton revealed that the game would not take place on Earth and that, unlike Doom 3, the game was comic and 'very juvenile'.[40] Director Hugo Martin later said that the game was heavily inspired by rock and roll and He-Man and the Masters of the Universe and that its Hell-themed levels would feature much heavy metal. Doom's world was designed to have personality and be 'over the top'; the UAC industrial field was designed to be the massive underbelly of the corporation, the UAC corporate field zone was designed to be much cleaner in terms of splattered goriness than the other zones to prevent repetition. Skulls were used in Hell as iconic elements and the Titan's Realm zone was constructed from dead ancient, colossal demons.[4] At QuakeCon 2015, it was announced that the game would run at 1080p and 60 frames per second on console, as id considered it 'the most necessary graphical goal' which could effectively improve gameplay fluidity.[60] According to Martin, the team put little emphasis on story, as they believed that it was not an important feature of the franchise.[61] Instead, they added codex items to let interested players speculate about the story and the identity of the player character.[62]

According to Stratton and Martin, movement is the game's most important pillar. To help keep movement fast, weapon reloading was excluded and levels were designed to discourage players from hiding.[7] On January 25, Stratton confirmed the game's feature of non-linear exploration and stated that combat is the game's focus and that the difficulty of the game was raised with the aim of creating an ultimate first-person shooter.[63] On March 31, 2016, the release date of the Doom beta, a cinematic trailer directed by Joe Kosinski was created to evoke the game's three core pillars: incessant combat, terrifying demons, and powerful guns.[64]

Doom's multiplayer was developed in conjunction with Certain Affinity.[65] SnapMap was developed in conjunction with Escalation Studios and designed to be powerful,[66] to give players the opportunity to create their own content as part of the Doom and id legacies, and target those who have no experience or expertise in traditional modding.[26][67]

Soundtrack[edit]

The Doom soundtrack was composed by Mick Gordon, with additional contributions by Richard Devine. Gordon aimed to treat the game's original soundtrack with 'utmost respect' while modernizing it; however, the team at id stipulated in the initial brief that they wanted 'no guitars' on the soundtrack, fearing that it would make the game 'feel like Bill & Ted'[68] and that heavy metal music itself has become 'a bit of a joke'.[69] Gordon's initial concept was based around the idea of Argent energy corrupting human-made devices; to mirror this in music, he fed basic waveforms - sine waves and white noise - through a complex array of effects units such as distortion and compression.[69] While this resulted in a unique electronic sound, the game still wasn't 'sounding like Doom'; Gordon then gradually started adding more and more guitar elements, which eventually resulted in the desired tone and feel for the game; Gordon used seven- and eight-string guitars to give the music a lower tone, and used a nine-string guitar for the game's main theme, a variation on Bobby Prince's 'E1M1' / 'At DOOM's Gate' theme;[70] Gordon would eventually admit that using a nine-string was 'kinda stupid' in its excess, and that while he eventually sold the guitar to Fredrik Thordendal from Meshuggah, 'even he can't find a use for it'.[69] The soundtrack contains numerous easter eggs: some songs reference themes or sounds from older Doom games, others contain backmasking ('Jesus loves you'), images of pentagrams and the number 666 embedded into the sound via steganography. Gordon intended these as a joke, and never thought anyone would find them,[69] but it took someone about two weeks, and it was widely covered in the media.[71][72][73]

The soundtrack was widely praised and 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 (aka Sonic Mayhem), performed a short medley of the soundtracks 'Rip and Tear' and 'BFG Division' as well as Quake II's 'Descent Into Cerberon' live at the awards show.[74] The soundtrack was released in September 2016. It contains 31 tracks from the game, over 2 hours of music.[75]

Release and marketing[edit]

Statue of the Revenant on display at PAX Prime 2015

On February 19, 2014, Bethesda revealed that access to a beta version of Doom 4, titled Doom, would be available for those who pre-ordered Wolfenstein: The New Order on any of the supportable platforms.[76] Those players were also eligible for selection to participate in the game's multiplayer-only limited alpha, which ran between December 3 and 6, 2015.[77] The beta began on March 31, 2016, and ended on April 3.[65] It was followed by an open beta, which started on April 15, 2016, and ended on April 17.[78]Doom was released for Microsoft Windows, PlayStation 4, and Xbox One on May 13, 2016, worldwide; an exception was Japan, where it was released on May 19.[79] It is also the first game of the Doom franchise to be released as uncensored in Germany.[80] Bethesda partnered with Arrow Schmidt Peterson Motorsports for a special promotion that had Mikhail Aleshin driving a Doom-styled car at the Indianapolis 500 racing competition.[81]

On February 23, 2016, Doom was made available for Xbox One owners to pre-order; for a limited time, they would also get the two original games, Doom and Doom II, for free. Other bonuses included the Demon Multiplayer Pack, which offered a demon-themed armor set with three skin variations; six metallic paint colors and three id Software logo patterns used for character customization; and six sets of consumable Hack Module perks.[82][83] There is also a Collector's Edition, which was significantly more expensive than the normal edition. It includes a figurine of the Revenant – a demon featured in the game – and a metal case.[84]

id Software replaced Certain Affinity to work on the game's multiplayer for Microsoft Windows after the game's launch and promised to fix its issues and introduced new features such as private matches, custom game settings and an enhanced cheat detection system.[85] At E3 2016 on June 12, Bethesda Softworks announced its division, Bethesda VR, and that it was working on virtual reality support for the newly released Doom, set for release on an unspecified date.[86] Also at E3 2016 on that day, Bethesda Softworks and id Software announced the game's free demo, which was initially going to last for only a week but was extended indefinitely.[87] They also announced new multiplayer downloadable content titled Unto the Evil, whose features include three maps and a new demon called the 'Harvester', gun, equipment item, taunts, and armor sets.[88] The DLC was released on August 4, 2016.[89]Patches for Doom were released after the game's release; these patches introduced a new photo mode, classic weapon pose,[90] and support for the Vulkan API.[91] The Vulkan patch is expected to enable playable framerates on older hardware. Subsequent benchmarks show up to 66% improvement in the frame rates on AMD graphics cards, with minor changes in the performance of Nvidia cards.[92]

On July 19, 2017, an update was released which unlocked the game's premium multiplayer DLCs to all owners, while also revamping the progression system.[93]

On September 13, 2017, it was announced via Nintendo Direct that Doom would release on Nintendo Switch during the fourth quarter of 2017.[94] The retail Switch version differs from the other console versions in that the multiplayer component is not included in the base product, but is instead offered as a free download, whereas the SnapMap component is not included at all, both changes as a result of cartridge limitations.[95] It was released on November 10, 2017.[96] An update to the Switch version in February 2018 introduced the option to use the motion controls of the Joy-Cons for aiming, similar to other Switch games such as Splatoon 2 and The Legend of Zelda: Breath of the Wild.[97]

Months after Doom was released, Zen Studios developed a virtualpinball adaptation of the game as part of the Bethesda Pinball collection, which became available as part of Zen Pinball 2, Pinball FX 2[98] and Pinball FX 3,[99] as well as a separate free-to-play app for iOS and Android mobile devices.[100] At E3 2017 Bethesda announced Doom VFR, a virtual reality adaptation of Doom, compatible with the PlayStation VR and HTC Vive headsets.[101] In Doom VFR the player assumes the role of Mars' last survivor who, after being killed, gets his consciousness uploaded into an artificial network, and is tasked with defeating the demons and restoring the facility's operations, having an array of electronic devices and weapons at his disposal.[102] The game was released on December 1, 2017.[103]

Reception[edit]

Pre-release[edit]

Initial reception of the QuakeCon 2014 trailer accumulated considerable acclaim among fans,[104] and initial reception of the E3 2015 trailer was also positive, despite receiving criticisms by some critics, who considered the game to be too violent.[105] Pete Hines from Bethesda Softworks responded by saying that the game is designed to allow players to apply violence on demons instead of humans. Hines added that, 'if you're not into violent, bloody games.. Doom's probably not a game for you.'[106]

During the open multiplayer beta, IGN writer Nathan Lawrence called the beta disappointing, considering it less of a classic style 'arena shooter' and unfavorable compared to other shooters such as Halo.[107] Similarly, the beta was negatively received by players on Steam, with mostly negative reviews at the time when the beta was active.[108] Rock, Paper, Shotgun writer Adam Smith found the beta both to be similar to games such as Quake 3, Unreal Tournament, and the Call of Duty series and not to feel like Doom itself, and criticized the weapon loadout concept.[109] Review copies of the game were held back until release day.[110]

Post-release[edit]

Reception
Aggregate score
AggregatorScore
MetacriticNS: 79/100[125]
PC: 85/100[126]
PS4: 85/100[127]
XONE: 87/100[128]
Review scores
PublicationScore
Destructoid9/10[111]
EGM8.5/10[112]
Game Informer8.75/10[113]
Game Revolution[114]
GameSpot8/10[115]
GamesRadar+[116]
Giant Bomb[117]
IGN7.1/10[118]
PC Gamer (US)88/100[119]
Polygon8.5/10[120]
VideoGamer.com8/10[121]
Daily Express[122]
Digital Spy[123]
The Telegraph[124]
Edit on wikidata

Doom was released to positive reception regarding the fast-paced gameplay, single-player campaign, visuals and soundtrack whereas criticism was predominantly toward the multiplayer mode. Many critics believed that Doom was a successful return to form for the series. Following the wide release, the game received scores of 85/100 for PC and PlayStation 4 and 87/100 for the Xbox One on Metacritic. The Nintendo Switch edition, released in November 2017, was also positively received by professional reviewers, garnering a 79/100 on Metacritic: most reviewers praised the job of the port, also conceding that it's not as well optimized as it was for previous consoles. The final version of the game received very positive reviews from users on Steam.[129] It also received praise from other video game creators, including Cliff Bleszinski[130] and Greg Kasavin, who said that the game answers questions that other modern shooters do not answer.[131]

The game's single-player elements received critical acclaim. Alec Meer of Rock, Paper, Shotgun favorably compared Doom to the 2014 game Wolfenstein: The New Order, also published by Bethesda, but added that Doom's quality surpassed that of Wolfenstein due to its fast pace and solid gunplay.[132] 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'.[115] Gary Jones in the Daily Express felt that the game had one of the best single-player campaigns made for the PlayStation 4 and Xbox One, successfully combining the traditional gameplay of the series with a very fast pace.[122] Mike Henriquez of Game Revolution favored the visual and artistic design, calling it 'top-notch'.[114] Sam White in The Daily Telegraph commended id Software for Doom's delivery of performance on all platforms and praised the weapon design for Doom's continuity to introduce new weapons at a perfect speed so that gamers always play with something new and exciting.[124]

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.[120] Zack Furniss of Destructoid was originally skeptical regarding the 'glory kills' feature, as were other critics, fearing that they might distract from the fast-paced gameplay. He ultimately considered them to fit well in the flow of gameplay that keeps players in the middle of combat without a slowed pace.[111]Giant Bomb's Brad Shoemaker felt that the glory kills' generating small amounts of health and armor 'makes them an essential part of the give-and-take of Doom's super-fast combat; do you dart into the fray for a glory kill to get a little health back, and risk getting mobbed by all the other enemies around?'[117] Conversely, Kyle Orland of Ars Technica felt that the glory kills' briefly taking control away from the player can easily disorient players or misposition them, finding them hard to ignore for players that choose not to use them.[133]

The SnapMap mode was also positively received with Hardcore Gamer's Jordan Helm's noting the possibilities yet simplicity with its use, calling it an 'admirable feat'.[134] Matt Peckham of Time thought that the mode added further value to the overall package of the game.[135] 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.[113] James Davenport of PC Gamer compared it to the modification in the original games, which he views as one of the primary reasons why Doom is still a recognizable title. He was disappointed by the lack of mod support, though he nevertheless noted SnapMap for its simple use and variety of ideas already created by players.[119]

The multiplayer mode, however, garnered a mixed reception from critics. IGN's Joab Gilory was less favorable toward the multiplayer, calling the overall game '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.[118] Simon Miller of VideoGamer.com found the multiplayer to be only all right.[121] Matt Buchholtz of EGM criticized what he felt was the network's poor handling of latency, and failing to register on-target shots as hits in some instances while not in others.[112] Edwin Evans-Thirlwell of Eurogamer singled out the 'Warpath' multiplayer mode as the most interesting of the match type, describing it as 'memorable', while he regarded the other multiplayer modes as underdeveloped and underwhelming.[136] Julian Benson from Kotaku wrote that Doom's multiplayer was very similar to other modern games.[137] More positively, however, David Houghton of GamesRadar enjoyed the multiplayer for the fast pace yet quick decision-making needed to succeed, calling it 'endlessly playable, smart, brutal fun.'[116]Doom was placed 1st in the GamesRadar's list of top FPS games of all time.[138]

Sales[edit]

It was the second best-selling retail game in its week of release in the UK, behind Uncharted 4: A Thief's End.[139] This was reported to be 67% more in its first week than the previous entry, Doom 3.[140]Doom was the second best-selling retail video game in the US in May 2016, also behind Uncharted 4.[141] By the end of May 2016, Doom's sales on the PC reached 500,000 copies.[142] 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,[143] and remained number one for a second week.[144] The game had surpassed 1 million sold copies for PCs in August 2016.[145] By July 2017, the game reached 2 million copies sold on PC.[146][147] In November 2017 Doom was the fourth best-selling Switch game, during its debut week.[148]

Accolades[edit]

Actualizacion gears of war 4 noviembre. Doom was featured in multiple lists by critics and media outlets as one of the best games of 2016, being featured in game of the year lists and articles including Giant Bomb,[149] GameSpot,[150] GamesRadar,[151]The Escapist,[152]The A.V. Club,[153]Rock, Paper, Shotgun,[154]Jim Sterling,[155]VG247,[156]Daily Mirror,[157] and Shacknews.[158]

YearAwardCategoryResultRef
2015Game Critics Awards 2015Best Action GameNominated[159]
Best PC GameNominated
2016Golden Joystick Award 2016Game of the YearNominated[160]
Best Visual DesignNominated
Best AudioNominated
PC Game of the YearNominated
The Game Awards 2016Game of the YearNominated[161][162]
Best Game DirectionNominated
Best Music/Sound DesignWon
Best Action GameWon
2017Academy of Interactive Arts & Sciences D.I.C.E. Awards 2016Outstanding Achievement in Original Music CompositionWon[163]
Action Game of the YearNominated
Game Developers Choice Awards 2016Best AudioNominated[164]
Best DesignNominated
Best TechnologyNominated
2017 SXSW Gaming AwardsVideo Game of the YearNominated[165]
Excellence in GameplayWon
Excellence in AnimationNominated
Excellence in Visual AchievementNominated
Excellence in Musical ScoreWon
13th British Academy Games AwardsAudio AchievementNominated[166]
MusicNominated
National Academy of Video Game Trade ReviewersArt Direction, ContemporaryWon[167]
Control Design, 3DWon
Control PrecisionWon
Game Design, FranchiseWon
Game, Classic RevivalWon
Game, Franchise ActionWon

Sequel[edit]

At the Electronic Entertainment Expo 2018 press conference, on June 10, Bethesda Softworks announced a sequel titled Doom Eternal is in the works; gameplay footage was showcased at Quakecon 2018.[168] It is based on idTech 7 and was confirmed to come to the PC, PS4, Xbox One, Nintendo Switch, and Google Stadia.[169][170] It is scheduled to be released in November 2019.[171]

Notes[edit]

  1. ^Additional work for Nintendo Switch by Panic Button
  2. ^BattleCry Studios has since taken over Certain Affinity's development duties.[2]

References[edit]

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External links[edit]

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