Notes on the fields: doom
Perhaps I must immediately warn – as you can confidently assume when looking at my work, I am the type of extremely chatty, while my tropic is extremely uninformative, but in this text I can say that I myself surpassed myself. There will be no specifics – no hundred thousandth praise of the smart head of John Karmak (may it be forever in the system of his Ferrari), nor facts from the history of development, nor analysis of the cultural value of the Doom for the video game industry, nor lighting of mods and ports, and even gameplay, I will not disassemble here. I went through two chapters of the original doom and all that I have is pure, uncomplicated by any cognitive potential of reflection. I just have fun the way I can best, but the whole subsequent article is a dumb dialogue with the author, that is, with me. Further at your own risk.
Actually, I focused on the two chapters of the game I have exactly because I did it for the first time. Although, doom, actually, has been familiar to me from the year 2000, when I played it on my father’s working computer. I remember how I passed the 1st mission-for some reason its interiors were remembered for me through the years, which I can’t say about the rest of the game. And somehow I didn’t really like Doom-the same Heretic worried my feelings more noticeably stronger, as if due to a more “demonic” environment, although it was much more complicated. Well, it’s not worth talking about Quake, he attracted me as frightened as scared. Doom against their background looked like an optional game.
And so, if you discard all this kneeling, now I think it was as if the same. Of course, for completely different considerations and a little more reasonably. Doom I don’t like. Or rather, it has too little attractive and too much tiring for me. The game seems much less than its current epic status is. Although I can’t call it this mediocre time – in principle, it was normal for me to chase Chertikov, and some kind of game even surprised me.
This is a rather funny nit -picking, but what else can we talk about here – I don’t like the arties of the game. The 1st level may because I remember so clearly that he was furnished in very detail and made it possible to make some kind of impression, the assumption of the world of the game-in other words, suddenly a narrative from the encirclement occurred. Why suddenly? Because this design element evaporates somewhere almost immediately, after which the entire appearance of the game turns into something faceless and uncertain. No, that is, of course, in terms of color scheme and some details, the levels of the game observe a certain variety-we have a blue room there, and here some green acid slurry-but no whole image is built from this. I want a lot from the game 1993? Perhaps, but still.
I don’t like monsters either. If the zombies-soldiers and empires are still acceptable, then these pink bulls have always caused me some kind of bewilderment. Moreover, they do not beat you with powerful limbs, do not take over you – they bite. Comes close to you and bites. And they also have another variation – all the same, just translucent bulls. Now it would be called gamedic impotence, but then it was possible. And this is almost the entire composition of the enemies in which it is proposed to shoot, and this is in the hellish setting-how extremely sparing. I heard, of course, that for each enemy in Doom, a figure was sculpted from clay, then it was scanned and only then was finalized and integrated directly into the game, but in my opinion it was some kind of jokes. Enemies of 20 pixels consist-what models, what scanning, where are you in general?
A sudden reminder that we, in fact, are present in the setting of space science fiction-almost a single panel for the entire route
I often hear about all kinds of https://nonukcasinosites.co.uk/crash-gambling/ assemblies, the first of which is extremely conservative and try to recreate the “original plan”, while others are wound up for the game to jump and something else there. I don’t know anything, I have Doom 3: BFG Edition, where the first parts are built -in – this is how I played. I heard about this “vanilla” gaming in Doom, when you have tank control on WASD, and the Straff buttons are located on “z” and “m”. Thanks to Karmak that there is no such thing in the BFG Edition and part of the functions went to the mouse. Otherwise, it seems like, this is the same doom as 30 years ago. Why then all these True Expirience devices are needed, it is incomprehensible.
What about shooting? – Doom about shooting, yes? Well, playing normally, in general. But with a big claim. I played the difficulties of Ultra Violence and, as I understand it, if you play a smaller setting, then this is not a doom at all, but a game for girls. And then the difficulty suddenly manifested itself – in the ammunition. You are not what you forget about the starting gun, you can’t take it out of your hands, because you have nothing else left. And sometimes a gun runs out, and then hello. I don’t remember what this mission in the 1st episode goes in order-a huge warehouse with boxes, which then moves in the gut. There I had to naturally overcome and beat the infernal monsters with a fist in the face, as well as run back and forth, strategically distributing the first-aid kits. And it was even interesting, but damn wrong.
But in reality, the level with boxes was more likely the foresight of the coming. Here on E2M4, I ended in general everything that could end, and the knights of hell still roamed the level in search of a little funny little man. And here you start sawing. These pink bulls, spherical fecal demons, or like them, and even empires – you put everyone on a chainsaw, because you have exactly 3 cartridges left and, the emperor sees, you will still need them. The entire level is also compiled according to the principle of one large trap – you only thought that everything behind as a game opens the corral and dumps more knights of hell on you, more feces, most of all. At some point, of course, the understanding comes that you will not kill everyone, and that it is not really necessary, and some rooms at the levels do not bring any other meaning at all except to present the player more enemies and make him spend health and ammunition.
I also remembered this wonderful gamedeeman technique entitled “get damage to go further”. How to finish the level of E2M4 – you need to run on the lava first to the button, and then to the platform activated by it. Everything would be nothing, only the lava burns, and I have something like 7 points of hp and go to look for a first-aid kit at all, because there, behind the portal, two knights of hell with friends are hanging out. But I did it, and at least not immediately, but gradually returned to normal and was wrapped in all sorts of rubbish further on the game. However, this total deficiency of everything turns the game almost into Survival Horror – there would still be something to be afraid of, except for clamping in the corners.
Room – an obvious trap. Enemies run on three sides, and the platform drops over your head and presses you. Moreover, there is nothing useful in the room itself
And this, I must say, was interesting – strict savings, inadmissibility of errors, adrenaline. But DOOM is usually associated with everyone with the very cool mochille, and this is not the game in which you should remain defenseless. Speaking briefly, killing the knight of hell from a pistol is not at all fun – it is very long and very boring. Cut 20 bulls in the room more fun, but this is unicellular classes. It’s already more difficult to saw feces, you have to move around them so that they do not get into you with fireball, but still nonsense, not gameplay. In other words, although the deficit of ammunition brings a pleasant tension to Doom, the game itself becomes only slower and gloomy.
But, of course, nothing makes doom as gloomy personally for me as his left-hand design. In the 2nd episode, I somehow did not even get lost at all, but in the 1st you don’t understand that this Romero drove here or someone where you were and where you need. And the benefit in the game is generally a map, without which it would be completely impassable – I sometimes found the doors only because they are indicated on the map, although they merged with the environment at the very level. And again, the mournful wandering in empty levels with the eternal gaming issue in no way please me or anyone else.
However. However, I must admit that Level-design is the most interesting thing that there is in the game at all-how enemies are arranged, in what quantities, what opportunities and obstacles it opens up to the player. Actually, one -dimensional enemies in Doom makes it interesting precisely the environment in which they are – in this regard, the game even resembles a logical task, in which you need to kill the goals in this order and in such a way as to suffer the smallest damage. And, in fact, only this is in Doom and interesting – not shooting as such, but the resolution of all new situations presented to the player, the fulfillment of the “Challenge”. Although the cereal of Dopamin from Scotgan also bring their Dopamine, of course. I love powerful weapons in games.
A little more about Leoel Design in relation to these very secrets. I do not like secrets-it’s somehow dishonest, to give an advantage only because the player either already knows where to find, either he goes and hollows the “E” button near any wall that sees. However, on the E2M5, the game was able to discourage me-in despair, wandering around the unfinished level with 3 rounds and 15 points of life, I accidentally came to some portal that suddenly transferred me to E2M9. And, given that the boss of the episode lives on E2M8, I understand that I found a whole secret level. And this is not stupid basement, littered with things, and there was something interesting. In particular, a room in which from a dozen stroke demons and several knights of hell were packed. And, it seems, she, inevitable death, but no – in the game, it turns out, there is Frendly Fair and these Nedonoski killed each other while I was running around. Moreover, the same knights of hell tolerate resentment from some Tupolitan balls did not and redirected their aggression to them, forgetting about me. It was straight.
Well, in conclusion, the boss of the entire episode is cybermanemon. I do not like bosses in video games, but I really liked this. A kind of tense duel without the right to make a mistake, because the missiles of this demonic man break the protagonist at the same moment. Now, when I think about it, I liked the battle with Cyberdemon as if more than the whole previous game together.
Well, finally, a few more words about Gam- and Levele Design. Guys from the ID are large jokes, what to say – okay to hide the ammunition so necessary for me for all sorts of secrets, forcing me to look for other solutions, but to put 4 or even 5 night vision devices at a level? Romero there was grinning, probably at one time. And the bonus of “invisibility”, which actually does not make you invisible – who invented it and why? The same person, thanks to whom I half of the 2nd episode selected ammunition for the rocket launcher without having the rocket launcher? Well, to add a bonus bonus to the curtain to that part of the location in which, in principle, there are no enemies – there it was necessary to jump on the lava again and the buttons to reap. Well humorists, well, jokes, kvnishchiki.
Somehow like this. Will I go through the 1st Doom? Perhaps rare melancholy evenings, when you want something to the best of thoughtless and simple. I will definitely not touch Doom 2, because I heard what scope there are a fantasy and a sense of humor of guys on the developers. It seems to be a good game, for its time so accurately, but only the accents are not arranged on that-even there are not too many enemies on Ultra Violens, but there are almost no cartridges, well, and how then to have fun? Run on the levels back and forth, remembering where you saw this blue door? It was as if they did not carry out any work with the design of the environment, and that about Mars, that about hell resemble some rare, random elements, like an evil eye on the wall. With all this, the game seems to be some kind of one-dimensional-three enemies for the entire first act. Then flying skulls and knights of hell appear in indecent quantities, but still. The plot in games is needed, but not important, but to play something, at least? Where is it a cursed variety of game experience. And somehow it is not it. And as a result, I am not inclined in reverent gaming feelings before the game-ikona, and I can’t love it for anything either. Well, at least touched the “great”.
Leave a Reply