
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. Can't it be enough to just want to win? Young people today, etc.ĭoesn't help that the armour options (purely aesthetic) are so ugly. 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. 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.

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. 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. 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. You really will need to familiarise yourself with the lightspeed headshot if you want to go far in this, though. 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. The mainstays of rocket launcher, railgun (though sadly renamed) and shotgun abide, however, and the BFG even puts in sporadic appearances. Actually, as sacrilegious as this sounds, it feels more like Unreal than Quake.Įven 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. Halo wouldn't be an unfair touchstone, although the maps are smaller and more maze-like. This instantly, inescapably renders DOOM's multi more familiar than its singleplayer. So the formula instantly changes from Schwarzenegger In Hell to Space Marines Chasing Each Other. 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. Note: I'll be writing separately about the SnapMap level design/sharing tool, once I've had a chance to burrow into it properly.ĭOOM multiplayer was, I think, inevitably going to differ from the singleplayer in profound ways. With the legions of Hell all defeated, I now turn my attention to real hell: other people.

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.

DOOM 's singleplayer campaign was so surprisingly strong that I no longer object to writing the name in capital letters.
