Doom (2016 video game)

Doom is a 2016 first-person shooter game developed by id Software and published by Bethesda Softworks. It is the first major installment in the Doom series since 2004's Doom 3. Players take the role of an unnamed space marine, known as the "Doom Slayer", as he battles demonic forces from Hell that have been unleashed by the Union Aerospace Corporation within their energy-mining facility on 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".

Doom
Developer(s)id Software[lower-alpha 1]
Publisher(s)Bethesda Softworks
Director(s)
  • Marty Stratton
  • Hugo Martin
Producer(s)Timothy Bell
Programmer(s)Billy Ethan Khan
Writer(s)Adam Gascoine
Composer(s)Mick Gordon
SeriesDoom
Engineid Tech 6
Platform(s)
Release
  • Windows, PS4, Xbox One
  • May 13, 2016
  • Nintendo Switch
  • November 10, 2017
  • Stadia
  • August 18, 2020
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

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. The game also supports an online multiplayer component and a level editor known as "SnapMap", co-developed with Certain Affinity and Escalation Studios respectively. It was released worldwide on Windows, PlayStation 4, and Xbox One in May 2016. A port for Nintendo Switch was co-developed with Panic Button and released in November 2017, and a version for Google Stadia was released in August 2020.

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 released in March 2020.

Gameplay

Single-player

In this screenshot, the Doom Slayer is fighting against a demon in Hell using a super shotgun.

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".[1] 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,[2] as the combat system puts emphasis upon momentum and speed.[3] The approach is known as "push-forward combat", which discourages players from taking cover behind obstacles or resting to regain health while playing from the Doom Slayer's perspective.[4] 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, rewarding the player with small health recovery.[5]

The fights also require the player to develop simple tactics. As the game gets harder, the player needs to use the advantages of fight arenas and their bonuses smarter. They also need to decide which enemy has to be killed first and how to move on the battlefield.[6][7][8]

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[9] 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.[10]

Many enemies also return from the original game, such as the Revenant, Pinky, Mancubus, and Cyberdemon, with many also redesigned.[9] Doom's campaign was made to be at least 13 hours long, and the "Ultra-Nightmare" difficulty level features permadeath, which causes the savegame to be lost once the player dies.[11][12] The campaign also features 13 levels.[13]

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 mods 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.[14] Other pickups include small Doomguy figurines that allow the player to view 3D models of different characters, and data files that expand on the characters and story.[15]

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.[13]

Multiplayer

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.[16] 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.[17] At launch, the game featured nine maps.[18]

Players are 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.[19] 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 over 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 revealing that player's 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.[20] Players can also perform taunts in the game's multiplayer.[21]

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. To accommodate this new progression system, Update 6.66 also reset all players' multiplayer experience progression, but not without giving players the option whether 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.[22]

Level creation tool

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.[23] 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.[24] Only in-game assets can be used, and players cannot create or import their own models into the game.[25] Levels can be tested before they are published online.[24]

For players who do not wish to create extensively, the game features an AI conductor which automatically generates enemies.[24] Players 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.[26] 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.[27]

Plot

Doom takes place during the year 2149[lower-alpha 2] in a research facility on Mars owned by the Union Aerospace Corporation. The facility is 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, a newly discovered alternative dimension inhabited by demons, in order to solve an energy crisis on Earth. They accomplish this using the Argent Tower, a structure which siphons "Argent Energy" from Hell and allows travel to and from the other side.[28] In addition to their energy harvesting 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 armor, the Praetor Suit), whom 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 plots to use the Tower to open a portal to Hell.[28] 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, guided by the self-aware AI VEGA, which controls the facility. After clearing out the facility core and preventing a meltdown, he pursues Pierce and destroys the energy induction filters, despite Hayden's objections. He tracks Pierce up the tower, where she uses an Argent accumulator to open an explosive rift into Hell, destroying the Tower and sending the Slayer back to Hell.

Fighting his way to a teleporter, the Doom Slayer returns to Mars and makes his way to a tram leading to Hayden. Hayden informs the Slayer of the Helix Stone, an artifact used to study and harness Hell's Argent Energy. Entering Pierce's Lazarus Labs, he observes the Helix Stone and he learns of the Well, where the portal is powered, and of the Crucible, a magical key-like blade. He makes another excursion into Hell by activating the accumulator of a contained Cyberdemon that he defeats and fights through a labyrinthine gauntlet to recover the Crucible from a trio of Hell Guards. Arriving at VEGA's facility in the frozen north, he makes a backup copy of the AI and destroys the facility. The explosion of VEGA's core allows the Slayer to enter the Well, where he uses the Crucible to destroy the portal's power source. Finally, he confronts Pierce, who is betrayed and transformed by the demons into the monstrous Spider Mastermind. She attempts to kill the Slayer but is eventually defeated.

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

As Doom 4

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.[29] It was announced in May 2008.[30] Id Software CEO Todd Hollenshead suggested that like Doom II: Hell on Earth, the game would take place on Earth.[31] Carmack stated that it would feature gameplay more akin to the original Doom games rather than the survival horror gameplay of Doom 3.[32]

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.[33] It was planned to run at 60 frames per second on Windows with state-of-the-art hardware.[34] Carmack also stated that the game was running on the id Tech 5 game engine.[33] In 2009, he revealed that the multiplayer component was being developed separately and would run at 60 frames per second.[35] 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."[36]

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."[37] 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.[38] 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.[39] Carmack added that, once Rage was complete, its development team would move to Doom 4. Doom 4 might also feature dedicated servers unlike Rage.[40]

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.[40] At the end of 2012, the team decided to make Doom 4 a reboot.[41] In November 2013, Carmack left id Software to commit to his work at Oculus VR.[42]

"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[43]

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".[44] While Hollenshead initially stated that the Doom 4 team was doing something that fans would be happy with,[45] id's Willits criticized the game's lack of character in QuakeCon 2013.[43] 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.[46]

In a 2016 video documentary by Noclip, Doom creative director 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."[47] 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."[47]

As Doom

After the game's redesign began, Willits revealed in August 2013 that Doom was still the team's focus.[48] 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.[49] Sound designer Chad Mossholder was recruited to write flavor text, after the team found out he writes comics.[50]

A teaser trailer of Doom was presented at E3 2014[51] and on the QuakeCon and Doom websites.[52] 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.[53] 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".[54] 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.[55]

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[56]

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.[57] On June 14, around 15 minutes of gameplay footage were shown at E3.[58] Regarding the progression system, Marty Stratton thought that it was important to allow players personalization and customization.[56]

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."[59]

This cover is similar to and inspired by the original game's cover art.[60] 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.[61]

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".[41] 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.[2] 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.[62] According to Martin, the team put little emphasis on story, as they believed that it was not an important feature of the franchise.[63] Instead, they added codex items to let interested players speculate about the story and the identity of the player character.[64]

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.[5] On January 25, Stratton confirmed the game's feature of nonlinear 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. 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.[65]

Doom's multiplayer was developed in conjunction with Certain Affinity.[66] SnapMap was developed in conjunction with Escalation Studios and designed to be powerful,[67] 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.[27][68]

Soundtrack

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"[69] and that heavy metal music itself has become "a bit of a joke".[70] 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.[70] While this resulted in a unique electronic sound, the game still was not "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;[71] 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".[70] 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,[70] but they were discovered shortly after release and widely covered in the media.[72][73][74]

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.[75] The soundtrack was released in September 2016. It contains 31 tracks from the game, over 2 hours of music.[76]

Release and marketing

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.[77] 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.[78] The beta began on March 31, 2016, and ended on April 3.[66] It was followed by an open beta, which started on April 15, 2016, and ended on April 17.[79] Doom was released for Windows, PlayStation 4, and Xbox One on May 13, 2016, worldwide; an exception was Japan, where it was released on May 19.[80] It is also the first game of the Doom franchise to be released as uncensored in Germany.[81] 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.[82]

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.[83][84] 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.[85]

id Software replaced Certain Affinity to work on the multiplayer for 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.[86] 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.[87] 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.[88] They also announced new multiplayer downloadable content titled Unto the Evil, whose features include three maps and a new demon called the "Harvester", guns, equipment item, taunts, and armor sets.[89] The DLC was released on August 4, 2016.[90] Patches for Doom were released after the game's release; these patches introduced a new photo mode, classic weapon pose,[91] and support for the Vulkan API.[92] The Vulkan patch was expected to enable playable frame rates on older hardware. Subsequent benchmarks show up to a 66% improvement in the frame rates on AMD graphics cards, with minor changes in the performance of Nvidia cards.[93]

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.[94]

On September 13, 2017, it was announced via Nintendo Direct that Doom would release on Nintendo Switch during the fourth quarter of 2017.[95] 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.[96] It was released on November 10, 2017.[97] 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.[98]

Months after Doom was released, Zen Studios developed a virtual pinball adaptation of the game as part of the Bethesda Pinball collection, which became available as part of Zen Pinball 2, Pinball FX 2[99] and Pinball FX 3,[100] as well as a separate free-to-play app for iOS and Android mobile devices.[101] At E3 2017 Bethesda announced Doom VFR, a virtual reality adaptation of Doom, compatible with the PlayStation VR and HTC Vive headsets.[102] 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.[103] The game was released on December 1, 2017.[104]

Reception

Pre-release

Initial reception of the QuakeCon 2014 trailer accumulated considerable acclaim among fans,[105] 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.[106] 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."[107]

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.[108] Similarly, the beta was negatively received by players on Steam, with mostly negative reviews at the time when the beta was active.[109] 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.[110] Review copies of the game were held back until release day.[111]

Post-release

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 was not as well optimized as it was for previous consoles. The final version of the game received very positive reviews from users on Steam.[130] It also received praise from other video game creators, including Cliff Bleszinski[131] and Greg Kasavin, who said that the game answers questions that other modern shooters do not answer.[132]

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.[133] 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".[120] Mike Henriquez of Game Revolution favored the visual and artistic design, calling it "top-notch".[119] 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.[129]

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.[125] 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.[116] 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?"[122] 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.[134]

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".[135] Matt Peckham of Time thought that the mode added further value to the overall package of the game.[136] 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.[118] 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.[124]

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.[123] Simon Miller of VideoGamer.com found the multiplayer to be only alright.[126] 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.[117] 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.[137] Julian Benson from Kotaku wrote that Doom's multiplayer was very similar to other modern games.[138] 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."[121] Doom was placed 1st in the GamesRadar's list of top FPS games of all time.[139]

Sales

It was the second best-selling retail game in its week of release in the UK, behind Uncharted 4: A Thief's End.[140] This was reported to be 67% more in its first week than the previous entry, Doom 3.[141] Doom was the second best-selling retail video game in the US in May 2016, also behind Uncharted 4.[142] By the end of May 2016, Doom's sales on the PC reached 500,000 copies.[143] 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,[144] and remained number one for a second week.[145] The game had surpassed one million sold copies for PCs in August 2016.[146] By July 2017, the game reached two million copies sold on PC.[147][148] In November 2017 Doom was the fourth best-selling Switch game, during its debut week.[149]

Accolades

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,[150] GameSpot,[151] GamesRadar,[152] The Escapist,[153] The A.V. Club,[154] Rock, Paper, Shotgun,[155] Jim Sterling,[156] VG247,[157] Daily Mirror,[158] Zero Punctuation[159] and Shacknews.[160]

YearAwardCategoryResultRef
2015 Game Critics Awards 2015 Best Action Game Nominated [161]
Best PC Game Nominated
2016 Golden Joystick Award 2016 Game of the Year Nominated [162]
Best Visual Design Nominated
Best Audio Nominated
PC Game of the Year Nominated
The Game Awards 2016 Game of the Year Nominated [163][164]
Best Game Direction Nominated
Best Music/Sound Design Won
Best Action Game Won
2017 Academy of Interactive Arts & Sciences D.I.C.E. Awards 2016 Outstanding Achievement in Original Music Composition Won [165]
Action Game of the Year Nominated
Game Developers Choice Awards 2016 Best Audio Nominated [166]
Best Design Nominated
Best Technology Nominated
2017 SXSW Gaming Awards Video Game of the Year Nominated [167]
Excellence in Gameplay Won
Excellence in Animation Nominated
Excellence in Visual Achievement Nominated
Excellence in Musical Score Won
13th British Academy Games Awards Audio Achievement Nominated [168]
Music Nominated
National Academy of Video Game Trade Reviewers Art Direction, Contemporary Won [169]
Control Design, 3D Won
Control Precision Won
Game Design, Franchise Won
Game, Classic Revival Won
Game, Franchise Action Won

Sequel

At the E3 2018 press conference in June, Bethesda Softworks announced a sequel titled Doom Eternal; gameplay footage was showcased at Quakecon 2018.[170] It is based on id Tech 7 and was released on March 20, 2020.[171]

Notes

  1. Certain Affinity developed the game's multiplayer, while post-launch updates were handled by both id Software and BattleCry Studios. Escalation Studios worked on the game's SnapMap feature. Additional work for Nintendo Switch was done by Panic Button, as well as additional work by ZeniMax Online Studios.
  2. Although the year is never specified in the game, its sequel, Doom Eternal, is set in 2163, specifying a fourteen-year gap from the events of the 2016 game.

References

  1. Birnbaum, Ian (July 23, 2015). "Hands-on: Doom's coolest new gun is powered by sprinting". PC Gamer. Future plc. Retrieved October 20, 2016.
  2. Wojcik, Wade (January 11, 2016). "The Gruesome Level Design Of Doom". Game Informer. GameStop. Retrieved June 30, 2016.
  3. Birnbaum, Ian (July 18, 2014). "Doom revealed at QuakeCon 2014, and here's what we saw". PC Gamer. Retrieved July 3, 2015.
  4. Saed, Sherif (August 6, 2015). "DOOM can't afford to let you hang back". VG247. Retrieved October 21, 2016.
  5. Wojcik, Wade (January 18, 2016). "See How id's New Doom Breaks The Modern Shooter Mold". Game Informer. GameStop. Retrieved July 1, 2016.
  6. Davenport, James (May 18, 2016). "Doom Review". PC Gamer.
  7. Gies, Arthur (May 18, 2016). "Doom Review". Polygon.
  8. Brown, Peter (May 17, 2016). "Doom Review". Gamespot.
  9. Houghton, David (July 3, 2015). "Doom is fast, thrilling, authentic, and deeply, hilariously gory". GamesRadar. Archived from the original on July 7, 2015. Retrieved July 3, 2015.
  10. Bertz, Matt (January 20, 2016). "The Explosive, Modified Arsenal of Doom". Game Informer. GameStop. Retrieved July 4, 2016.
  11. Makuch, Eddie (February 16, 2016). "Doom's Campaign Is About 13 Hours, Dev Says". GameSpot. Retrieved February 16, 2016.
  12. Petty, Jared (April 28, 2016). "Nobody Has Beaten Doom's Hardest Difficulty Level". IGN. Retrieved April 28, 2016.
  13. Moser, Cassidee (May 30, 2016). "Doom: How to Find All 13 Classic Maps". Shacknews. Retrieved July 4, 2016.
  14. Sarkar, Samit (May 11, 2016). "Doom developers explain the campaign's progression system". Polygon. Vox Media. Retrieved June 28, 2016.
  15. Walker, Alex (May 18, 2016). "Surprise, DOOM's Campaign Is Actually Fun". Kotaku. Retrieved July 25, 2016.
  16. Romano, Sal (June 14, 2015). "Doom unveiled, coming spring 2016". Gematsu. Retrieved June 5, 2016.
  17. Matulef, Jeffrey (March 25, 2016). "Doom details its four playable demons". Eurogamer. Retrieved June 21, 2016.
  18. Chalk, Andy (March 17, 2016). "New Doom teaser showcases nine multiplayer maps". PC Gamer. Retrieved March 17, 2016.
  19. Prell, Sam (April 15, 2016). "Doom character customization mixes Call of Duty and a ton of armor". GamesRadar. Retrieved July 22, 2016.
  20. Prescott, Shaun (February 22, 2016). "Doom's Hack Modules will offer temporary multiplayer boosts". PC Gamer. Retrieved July 22, 2016.
  21. Yin-Poole, Wesley (March 30, 2016). "Yes, you can do the Carlton dance in the new Doom". Eurogamer. Retrieved July 22, 2016.
  22. Stratton, Marty. "The 'Ultimate' DOOM – Update 6.66, All DLC Unlocked, Free Weekends". Retrieved July 26, 2017.
  23. Sarker, Samit (June 14, 2015). "Doom SnapMap lets users create and share their own gameplay modes". Polygon. Retrieved July 3, 2015.
  24. Reiner, Andrew (January 29, 2016). "Hands On With Doom's SnapMap". Game Informer. Retrieved July 25, 2016.
  25. Meer, Alec (May 20, 2016). "DOOM SnapMap: A Brilliant & Accessible Modding Tool With Infuriating Restrictions". Rock, Paper, Shotgun. Retrieved July 25, 2016.
  26. Prescott, Shaun (April 26, 2016). "Doom SnapMap toolset showcased in lengthy dev video". PC Gamer. Retrieved July 25, 2016.
  27. Wojcik, Wade (January 27, 2016). "Infinite Doom: Why SnapMap Is id's Secret Weapon". Game Informer. GameStop. Retrieved July 12, 2016.
  28. Takahashi, Dean (May 27, 2016). "The DeanBeat: Doom is a memorable trip back into shooting hell". VentureBeat. Retrieved June 4, 2016.
  29. Berghammer, Billy (August 3, 2007). "QuakeCon 2007: John Carmack Talks Rage, Id Tech 5 And More". Game Informer. Archived from the original on October 29, 2007. Retrieved August 24, 2007.
  30. Ocampo, Jason (May 7, 2008). "Doom 4 Announced". IGN. Ziff Davis. Archived from the original on May 10, 2008. Retrieved May 7, 2008.
  31. Parrish, Kevin (February 29, 2012). "Are These Really Doom 4 Screenshots?". Tom's Hardware. Purch Group. Retrieved July 8, 2016.
  32. Chalk, Andy (August 6, 2008). "John Carmack Sheds Some Light On Doom 4". The Escapist. Defy Media. Retrieved July 1, 2010.
  33. Kollar, Philip (July 31, 2008). "Next Doom Game Announced". 1UP. IGN. Archived from the original on July 14, 2012. Retrieved June 20, 2016.
  34. Chan, Norman (July 31, 2008). "QuakeCon 08: Quake Live Will Have No Mod Support; Doom 4 to Run at 60Hz on PC, Locked at 30Hz for Consoles". Maximum PC. Archived from the original on June 28, 2011. Retrieved November 30, 2010.
  35. "John Carmack on Rage". YouTube. CD-Action. July 2009. Archived from the original on December 21, 2021. Retrieved October 30, 2010.
  36. Thorsen, Tor (June 9, 2011). "E3 2011: John Carmack talks Wii U, PlayStation Vita, and next-gen Rage". GameSpot. CBS Interactive. Archived from the original on January 28, 2012. Retrieved June 9, 2011.
  37. Thorsen, Tor (April 10, 2009). "Hollenshead Rages about PC gaming, E3 surprises". GameSpot. CBS Interactive. Archived from the original on November 4, 2012. Retrieved April 10, 2009.
  38. Magrino, Tom (December 15, 2009). "Bethesda publishing Rage". GameSpot. Archived from the original on December 18, 2009. Retrieved March 1, 2014.
  39. Reilly, Jim (August 16, 2010). "Doom 4 Coming Sooner Than You Think". IGN. Ziff Davis. Retrieved July 9, 2016.
  40. QuakeCon Official (August 5, 2011). "Carmack's Keynote at QuakeCon 2011". YouTube. ZeniMax Media. Archived from the original on December 21, 2021. Retrieved August 12, 2011.
  41. Jenkins, David (July 2, 2015). "Doom id Software interview – 'They just love blowing up barrels!'". Metro. DMG Media. Retrieved July 22, 2016.
  42. Fingas, Jon (November 22, 2013). "John Carmack leaves id Software to focus on Oculus VR". Engadget. AOL.
  43. Dyer, Mitch (August 2, 2013). "id Software 'Pushing Boundaries,' Focusing Only on Doom 4". IGN. Ziff Davis. Retrieved August 17, 2013.
  44. Schreier, Jason (April 3, 2013). "Five Years And Nothing To Show: How Doom 4 Got Off Track". Kotaku. Retrieved August 17, 2013.
  45. Yin-Poole, Wesley (April 19, 2011). "Doom fans "will be happy" with Doom 4". Eurogamer. Gamer Network. Retrieved July 14, 2016.
  46. Hurley, Leon (July 28, 2015). "Call of DOOM died because it "didnt match the game we thought people wanted"". GamesRadar. Future plc. Retrieved July 22, 2016.
  47. Noclip (December 12, 2016), DOOM Resurrected - To Hell & Back (DOOM Documentary), archived from the original on December 21, 2021, retrieved December 14, 2016
  48. Gaston, Martin (February 19, 2014). "Doom 4 still exists: Bethesda unveils Doom beta". GameSpot. Retrieved July 24, 2015.
  49. Crecente, Brian (May 23, 2016). "How Doom lived up to nearly a decade's worth of expectations (update)". Polygon. Vox Media. Retrieved June 23, 2016.
  50. "Stairway to Badass: The Making and Remaking of Doom | Shacknews".
  51. Bogos, Steven (June 10, 2014). "Doom Reboot Revealed by Bethesda". The Escapist. Defy Media. Archived from the original on August 4, 2016. Retrieved June 11, 2016.
  52. "DOOM official website". id Software. Archived from the original on June 11, 2014. Retrieved June 11, 2016.
  53. Wilde, Tyler (July 18, 2014). "Doom was revealed to counter fears of trouble at id Software, public reveal unlikely this year". PC Gamer. Future plc. Retrieved June 11, 2016.
  54. "Why id Software is calling it "Doom" and not "Doom 4"". VG247. July 18, 2014. Retrieved June 12, 2016.
  55. Schulenberg, Thomas (July 19, 2014). "Eleven year Crytek engineer veteran joins id Software". Engadget. Games Industry International. Retrieved June 23, 2016.
  56. McElroy, Griffin (July 23, 2015). "Doom's multiplayer mixes modern and retro, but it's still the fastest game in town". Polygon. Vox Media. Retrieved July 2, 2016.
  57. Yin-Poole, Wesley (May 18, 2015). "A (very) brief look at the new Doom". Eurogamer. Gamer Network. Retrieved May 18, 2015.
  58. Pitcher, Jenna (June 14, 2015). "E3 2015: DOOM Release Date Announced". IGN. Retrieved June 14, 2015.
  59. Newhouse, Alex (July 24, 2015). "Doom Devs Talk Challenges of Rebooting the Series". GameSpot. Retrieved July 27, 2015.
  60. Cork, Jeff (March 7, 2016). "[Update] A Winner Has Been Named In Doom Alternate Art Vote". Game Informer. GameStop. Retrieved July 18, 2016.
  61. @DOOM (September 13, 2017). "From Mars, to Hell, to the palm of your hand. DOOM arrives on NintendoSwitch in Holiday 2017!" (Tweet) via Twitter.
  62. Newhouse, Alex (July 25, 2015). "Doom Dev: "We Want to Be the Best-Looking Game Out There at 60 FPS and 1080p"". GameSpot. Retrieved July 27, 2015.
  63. Makuch, Eddie (January 6, 2016). "Doom Is Totally Rock 'N Roll, Dev Says". GameSpot. Retrieved January 7, 2016.
  64. Takahashi, Dean (July 2, 2016). "How Doom reveals its secrets like a Frank Frazetta painting". VentureBeat. Retrieved July 25, 2016.
  65. Makuch, Eddie (March 31, 2016). "Watch Doom Live-Action Trailer From Tron: Legacy Director". GameSpot. CBS Interactive. Retrieved June 27, 2016.
  66. Te, Zorine (March 9, 2016). "Watch New Doom Multiplayer Trailer, Closed Beta Dates Announced For PS4, Xbox One, and PC". GameSpot. CBS Interactive. Retrieved June 13, 2016.
  67. "DOOM Escalation Studios". Escalation Studios. Retrieved May 14, 2016.
  68. Nutt, Christian (January 27, 2016). "Doom's user-gen mode, SnapMap: It's not mods, but here's what it is". Gamasutra. UBM. Retrieved July 12, 2016.
  69. Noclip. "DOOM Documentary: Part 3 - Guns, Guitars & Chess on Mars". Archived from the original on December 21, 2021 via YouTube.
  70. GDC. "DOOM: Behind the Music". Archived from the original on December 21, 2021 via YouTube.
  71. Gordon, Mick (May 12, 2016). "DOOM: Behind The Music Part 1". YouTube. Archived from the original on December 21, 2021. Retrieved June 5, 2016.
  72. Statt, Nick (May 31, 2016). "Satanic figures are hidden in Doom's soundtrack". The Verge.
  73. "There are terrifying, satanic messages hidden in the Doom soundtrack". The Independent. May 31, 2016.
  74. Grayson, Nathan. "Doom's Soundtrack Hides A Satanic Easter Egg". Kotaku.
  75. Oh, Ashley (December 2, 2016). "performed live at The Game Awards 2016". Polygon. Retrieved December 27, 2012.
  76. Machkovech, Sam (September 28, 2016). "Rip and tear your eardrums with Doom 2016's soundtrack, finally loosed from the game". Ars Technica. Retrieved December 27, 2016.
  77. Grandstaff, Matt (February 19, 2014). "Wolfenstein: The New Order Out 5/20, Pre-order for Doom Beta Access". PlayStation Blog. Bethesda Softworks. Retrieved October 20, 2016.
  78. Biazzo, Jordan (July 23, 2015). "Bethesda to host limited DOOM multiplayer alpha 'in the coming months'". Gamereactor. Retrieved July 23, 2015.
  79. Fingas, Jon (April 6, 2016). "'Doom' open beta kicks off April 15th". Engadget. Vox Media. Retrieved April 7, 2016.
  80. Nunneley, Stephany (May 12, 2016). "Doom: here's the PC requirements and launch times for your region". VG247. Retrieved July 10, 2016.
  81. Frank, Allegra (February 24, 2016). "Doom launching uncut in Germany — a franchise first". Polygon. Vox Media. Retrieved July 10, 2016.
  82. Makuch, Eddie (May 12, 2016). "Doom-Branded Car Will Race at Indy 500". GameSpot. Retrieved July 22, 2016.
  83. Frank, Allegra (February 23, 2016). "Doom pre-orders on Xbox come with original games for free". Polygon. Vox Media. Retrieved July 11, 2016.
  84. Wouk, Kristofer (February 23, 2016). "Get the original Doom and Doom II free by pre-ordering the Xbox One version of Doom". Digital Trends. Retrieved July 11, 2016.
  85. Makuch, Eddie (February 4, 2016). "Doom Release Date, $120 Collector's Edition Announced". GameSpot. Retrieved July 22, 2016.
  86. Makedonski, Brett (June 10, 2016). "Doom's multiplayer is being taken over by id, who promises to fix things". Destructoid. Retrieved July 22, 2016.
  87. Morris, Chris (June 13, 2016). "Doom, Fallout creator dives into virtual reality". CNBC. NBCUniversal. Retrieved July 17, 2016.
  88. Chalk, Andy (June 21, 2016). "Bethesda extends free Doom demo". PC Gamer. Retrieved July 22, 2016.
  89. Romano, Sal (June 12, 2016). "Doom Unto the Evil multiplayer DLC announced". Gematsu. Retrieved July 18, 2016.
  90. Matulef, Jeffery (August 4, 2016). "Surprise! Doom's Unto the Evil DLC is now available". Eurogamer. Retrieved August 5, 2016.
  91. Yin-Poole, Wesley (July 1, 2016). "Watch the new Doom's classic screen-centred weapon pose in action". Eurogamer. Retrieved July 22, 2016.
  92. Smith, Ryan (July 11, 2016). "Doom Vulkan Patch Released". AnandTech. Retrieved July 13, 2016.
  93. Kampman, Jeff (July 13, 2016). "Report: Doom's Vulkan renderer proves a boon for Radeons". The Tech Report. Retrieved July 13, 2016.
  94. Stratton, Marty. "The 'Ultimate' DOOM – Update 6.66, All DLC Unlocked, Free Weekends". Bethesda.net.
  95. Grant, Christopher (September 13, 2017). "Wolfenstein 2: The New Colossus and Doom coming to Nintendo Switch". Polygon. Retrieved September 14, 2017.
  96. Matulef, Jeffery (September 15, 2017). "Doom on Switch won't have SnapMap level editor". Eurogamer. Retrieved September 16, 2017.
  97. Dayus, Oscar (October 16, 2017). "Doom's Nintendo Switch Release Date Revealed". GameSpot. Retrieved November 1, 2017.
  98. Kuchera, Ben (February 20, 2018). "Doom gets motion controls on the Nintendo Switch". Polygon. Retrieved September 3, 2018.
  99. Coppock, Mark (December 6, 2016). "Now you can play pinball versions of Doom, Fallout, and Elder Scrolls". DigitalTrends. Retrieved November 24, 2018.
  100. Fahey, Mike (August 17, 2017). "Pinball FX 3 Is All About Cross-Platform Competition". Kotaku. Retrieved August 17, 2017.
  101. BarbieBobomb (December 6, 2016). "Bethesda and Zen Studios Team Up for an Epic Pinball Pack". Zen Studios. Archived from the original on January 17, 2021. Retrieved November 24, 2018.
  102. "Doom VFR is the series' virtual reality debut". PC Gamer. June 11, 2017.
  103. "From Mars to Hell in DOOM VFR". Bethesda.net.
  104. "Skyrim VR, DOOM VFR And Fallout 4 VR Release Dates Confirmed". WCCFTech. August 24, 2017.
  105. Totilo, Stephen (July 19, 2014). "Big-Time Doom Fans React To Yesterday's Doom Reveal". Kotaku. Gawker Media. Retrieved June 23, 2016.
  106. Griffin, Andrew (June 15, 2015). "Doom launched by Bethesda at E3 2015, swiftly criticised for being too violent". The Independent. Retrieved July 3, 2015.
  107. Kuchera, Ben (June 23, 2015). "Bethesda had the perfect answer for people bothered by Doom's violence: ¯\_(ツ)_/¯". Polygon. Retrieved July 3, 2015.
  108. Lawrence, Nathan (April 13, 2016). "Why Doom's Multiplayer Really Isn't An Arena Shooter". IGN. Ziff Davis. Retrieved May 8, 2016.
  109. Walker, Alex (April 18, 2016). "DOOM Is Now Bethesda's Second Most Hated Game On Steam". Kotaku. Gawker Media.
  110. Smith, Adam (April 15, 2016). "Impressions: Knee Deep In DOOM's Open Beta". Rock Paper Shotgun. Retrieved June 10, 2016.
  111. Furniss, Zack (May 10, 2016). "Where is our review for Doom?". Destructoid. Retrieved May 14, 2016.
  112. "DOOM for Nintendo Switch Reviews". Metacritic. Retrieved December 8, 2017.
  113. "DOOM for PC Reviews". Metacritic. Retrieved June 29, 2016.
  114. "DOOM for PlayStation 4 Reviews". Metacritic. Retrieved June 29, 2016.
  115. "DOOM for Xbox One Reviews". Metacritic. Retrieved June 29, 2016.
  116. Furniss, Zack (May 17, 2016). "Doom Review – Rip and Tear". Destructoid. Retrieved May 17, 2016.
  117. Buchholtz, Matt (May 23, 2016). "Doom Review". Electronic Gaming Monthly. Retrieved May 24, 2016.
  118. Bertz, Matt (May 17, 2016). "Doom Review – A Bloody Welcome Rebirth". Game Informer. GameStop. Retrieved May 17, 2016.
  119. Henriquez, Mike (May 20, 2016). "Doom (2016) Review: A nostalgia filled gore-fest of a masterpiece!". Game Revolution. Retrieved May 20, 2016.
  120. Brown, Peter (May 17, 2016). "Doom Review: Our hero who art in hell, cursed be thy name". GameSpot. CBS Interactive. Retrieved May 18, 2016.
  121. Houghton, David (May 19, 2016). "Doom Review". GamesRadar. Future plc. Retrieved May 19, 2016.
  122. Shoemaker, Brad (May 21, 2016). "Doom Review". Giant Bomb. CBS Interactive. Retrieved May 22, 2016.
  123. Gilory, Joab (May 16, 2016). "Doom Review". IGN. Ziff Davis. Retrieved May 16, 2016.
  124. Davenport, James (May 18, 2016). "DOOM review". PC Gamer. Future plc. Retrieved May 18, 2016.
  125. Gies, Arthur (May 18, 2016). "DOOM review". Polygon. Vox Media. Retrieved May 19, 2016.
  126. Miller, Simon (May 16, 2016). "DOOM review (PS4)". VideoGamer.com. Candy Banana. Archived from the original on May 22, 2016. Retrieved May 16, 2016.
  127. Andrews, Stuart (May 16, 2016). "DOOM review: Brutal, badass and so close to the Doom reboot we always wanted". Digital Spy. Hearst Corporation. Retrieved May 17, 2016.
  128. Parkin, Simon (May 18, 2016). "Doom review – a ludicrous yet compelling return to shooter basics". The Guardian. Retrieved April 21, 2020.
  129. White, Sam (May 23, 2016). "Doom is a fiendishly moreish, impeccably refined shooter - review". The Daily Telegraph. Archived from the original on January 12, 2022. Retrieved June 9, 2016.
  130. Yin-Poole, Wesley (May 18, 2016). "The new Doom campaign turns around Steam user reviews". Eurogamer. Retrieved May 18, 2016.
  131. Makuch, Eddie (May 16, 2016). "Gears of War Designer Cliff Bleszinski Praises New Doom, But Has One Criticism". GameSpot. Retrieved May 31, 2016.
  132. Jarvis, Matthew (May 26, 2016). "Why is the new Doom so important? It asks the questions other shooters aren't, argues Supergiant dev". Develop. Archived from the original on May 28, 2016. Retrieved May 31, 2016.
  133. Meer, Alec (May 16, 2016). "Wot I Think: DOOM (Singleplayer)". Rock Paper Shotgun. Retrieved May 16, 2016.
  134. Orland, Kyle (May 18, 2016). "Doom (2016) single-player review: Back to basics". Ars Technica. Retrieved May 19, 2016.
  135. Helm, Jordan (May 17, 2016). "Doom Review (PS4)". Hardcore Gamer. Retrieved May 17, 2016.
  136. Peckham, Matt (May 17, 2016). "Review: The New 'Doom' Serves Up a Brew of Nostalgia and Carnage". Time. Retrieved May 17, 2016.
  137. Evans-Thirlwell, Edwin (May 17, 2016). "Review: Doom's superb campaign makes up for underwhelming multiplayer in id Software's remarkable comeback". Eurogamer. Retrieved May 17, 2016.
  138. Benson, Julian (May 18, 2016). "Doom: The Kotaku Review". Kotaku. Gawker Media. Retrieved May 18, 2016.
  139. "The 25 best FPS games of all time". GamesRadar+. February 18, 2017. Retrieved February 23, 2017.
  140. Pearson, Dan (May 16, 2016). "Uncharted beats Doom to UK retail number one". Gameindustry.biz. Retrieved May 18, 2016.
  141. Hussain, Tamoor (May 16, 2016). "Top 10 UK Sales: Uncharted 4 Has Strongest Debut in Series History". GameSpot. Retrieved May 19, 2016.
  142. Miller, Matt (June 9, 2016). "Uncharted 4 Leads Strong Month Of Software Sales In May NPD". Game Informer. Retrieved June 10, 2016.
  143. Perez, Daniel (May 31, 2016). "Doom sales reach over 500k on PC alone". Shacknews. Retrieved June 4, 2016.
  144. Martin, Chris (June 20, 2016). "Charts: Doom shoots down Overwatch". Game Reactor. Retrieved June 27, 2016.
  145. Hussain, Tamoor (June 27, 2016). "Top 10 UK Sales Chart: Doom Remains No.1". GameSpot. Retrieved June 27, 2016.
  146. "DOOM Sells 1 Million Copies on Steam". Techdrake. August 11, 2016.
  147. "Doom sells 2 million copies on PC". July 19, 2017. Retrieved September 14, 2017.
  148. "DOOM Surpasses 2 Million Copies Sold on Steam". Retrieved September 14, 2017.
  149. "Sonic Forces on Switch Has Solid UK Launch as DOOM Moves Up the Charts". Nintendo Life. November 13, 2017. Retrieved March 5, 2018.
  150. "Giant Bomb's 2016 Game of the Year Awards: Day Five". Giant Bomb. CBS Interactive. December 30, 2016. Retrieved January 1, 2016.
  151. "GameSpot's Game of the Year 2016 Countdown: 10 - 6". GameSpot. CBS Interactive. December 2016. Retrieved December 29, 2016.
  152. "GamesRadar+'s Game of the Year 2016". GamesRadar. Future Publishing. December 2016. Retrieved January 2, 2017.
  153. "The Escapist's 2016 Game of the Year". The Escapist. Defy Media. January 1, 2017. Archived from the original on January 5, 2017. Retrieved January 2, 2017.
  154. "Our favorite games of 2016, part 1". The A.V. Club. December 21, 2016. Retrieved December 29, 2016.
  155. "RPS 2016 Advent Calendar, Dec 13th: DOOM". Rock Paper Shotgun. December 13, 2016. Retrieved December 29, 2016.
  156. "The Jimquisition Game Of The Year Awards 2016". Jimquisition. December 19, 2016. Retrieved December 29, 2016.
  157. "VG247 Games of the Year Awards, part 1: The Obvious Picks We're Not Even Sorry For". VG247. December 26, 2016. Retrieved December 29, 2016.
  158. "Games of the Year 2016: The best video games this year, from Pokémon GO to DOOM". Daily Mirror. Trinity Mirror. December 31, 2016. Retrieved January 2, 2017.
  159. "Best and Worst Games of 2016 | Zero Punctuation Video Gallery | The Escapist". www.escapistmagazine.com.
  160. "Game of the Year 2016 #1: Doom". Shacknews. GamerHub. December 30, 2016. Retrieved January 2, 2017.
  161. Walker, Austin (July 7, 2015). "'Best of E3 2015' Game Critics Awards Announced". Giant Bomb. CBS Interactive. Retrieved June 15, 2016.
  162. Loveridge, Sam (September 15, 2016). "Golden Joystick Awards 2016 voting now open to the public". Digital Spy. Retrieved November 18, 2016.
  163. Makuch, Eddie (November 16, 2016). "All the 2016 Game Awards Nominees". GameSpot. Retrieved November 18, 2016.
  164. Stark, Chelsea (December 1, 2016). "The Game Awards: Here's the full winners list". Polygon. Vox Media. Retrieved December 1, 2016.
  165. Makuch, Eddie; Imms, Jason (February 23, 2017). "Overwatch Wins DICE Game of the Year, Full Nominees List". GameSpot. Retrieved May 8, 2017.
  166. Makuch, Eddie; Imms, Jason (March 1, 2017). "Watch The Game Developers Choice Awards Right Here Tonight". GameSpot. Retrieved May 8, 2017.
  167. Makuch, Eddie (March 19, 2017). "Uncharted 4 Wins Game Of The Year At SXSW Awards". GameSpot. Retrieved May 8, 2017.
  168. "Winners List for the British Academy Games Awards in 2017". British Academy of Film and Television Arts. April 6, 2017. Retrieved May 8, 2017.
  169. "NAVGTR Awards (2016)". National Academy of Video Game Trade Reviewers.
  170. "Doom Is Getting A Sequel, Doom Eternal". Kotaku. June 10, 2018. Retrieved July 3, 2018.
  171. "Bethesda apparently broke its own Denuvo protection for Doom Eternal". March 20, 2020. Retrieved March 22, 2020.
This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.