There are few constants in videogames quite like the original Doom (or Doom 2, if we re being picky) – a grand leap forward in FPS design that has somehow remained timeless and enduring even in the face of countless successors. Quake, Call of Duty, sequels and even full reboots have come and gone, but the original 90s Doom still stands strong, scaleable, adaptable and eternally self-reinventing.
Between countless engine upgrades thanks to Id generously releasing the source code and a seemingly endless stream of mod and level releases thanks in part to continually updated tools, the original Doom (and its engine-sharing derivatives) still boast one of the most active mod scenes out there, and one mod in particular has risen to such ubiquity that it has spawned a whole parallel mod scene of its own; the splatteriffic Brutal Doom. … [visit site to read more]
Alec is away this week. I fear that if he can’t find a wifi signal on his travels he might resort to haruspicy to try and find the truths contained within the weekly Steam charts. These round-ups of the ten games with the most cumulative sales over the past week are his obsession and his curse.
This week: while the cat’s away…
During a GDC talk about the creation of Doom’s excellent music, composer Mick Gordon filled in the audience on one particularly eerie Easter egg the general public had yet to find. As a cheeky ode to the uproar among fundamental Christians during the early days of metal in the 70s and 80s, Gordon hid a voiceover clip in one of the channels of a stereo drone track. It’s not exactly a message from Satan ordering the listener to kick a stranger in the face, though. If isolated in mono and played in reverse, you hear something surprising.
Listen to the clip, first played normally, and then in reverse:
“Jesus loves you” sounds as ominous as any demon wishing you a bad day, it turns out. “Do you know how many news websites wrote about that one?” said Gordon, “Friggin’ none!”
We got you, man.
Gordon also stated that only four out of five easter eggs had been found on the Doom soundtrack, the most obvious of which players discovered shortly after the game released. Using a program that generated audio patterns that mimicked image files, Gordon assembled the number of the beast (666) and tucked it away into one of the songs.
It’s only visible using a spectrograph to visualize the audiotrack, but the occult origins of the original Doom must have made it a big target for those seeking hidden messages. If you ask me, it’s still no Richard D. James. I find the subliminal demonic messaging of Doom comforting in a way. It’s nice to know that something our parents said would ruin us is still kicking around, not ruining us.
Getting Doom to run on devices that were not designed to run Doom is a satisfying pursuit, and YouTuber vexal knows this better than most. Only vexal's Doom experiments – or at least the one where he uses toasters as an input device – are not real. It looks feasible, but sadly, it's not real.
That doesn't take the shine off his latest video, which has a Porsche 911 running Classic Doom. It took me a few watches to be convinced that it is fake, because vexal's droll delivery and the fact that Doom has been known to run on anything from ATM machines to oscilloscopes makes it seem real. But alas, it's not. We'll get there, though. I believe it.
Superhot team—the studio behind last year's uber-stylish and highly inventive shooter Superhot—launched a competition last month which encourages entrants to design mods and artwork inspired by its flagship game. Named #MAKEITSUPERHOT, the contest is judged by the devs, ModDB, and IMGN.PRO, and its top prize includes a publishing contract worth $50,000. Due to close on February 27, the latest entrant which has caught my eye is Ludus Regard's SuperDoom—a mod which, as you may expect, combines Doom with Superhot.
Similar to how WhyNott's PORTALHOT mod melds the time-manipulating FPS with Valve's intuitive puzzler Portal, SuperDoom combines two familiar games—echoing the pixelated aesthetic of id's corridor blaster, while at the same time mirroring Superhot's chic pristine backdrops and jarring red-coloured enemies and bullets.
Creator Ludus Regard is yet to add Superhot's distinctive slow motion-meets-bullet-time mechanic, yet it's already shaping up rather nicely. Here's the mod's first dev diary which looks at how it all works in practice:
On its ModDB page, Ludus Regard says it's his intention to implement time-manipulation into SuperDoom this week. As it stands, incapacitating enemies by way of projectile weapons is possible, so too is punching enemy weapons from their hands and knocking them flat out by virtue of melee combos. Like Superhot, it's only possible to carry one weapon at a time, and, as you may have spotted above, bullets mimic the red trail of the mod's inspiration.
Superhot Team's #MAKEITSUPERHOT contest kicked off on January 17 and will run through February 27. Head in this direction to see its most recent entries.
And since we're talking Doom, why not check out this video of Doom 2 being played on a tiny display inside a single keyboard key because, well, that's pretty awesome.
ZeniMax Media have bought Escalation Studios, the texan mob who most recently chipped in on the cracking new Doom. Escalation join a lineup which includes, among others, the Elder Scrolls and Fallout mob of Bethesda, the Dishonored devs Arkane, the Doomlords and Quakers at id Software, nu-Wolfenstein gang MachineGames, Evil Within devs crew Tango Gameworks, and- strewth, that’s quite a stable! ZeniMax don’t mention any particular projects but coo, I wonder what they’re up to. … [visit site to read more]
Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.>
Much of last year s FPS love may have gone to capslocked DOOM but spare a thought for the try-hard, clich -fueled darkness binge that was Doom 3. In 2016 the franchise had become self-aware enough to indulge its overblown past, yet back in 2004 the bad penny still hadn t dropped. There were experiments gone wrong, there were zombies, there were messages on the walls written in blood. I have mixed feelings about it all. … [visit site to read more]
ZDoom, the enhanced port of the (original) Doom source code, was first released in 1998 and has received some 75 updates over its 19 year history. Its most recent release arrived in February of 2016, and we've learned this version (2.81) will be its last. The creator of ZDoom, Randy Heit, has announced he is ceasing development of the storied source port. Posting on the ZDoom forums on January 7, he said:
"I am hereby eschewing further ZDoom development. There will be no future releases. Consider QZDoom or GZDoom as replacements."
Since its inception, ZDoom has been one of the pillars of the Doom modding community, removing many of vanilla Doom's limits, providing support for Doom engine games like Heretic, Hexen, and Strife, adding a console, and allowing for higher screen resolutions, more music formats, new camera effects and skyboxes, and much more.
And, while ZDoom will not receive further updates, it's not exactly going to vanish. In his post, Heit stated that the co-author of source port QZDoom, Rachael "Euranna" Alexanderson, will manage ZDoom's forum and wiki from now on. On the Doomworld forums, Euranna had some words of reassurance:
"ZDoom means a lot to many of us. But it's important to remember it is not completely dead. It still lives on in some form. While its main Github repository may never be updated, development in GZDoom is still in full swing. The forum and the wiki will continue on, if nothing else to support GZDoom and its child projects, along with the legacy that ZDoom has offered us."
Heit did not provide a specific reason for ending the development of ZDoom, but I sent him an email and will update this post if I receive a response. You can grab the latest and final version of ZDoom here.
So often the bleeding edge of games tech, yet so often fundamentally the same underneath: there’s a reason we can’t get enough of pretend shooting pretend people in their pretend faces. It is a pure test of skill and reflex, a game about movement at least as much as it is about violence, and done right it is absolutely delightful>. And hey, sometimes you get a decent gimmick or story thrown into the mix.
These are our favourite 50 first-person shooters on PC, from 1993-2017. Your favourite is at number 51.