Skip to main content

Doom (2016) review

Doom isn't just a gruesome portal to hell, it's a time machine to 1993

doom 2016 review  3
Image used with permission by copyright holder
Doom (2016)
MSRP $59.99
“Doom is a brilliant homage to the spirit, and hellish gore, of old PC shooters.”
Pros
  • Fast gameplay
  • Knows what it is
  • Fresh multiplayer modes
  • Solid level editor
Cons
  • Extremely repetitive
  • Boring story
  • Too gory

It’s hard to exactly classify the 2016 version of Doom. The game shares narrative elements with its predecessors, so it isn’t a reboot, but it doesn’t directly build on the mechanics or story of Doom 3, so it wouldn’t be fair to call it a direct sequel, either.

Recommended Videos

When it was announced two years ago, developer Id Software revealed the game would not be called “Doom 4,” as the press had inferred in process stories and rumor round-ups, but simply Doom. After more than a decade and a full-blown revolution within the genre it helped create, the title change was a rightful acknowledgement that Doom is a historic series, but has not been part of the conversation for a while.

Rather than jump back in with a demon-skinned linear shooting gallery, the new Doom straps modern gameplay systems on to the classic run-and-gun arena shooting of its youth. It is fast. It is bloody. It is brutal. It may, in fact, be better at recreating the sensations you felt playing the original than going back to the classic. However, what begins as a refreshing slice of a bygone era eventually drags out into a repetitive slog. Doom is a brilliant homage to a classic, but falls short of achieving something new.

Run, shoot, kill, repeat

Doom’s single-player campaign puts players back in the shoes of the un-named space marine. He wakes up on a lab table, demons at his throat. After establishing he’s on Mars, the goal quickly becomes clear: Kill all the demons and close the portal that’s letting them cross over from hell. Simple enough, right?

Doom’s narrative is a façade — a means of disguising the game’s simple structure as a grand adventure. As the story unfolds, it offers just enough background to keep gaming’s modern, lore-hungry audience from scratching its collective head. (In the future, energy from Hell harvested on Mars powers the Earth.) There are a few characters as well, though they mostly exist to deliver exposition and/or personify key objectives. If you try to think about them too hard, you’ll lose interest.

Once you strip away the story, the game sticks to simple structure of its original entries. Players work their way through numbered levels, which offer a series of wave-based gunfights against increasingly large and difficult cadres of hellspawn. These arenas are set apart with hallways, and disguised by sub-objectives: For example, you will be sent off looking for a blue key so you can open the blue door. While the in-between sections often feature platforming or the occasional light gunfight, for pacing’s sake, the majority of your time is spent locked in rooms of various shapes and sizes, running around killing things.

Luckily, that core gameplay — running around at breakneck speed, dodging, and shooting demons so they can’t shoot you — is extremely satisfying. There is a frenetic energy that builds up in the arena: The game rewards you for aggressive tactic, too. You get health (and save ammo) for finishing demons off with “glory kills,” gory context-sensitive kill animations triggered by using a melee attack on weakened enemies. Running directly at an enemy, blasting it with your shotgun, then taking it down with a glory kill without missing a beat is enough to trigger a jolt of real-life adrenaline, even against weak opponents. And you’re going to do that dozens of times in every level.

The guns are standard first-person shooter fare, and include an assault rifle, rocket launcher, and not one, but two shotguns. You can also modify weapons by finding secret items and upgrade them using tokens earned through combat and completing skill-based optional objectives. The mods allow you to choose between two types of secondary fire. With the rocket launcher, for example, you can detonate a missile early, or lock-on to an enemy and fire a barrage of rockets. Between the guns and the mods, which can be switched on the fly, there’s enough variation to ensure that shooting things never stops being fun.

In classic Doom form, Health, armor, ammo, and other power-ups are liberally strewn about, but the enemies are dense enough to make collecting and managing your resources a nerve-wracking concern. Like the weapon mods, there are hidden collectibles that permanently allow you to carry more health, armor, and ammo, but you never become so powerful that you won’t need to manage your resources. By the time you reach the later levels, you will routinely run of ammo for many of the 10-or-so guns in your arsenal.

Good until it’s not

Every player will reach a point in the Doom campaign where the game feels like it hits its stride. Every encounter will push you past your comfort zone for just long enough that you breath a heavy sigh of relief when you’ve cleared it. Unfortunately, no matter when that point comes for you, the game will continue to draw out its challenges with more enemies and longer fights, leaving you frustrated more than satisfied.

Blasting an enemy with your shotgun, then taking it down with a glory kill is extremely satisfying.

Now, I recognize that everyone has a unique skill level and threshold for challenge, so arguing that a “game is too hard” isn’t exactly fair: Rather, it’s the nature of how the game ratchets up that challenge. As the fights get longer, the magic feeling of surviving gives way to exhaustion and, before too long, boredom. Coming at a battle from the wrong angle can feel like slamming your head against wall.

Doom’s unnecessary obsession with making players struggle also breeds its lowest moment, a trio of late-game boss battles. After hours and hours of chaotically running through dozens of enemies, striking at will, memorizing boss patterns feels like torture.

Visually, Doom’s aesthetic is brutal and blood-soaked from start to finish. An early level, for example signals that the combat to come will get more challenging, with a hallway covered in a crimson sludge made of blood and human viscera. That gore is disconcerting at first, but you’ll quickly grow numb to it. Aside from a few human characters and the occasional video diary, you rarely see (or think about) people in Doom. As a result, much of its implied violence lacks impact.

Wait, so it’s also a ‘Quake’ reboot too?

Doom applies the same high-speed shooting to its multiplayer, which similarly captures the speed and madness of early multiplayer shooters, such as developer id Software’s Quake series. As we discussed in our hands-on with April’s multiplayer beta, the gameplay is more frantic than your standard Call of Duty-inspired FPS. Using an expanded arsenal, which includes a gun that charges while you run, the running and shooting feels even faster in multiplayer, where a split-second and mean the difference between winning and losing.

That extra fast pace, of both moving and killing, lends itself better than most to random pick-up games and other “alone, but together” scenarios, but much of the gameplay still closely resembles most other shooters. While Quake and Unreal Tournament fans may see this as a return to form, COD players looking for their next “Team Deathmatch” game may fall in and out of love with it in short order.

Of the six multiplayer modes, two in particular stand out. “Warzone,” a variation on King of The Hill where the point of control moves along a set path, and “Freeze Tag,” an adaptation of the playground game where teams of six fight, but players freeze, instead of die. The first team to get completely frozen loses. While “team deathmatch” rounds tend to drag on in Doom — many of the levels are a little too large for 6-on-6 — these modes offer a single point of focus, and encourage players to think of new, strategic ways, that keep the gameplay fresh, without slowing things down. “Freeze Tag,” in particular, feels like a truly original new idea, which is an achievement.

The game also features SnapMap, a simple, but deep platform for making and sharing both single- and multiplayer levels. The editor, which lets players “snap” easily snap pre-fabricated rooms together, is easy to use, but offers the kind of depth that will take time to master. For single-player levels, you can set up gated doors, and give enemies pre-combat AI. For multiplayer, you can set the path for the “Warzone” hill, and other special points. Level creators may have a tough time making their levels stand out aesthetically, but there is enough depth to make an interesting level if you’re willing to put the time in.

Our Take

Doom makes the gameplay of a 23-year-old video game feel new in 2016, which may be the greatest achievement of a video game this year. However, a great game finds new and interesting ways to enhance its strengths and mitigate its flaws. Doom does the former flawlessly, but outside of multiplayer, it ignores the latter. Doom‘s single player has convinced us that we can have too much a good thing — even on a handheld like the Nintendo Switch — and especially when it comes wrapped in screams and chunks of bloody demon flesh. Luckily, those multiplayer and map editing modes ease the pain of its main campaign.

Is there a better alternative?

Doom’s fast-paced, arcade-style action is unique among modern first-person shooters. You won’t find anything else like it on store shelves.

How long will it last?

The campaign mode can be beaten in about 12 hours, while multiplayer and SnapMap (not available on Switch) can extend your playtime exponentially.

Should you buy it?

Yes. If you’re sick of the super-serious stories and plodding pace of shooter franchises like Call of Duty and Battlefield, Doom is just what you’re looking for.

Doom was reviewed with using a retail code for the Xbox One version of the game provided by the publisher.

Mike Epstein
Former Digital Trends Contributor
Michael is a New York-based tech and culture reporter, and a graduate of Northwestwern University’s Medill School of…
Every blockbuster reveal from the Xbox leak: new consoles, Bethesda games, and more
Xbox's logo used during the Extended Games Showcase

Unredacted documents submitted and made publicly available to view as part of the ongoing Microsoft vs. Federal Trade Commission (FTC) trial just led to what may be the biggest leak in video game history.
A flood of files have revealed deep secrets about Xbox's upcoming plans for the bulk of the decade, giving us unprecedented insight into what's on the horizon for the gaming giant. That includes information on upcoming hardware refreshes, next-gen consoles, and unannounced Bethesda titles, as well as a further peek into Microsoft's acquisition ambitions. It's a lot to trudge through, so we've rounded up five key revelations that you'll want to know.
A new Xbox Series X model is coming next year
https://twitter.com/stephentotilo/status/1704121068519133313
The most shocking thing to leak as part of the trial is a new Xbox Series X model. Referred to as "Brooklin -- Xbox Series X Refresh" in the leaked documents, this is a diskless, cylindrical version of the Xbox Series X with 2TB of internal storage, a USB-C port, and smaller technical improvements to the system's Wi-Fi, PSU, standby mode, and more. An upgraded Xbox Series S code-named Ellewood may also be in the works and released before Brooklin.
If Microsoft still follows the plan laid out in this "Roadmap to 2030" document created in May 2022, it would release Brooklin in late October 2024 for $500. If Microsoft still plans to release Brooklin next year, it does contradict recent statements from Xbox chief Phil Spencer, who acted bearish on the idea of a mid-gen refresh in Gamescom interviews. It's possible Microsoft's plans have changed since these leaked documents were made, but if not, we now know what to expect in terms of Microsoft's console refreshes.
A new Xbox controller is in the works
https://twitter.com/charlieINTEL/status/1704088621475598345
Throughout that Brooklin leak, a new version of the Xbox Series X controller is also teased. The Xbox Series X controller is great, but lacks the unique features of controllers like the DualSense or Joy-Cons, so it makes sense Microsoft would want to change that. Referred to as "Sebile -- The New Xbox Controller," this controller can seamlessly pair and connect to the cloud.
It also will feature haptic feedback, an accelerometer gyro, quieter buttons, modular thumbsticks, a rechargeable and swappable battery, and the ability to wake just by being picked up. The same road map that lists Brooklin and Ellewood's release windows says the Sebile controller will launch sometime in late May 2024 for $70.
First details on Microsoft's next-gen console leak
https://twitter.com/AR12Gaming/status/1704102055206322389
It's hard to believe we're almost already three years into this console generation and that Microsoft is planning for its next major console release, but that is the case. Unfortunately for Microsoft, its current technical ambitions for the platform were included in this leak. A leaked document states that Microsoft's ultimate goal is to "develop a next-generation hybrid game platform capable of leveraging the combined power of the client and cloud to deliver deeper immersion and entirely new classes of game experiences." 
In practice, a list of technical improvements lays out that we can expect an ARM64 CPU that balances big and little cores, a GPU co-designed with AMD, and an NPU that balances "the desire for flexible, programmable ML silicon versus high-performance silicon for targeted workloads," as well as support for better ray tracing, global illumination, micropolygon rendering, and an ML-based Super Resolution. Microsoft also mentions a "thin OS" meant for cheaper consumer and handled devices, likely to play games via the cloud.
This next-gen console is currently slated for a 2028 launch.
Several upcoming Bethesda games leak

Enough about hardware -- several upcoming Bethesda games also leaked. A document from 2020 outlining Bethesda's game road map through fiscal year 2024 includes some games we don't know about. Alongside games we know of like MachineGames' Indiana Jones project, the list also includes several code-named projects, remasters of The Elder Scrolls IV: Oblivion and Fallout 3, a GhostWire: Tokyo sequel, Doom Year Zero, and Dishonored 3.
Another document also confirmed that The Elder Scrolls VI won't launch until at least 2026. Some of these games have missed the release windows listed in the documents, so it's very possible that these dates are no longer accurate and that some may not be released at all. Still, it lays out a clear picture of what was in development at Bethesda just a few years ago and provides insight into the lineup that enticed Microsoft to purchase Bethesda in the first place. 
Microsoft considered acquiring Nintendo and Warner Bros. Interactive
https://twitter.com/tomwarren/status/1704021807341203802
A leaked email from 2020 gives some insight into Spencer's acquisition ambitions at that point. Namely, it sounds like he'd love to acquire Nintendo as it would be a "career moment" for him.
"I totally agree that Nintendo is THE prime asset for us in gaming, and today gaming is a most likely path to consumer relevance," he wrote. "I've had numerous conversations with the LT of Nintendo about tighter collaboration and feel like if any U.S. company would have a chance with Nintendo, we are probably in the best position ... At some point, getting Nintendo would be a career moment and I honestly believe a good move for both companies."
Ultimately, Spencer didn't want to do a hostile takeover of Nintendo, so he settled for playing the "long game" when it came to acquiring it. This same email also reveals that Microsoft was interested in acquiring Warner Bros. Interactive around the same time as Bethesda, although the lack of any WB IP ownership was its undoing, Spencer is also as intrigued about acquiring Valve as it was Nintendo.
It's worth noting that this email is from over three years ago, and these acquisition ambitions might have been quelled following changing economic conditions and the rocky and expensive process of acquiring Activision Blizzard. 

Read more
Where to find The Den in Starfield
A spacecraft in Starfield.

For all you Starfield players who prefer to live a life of crime, then you'll no doubt know that collecting and selling contraband is one of the most lucrative ways to spend your time. However, you aren't able to just take these illegal items and sell them freely, especially if you don't have a ship that can hide your questionable cargo. If you want a safe place you can land and find a willing buyer for whatever haul you've got in your ship's hold, The Den is where you want to go. This is a hotspot for all sorts of illegal activity and nefarious players in the Starfield world but isn't exactly a place that advertises its location. If you want to pay a visit to The Den, here's where to find it.
How to get to The Den

To travel to The Den, open your star map and look for the Wolf system. This will be to the right of the Sol system and near the Narion and Alpha Centauri systems. Once you zoom in on the Wolf system, you won't find a planet named The Den because it isn't a planet at all - it is a space station. The Den is actually orbiting the planet Chthonia, so locate that and then look for an icon of an outpost near it called The Den. Select it and you can fast travel over.

Read more
PC classic Quake II is now on Xbox, PlayStation, and Nintendo Switch
A fight with an enemy in Quake 2's 2023 remaster.

Lining up with the start of 2023's QuakeCon, Bethesda released a remaster of id Software's classic PC shooter Quake II across PlayStation, Xbox, and Nintendo consoles.

Quake II first released in 1997 and is a classic old-school first-person shooter with satisfying, fast-paced gunplay that only improves upon its predecessor. The game also has multiplayer that still holds up to its day. The game did receive an RTX remaster on Steam from Nvidia in 2019, but this remaster is separate from that. Like the remaster of Quake that dropped in 2021, this release updates things like enemy animations, gore, lighting, AI, cinematics, and more while adding widescreen, 4K resolution, and crossplay support.

Read more