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Doom (2016)

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Doom (2016)
Doom (2016)
TitleDoom (2016)
Developerid Software
PublisherBethesda Softworks
DirectorHugo Martin
ProducerMarty Stratton
DesignerHugo Martin
ProgrammerTiago Sousa
ArtistViktor Antonov
ComposerMick Gordon
SeriesDoom
Engineid Tech 6
PlatformsMicrosoft Windows, PlayStation 4, Xbox One, Nintendo Switch
ReleaseMay 13, 2016
GenreFirst-person shooter
ModesSingle-player, multiplayer

Doom (2016) Doom (2016) is a reboot of the Doom series developed by id Software and published by Bethesda Softworks. It reimagines the 1993 original with fast-paced first-person shooter action, arena-style encounters, and a focus on movement and weaponry, drawing design lineage from Quake, Wolfenstein, and Duke Nukem. Released in 2016 for Microsoft Windows, PlayStation 4, and Xbox One, it later appeared on Nintendo Switch and has been exhibited at events such as E3 and QuakeCon.

Gameplay

The core gameplay emphasizes run-and-gun combat using a roster of iconic weapons like the Super Shotgun, Rocket Launcher, and BFG 9000 in arenas inspired by Phobos and UAC facilities, while players earn Glory Kills to regain health and perform executions that reward ammo or armor, creating looped resource mechanics similar to those in Bulletstorm and Titanfall. Movement mechanics include double-jumping, dashing, and mantle-accelerated traversal reminiscent of Quake II and Halo, interacting with enemy AI drawn from Demonology-themed bestiaries that include Hell Knights, Imps, and Revenants, reflecting influences from Doom II: Hell on Earth and Doom 64. Multiplayer modes such as Slayer, Warpath, and Freeze Tag combine map design concepts from Call of Duty and Unreal Tournament while incorporating a player-ranking system comparable to Overwatch and Counter-Strike: Global Offensive, and a persistent loadout progression influenced by Destiny and Battlefield.

Plot

Set in a near-future timeline linked to the legacy of the original Doom and Doom II: Hell on Earth, the narrative follows the Doom Slayer, a lone marine awakened on a UAC research base on Phobos after a demonic incursion tied to experiments with Argent energy and portals to Hell, echoing themes from Alien and Event Horizon. The story traverses locations including UAC complexes, Martian outposts, and Hellscapes, intersecting with organizations and figures such as the UAC administration, researchers inspired by H.P. Lovecraft-style arcana, and the demonic hierarchy culminating in confrontations with bosses that recall encounters from Doom 3 and Doom Eternal. Narrative beats use environmental storytelling and codex entries similar to System Shock 2 and BioShock to expand on lore involving Argent energy, interdimensional invasion, and the Slayer’s mythic crusade.

Development and Release

Developed by id Software under the direction of Hugo Martin with executive production by Marty Stratton, the project was announced by Bethesda Softworks and showcased at E3 2015 and QuakeCon 2015, following precedents set by id’s earlier titles such as Rage. The team leveraged heritage from founders like John Carmack and design philosophies from Tom Hall while incorporating modern design practices influenced by Irrational Games and id Software’s own history, culminating in a marketing strategy that included closed betas, pre-order incentives tied to Bethesda.net, and collaborations with retail partners like GameStop and Amazon. The game launched on May 13, 2016, to coincide with promotional events and tournaments organized by Twitch streamers and esports organizations including Evil Geniuses and Team Liquid.

Reception

Critical reception blended praise for fast-paced combat, level design, and sound design by Mick Gordon with criticism of the multiplayer progression and narrative depth, drawing comparisons to revivals like Wolfenstein: The New Order and spiritual successors such as Painkiller. Reviews from outlets including IGN, Game Informer, and Eurogamer highlighted the single-player campaign’s pacing and combat loop while noting that multiplayer elements resembled systems from Call of Duty and Battlefield. The title received nominations and awards at ceremonies like the Game Developers Choice Awards and The Game Awards, and sales figures placed it among top releases in 2016 on platforms such as Steam and the PlayStation Store.

Technical Aspects and Engine

Built on id Tech 6, the engine incorporates Vulkan API support, physically based rendering, dynamic lighting, and volumetric effects that echo advancements seen in id Tech 5 and engines used by Unreal Engine and Unity-based studios, while achieving high frame rates on PC hardware with GPUs from NVIDIA and AMD. The engine’s streaming architecture and occlusion culling were optimized for consoles like PlayStation 4 Pro and Xbox One X, and later adaptations were made for the Nintendo Switch port to accommodate differences in CPU and GPU capabilities, paralleling ports of titles like The Witcher 3 and DOOM (1993) community remasters.

Downloadable Content and Updates

Post-launch support included patches addressing stability, balance, and netcode, delivered through platforms such as Steam, PlayStation Network, and Xbox Live, alongside free updates that expanded multiplayer maps and modes similar to live-service updates seen in Rainbow Six Siege and Overwatch. Paid and free DLC offerings were discussed and implemented in line with Bethesda Softworks’s policies on post-release content, and community-driven mods and user content were facilitated through modding tools and community hubs like Nexus Mods and ModDB, echoing the mod culture that originated with the original Doom.

Category:2016 video games Category:First-person shooters Category:id Software games