Doom (1993) [Review of the game]
In this nostalgic video, I suggest you recall the very first Duma, published in 1993, which turned our idea of the first -person shooters and served as an example of all subsequent games of the genre ..
The 1993 Duma is just a huge jump compared to the previous game of developers. The game engine was replaced by Wolfenstein 3D Endi to the ID of those 1 that did not change the pseudo -nerd graphics, but added a lot of new ones: for example, dynamic lighting, lowered ceilings and lifting plates, swaying, opponents flying through the air and other innovations interesting at that time.
There is almost nothing to talk about the plot. We play for the nameless soldier, who finds himself in the Martian colony, flooded with hordes of monsters, escaping straight from hell. The plot is not disclosed in any way, we are given only a little information on the completion of episodes, of which in the original game there is only 3 and one more was added in the Addon altimet Duma, which came out after the release of the second part. Episodes are called “knee -deep in corpses”, “banks of hell”, “inferno” and additional with the strange name “Your flesh is absorbed”.
The levels of complexity in the game are distinguished by the number of enemies, cartridges and damage to you. By the way, they also bear interesting names: “I am too young to die”, “hey, easier”, “make it hurts me”, “ultranasia” (referring to the clockwork) and “nightmare”. Moreover, the last enemies are not just a lot – they are also revived. The complexity changes and depending on the episodes.
The skeleton of the game swift casino UK sister sites remained the same as it was in Wolfenstein 3D, but it overgrown with so many details that diversify the gameplay that it was simply not possible to get bored. The previous one remained that we still cut enemies from the level to the level and looked for the elevator to the next floor, while looking for the keys for the doors. But if earlier the card was completely two -dimensional, now they seemed to be allowed to feel a little 3D, although here it is also just an illusion. All rooms, corridors and open spaces have different heights at ceilings and floor, there are elevators at the levels, rising platforms and descending ceilings. But with all this, we aim and shoot in another plane, and if you end up in a room where the enemies are much higher than you, it is very inconvenient to aim at them, although you can still hit them.
The opponents themselves are represented as I already said zombies and demons, whom I managed to count 7 species, 2 half -mechanical Boss demon and another type of opponent, which I do not know which of these categories to write down is the hellish baron. For an ordinary mob, he is killed for too long and hits too painfully, and for the boss it is somehow too simple and is also found in each episode and sometimes several pieces. Enemies differ in addition to appearance and belonging to different levels of being, the number of hits, their own weapons, methods and speed of movement.
The arsenal expanded more than doubled: a gun, a shotgun, a machine gun – PF, a common thing … And what about a missiletock, plas because of it. The latter is essentially the same plasma weapon and has a common ammunition with a plasmagan, but it shoots much more powerful. In addition, the pistol with a machine gun has common cartridges (as in Wolfenstein). If your ammunition is exhausted, the monsters can be stuck into hand -to -hand Monia, using a fist with a brand, which is from the very beginning, like a gun, and later you can find a chainsaw – this is my beloved, it has not been in vain that it has become a symbol of the Duma.
But weapons are not all. On the levels you will find additional items. Small and large first -aid kits will restore you a hit on up to 100 percent, but there are also special flasks that will give you health points in excess of these hundred percent, so the maximum here is 200. There are also armor glasses that take part of the damage and there may also be 200. Backpacks increase the maximum ammunition twice and give a few rounds. There are night vision glasses, radiation protection costumes that allow a minute to move painlessly through the floors with flooded acid. There are special pieces that give invulnerability, invisibility or effect of the berserker, when you fall into a rage for a while and run to knead the adversaries with your bare hands, while the weapons cannot be used. There is even a map of the area that opens the player at the entire level on his car card. Now it will not be necessary to wander around the labyrinths of the floors, as in Wolfenstein 3D, if you missed something.
In general, the interface has undergone some changes. This is all the same small menu at the bottom of the screen, but in the previous game Id Sofvea, the floor, score, hits, the number of attempts, cartridges, the drawing of the weapon, which was at that moment in your hands and the animated face of the hero, were indicated there. The DUM also shows the number of cartridges and hits in percentage ratio, the hero’s face, but there is no rest. Instead, a small window called ARMS appeared, which contains 6 digits from 2 to 7. When you find a new weapon, the button with the digit is highlighted, and its number indicates which number on the keyboard you need to click to expose the barrel. Next, a meter of armor points and a window with all your ammunition appeared, which indicates their current amount in your backpack and maximum.
The competitive moment in the form of a search for secrets and treasures in secret rooms has changed. Now there are no more treasures anymore, but in secret rooms there may be ammunition depots, new weapons or those rare objects of which I recently talked about, and, as for me, this more motivates to search for secrets than a simple set of points in essence does not affect anything.
If the previous game Id Sofwea laid the basic principles of the first -person shooter genre, the thoughts became the first shooter in the form as we now know them. He brought the genre of unprecedented popularity, became an object of imitation and generally the standard.
You know such a technique as Rocketjump – a jump with a simultaneous shot from a rocket launcher, which throws you even higher? He first appeared in the thought. We heard about Deathmatch? This was the multiplayer mode in the thoughts, and nowhere before we had seen this. I’m not talking about the standard set of weapons in all subsequent games of the genre: a gunner-carrier-gunner.
A sincer game is a sign and not to know it is just a sinful. First of all, this word should be associated with the game of distant, for someone it may even too far 1993, and not with the restart of 2016. With computer games, as with literature, the classics need to be known, otherwise, the book world flooded with graphomania, Gamdev will drown in the casual region ..