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[#DOOM25] To Hell and Back: BD’s ‘DOOM’ 25th Anniversary Retrospective

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Today marks a significant anniversary – it has been a quarter of a century since id Software revolutionized the first-person shooter genre with DOOM. And while in the intervening years we’ve seen the genre branch off into other avenues, it’s arguably only in the DOOM franchise that the first-person shooter has been at its most purely entertaining.

So with our buckshot reloaded and our chainsaw refueled, we get knee deep in the dead with a fond, gore-smeared look at one of the most legendary franchises the industry has ever seen.

And naturally, there’s only one place where we can start.


DOOM

The godfather of the FPS genre, DOOM was a revolution in the absolute truest sense of the word when it released on a handful of 3.5” floppy disks for MS-DOS powered PC systems on December 10, 1993.

As a rugged space marine with a seemingly raging hard-on for blowing big ol’ holes into the anatomies of his foes on a Martian moonbase, DOOM had players punching, shooting, exploding and sawing their way through a mephistophelian nightmare of hellish invaders who were, well, hellbent on turning our reality into an absolute shithole.

DOOM then, was a game where shooting a demonic enemy could cause their guts to erupt up out of their mouths and over their broken corpse, or whereby collecting a berserk pack, you could literally punch a chap so hard he would literally explode in a shower of meaty chunks.

This was DOOM, and DOOM was glorious.

But what made it so very, very good wasn’t just its penchant for stylish first-person slaughter, but also its superb level and objective-based design. You see just one year before, id Software had released Wolfenstein 3D – a groundbreaking shooter that had you romping around various compounds killing Nazis, discovering secrets and collecting color-coded keys in order to progress through each level.

Emboldened by a brand new graphics engine that allowed levels to be designed with more than one floor, DOOM took this design manifesto and expanded upon it greatly, fashioning some truly fiendish maps that tested your skills of orientation, as much as they did your reflexive trigger finger.

Additionally, DOOM doesn’t get nearly enough credit for turning horror tropes on their collective heads; no longer were you some defenseless hunk of meat being torn to shreds by a slew of demonic terrors – as the horrendous empowered Doomguy you were the terror.

Then, of course, there was the multiplayer.

Long before the Halos, Call of Dutys and Fortnites of today dominated the multiplayer landscape, there were few thrills quite so potent as bombing around a map with a friend, using your knowledge of the map to its fullest as you nab all of the power-ups and decent weapons first before laying waste to them in quick, satisfying fashion.

From its thudding midi-metal soundtrack to the feeling of outright elation one had after firing the BFG for the first time, DOOM was, quite simply, a landmark effort that would shape an entire industry for decades to come. It’s also telling that next to Tetris, the original DOOM stands as one of the most ported games of all-time, ending up on everything from an ATM to a printer and beyond. So show some respect, yeah?


DOOM II

Releasing just a year after the original and much less of a sequel in the traditional sense and more of a full-bodied expansion with knobs on, DOOM II didn’t introduce any new mechanics, significant visual improvements or any other disruptive changes to the now established DOOM template.

Instead, id Software used the lessons learned in the first game and leveraged the availability of more powerful hardware to refine their in-house id Tech 1 engine. The result, was that DOOM II’s levels were much larger than before, which meant by proxy that you also had that many more monsters and secret areas stuffed into its hellish boundaries.

Despite basically offering more of what players had experienced already, DOOM II did bring some smaller changes to the table, nonetheless. Chief among these were a whole new range of monsters to blow apart, including the Revenant, Pain Elemental and towering Arachnotron for starters. Amusingly, two secret levels were also snuck into DOOM II which put players shotgun-to-face with the SS in a Wolfenstein 3D themed map – a nice nod to the progenitor of the FPS genre if there ever was one.

Ultimately then, DOOM II was more of the same – but when you’re talking about one of the greatest shooters in the history of the industry, was that really such a bad thing after all? Nah, it wasn’t – especially as DOOM II introduced the Super Shotgun; a weapon that quite easily boasted one of the most satisfying reload animations ever seen in a video game.


DOOM 3

Released a good decade after DOOM II had hit the shelves, DOOM 3 was highly anticipated to say the least. Originally conceived at the turn of the new millennium as a high-tech remake of the original DOOM, work on what would eventually become DOOM 3 began in earnest once id Software had released the multiplayer-focused Quake III: Arena.

When it did finally release on PC in 2004 however, it’s fair to say that the response to DOOM 3 was somewhat mixed, to say the least. Built on the then pioneering id Tech 4 engine, DOOM 3 simply looked incredible. With full 3D environments (you could look up, down and all around!), super detailed character models and a range of new shadowing, particle and lighting effects, DOOM 3 was pretty much the best-looking shooter of its day from a technical standpoint.

Beyond its lush veneer, however, DOOM 3 diluted the furious run ‘n’ gun design that had made the first two games such grandly entertaining propositions. For the first time in the series, we had a DOOM game that introduced NPC characters and a fleshed out story which was exposed through audio recordings, video logs, and cutscenes.

The upshot of this was that DOOM 3’s pacing was nowhere near as violently brisk as the first two games in series – taking off some of that precious edge that marked DOOM as such a frantic affair in the first place.


Another issue was the multiplayer functionality that DOOM 3 encompassed. When DOOM and DOOM II were on the market there very few peers that could survive comparisons with id Software’s magnum opus, but in the ten years that had passed from the release of second and third games in the series, much had changed in this regard.

Not least was the fact that id Software had already created another stellar multiplayer affair with their new Quake IP, and in which the previously released Quake III: Arena was arguably considered to be at the zenith.

Further afield, it also didn’t help that DOOM 3’s thunder was also somewhat lessened by the fact that it had the poor luck of launching in the same year as Half-Life 2, with Valve’s sublime super-sequel laying waste to id Software’s threequel both critically and commercially. Sadly, it would be 12(!) more years before DOOM would return after its divisive third core series entry, but when it did, it would bring an almighty ass-kicking with it.


DOOM (2016)

It’s a no less than a total fucking miracle that 2016’s DOOM turned out to be as stoat-bangingly great as it was. Originally revealed as DOOM 4 in 2008, internal struggles and a change in creative direction meant that the game would be flushed down the toilet and started again from scratch in 2011.

No longer a sequel, this new title would simply be called ‘DOOM’ and fittingly, was a reboot for the series that would introduce a whole new generation to the godfather of the FPS genre.

If alarm bells quite rightly rang at the mention of ‘new generation’ and ‘reboot’, then allow me to assuage your fears – this new DOOM was everything a good reboot should be; utterly faithful to the source material while bringing the whole affair up to date for contemporary audiences.

It’s almost as if DOOM 3 never happened. Except it did – and from it, this new DOOM developed a narrative inspired by that game filled with cutscenes, video and audio logs to act as a backdrop to the metal thrum of its relentless slaughter. Never invasive or overbearing, id Software injected *just* the right amount of plot into this new DOOM to keep things ticking over, whilst keeping players focussed to the furiously murderous task at hand.

Elsewhere, the new SnapMap feature allowed players to construct levels from a wide-range of pre-created level sections for play in either solo or up for four players in multiplayer; extending the legs of DOOM far beyond that of its single-player campaign and competitive multiplayer offering.

Perfectly encapsulating the frenetic combat and agency of the 1993 original, DOOM supplemented that timeless template with some stunning visuals, satisfying executions and some of the most appropriately featured music ever seen in a shooter (Rip and Tear is a stone cold banger – you know this).

From the relentless disruption of its musical score, perfectly timed to the frenetic beats of its shooter gameplay and the violent ballet of its encounters, DOOM has made a convincing case for itself as one of the finest shooters of this generation.


DOOM Eternal

With the credentials of DOOM 2016 now firmly established in the minds of players, the likelihood of the forthcoming DOOM Eternal being a steaming sack of demon shite at this point would seem to be rather low indeed.

Set for release sometime in 2019, DOOM Eternal looks set to carry on the great work wrought by its 2016 predecessor by seemingly giving players more of everything. First off, that means more weapons – including the Crucible Blade (a massive energy sword) and a modified Super Shotgun that fires execution-friendly meathooks at the enemy, just for starters.

Of course, there’s little point in having a bunch of fresh bang-bang if you don’t have new enemies with which to use them on, and thankfully here too DOOM Eternal also looks to bring the goods. In addition to reaching back into its history and bringing us the likes of the Archvile and the Pain Elemental, DOOM Eternal also brings a range of totally new foes such as the Doom Hunter and Marauder, too.

Better yet, the new ‘Destructible Demons’ feature brings detailed damage modeling to the proceedings, allowing players to gradually maim and dismember their demonic foes in startling detail.


Of all the new features, arguably the biggest change to the status quo comes in the form of a new asymmetrical multiplayer mode called ‘Invasion’ (don’t worry, traditional competitive multiplayer modes remain), where players can invade the single-player campaign of other players and help them vanquish their enemies.

Though the awesome SnapMap mode from DOOM’s 2016 release will not be returning (instead, id Software has promised a generous amount of post-release DLC), DOOM Eternal is looking every bit like the essential sequel to the white-hot series reboot most of us thought would never happen.

Editorials

What’s Wrong with My Baby!? Larry Cohen’s ‘It’s Alive’ at 50

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Netflix It's Alive

Soon after the New Hollywood generation took over the entertainment industry, they started having children. And more than any filmmakers that came before—they were terrified. Rosemary’s Baby (1968), The Exorcist (1973), The Omen (1976), Eraserhead (1977), The Brood (1979), The Shining (1980), Possession (1981), and many others all deal, at least in part, with the fears of becoming or being a parent. What if my child turns out to be a monster? is corrupted by some evil force? or turns out to be the fucking Antichrist? What if I screw them up somehow, or can’t help them, or even go insane and try to kill them? Horror has always been at its best when exploring relatable fears through extreme circumstances. A prime example of this is Larry Cohen’s 1974 monster-baby movie It’s Alive, which explores the not only the rollercoaster of emotions that any parent experiences when confronted with the difficulties of raising a child, but long-standing questions of who or what is at fault when something goes horribly wrong.

Cohen begins making his underlying points early in the film as Frank Davis (John P. Ryan) discusses the state of the world with a group of expectant fathers in a hospital waiting room. They discuss the “overabundance of lead” in foods and the environment, smog, and pesticides that only serve to produce roaches that are “bigger, stronger, and harder to kill.” Frank comments that this is “quite a world to bring a kid into.” This has long been a discussion point among people when trying to decide whether to have kids or not. I’ve had many conversations with friends who have said they feel it’s irresponsible to bring children into such a violent, broken, and dangerous world, and I certainly don’t begrudge them this. My wife and I did decide to have children but that doesn’t mean that it’s been easy.

Immediately following this scene comes It’s Alive’s most famous sequence in which Frank’s wife Lenore (Sharon Farrell) is the only person left alive in her delivery room, the doctors clawed and bitten to death by her mutant baby, which has escaped. “What does my baby look like!? What’s wrong with my baby!?” she screams as nurses wheel her frantically into a recovery room. The evening that had begun with such joy and excitement at the birth of their second child turned into a nightmare. This is tough for me to write, but on some level, I can relate to this whiplash of emotion. When my second child was born, they came about five weeks early. I’ll use the pronouns “they/them” for privacy reasons when referring to my kids. Our oldest was still very young and went to stay with my parents and we sped off to the hospital where my wife was taken into an operating room for an emergency c-section. I was able to carry our newborn into the NICU (natal intensive care unit) where I was assured that this was routine for all premature births. The nurses assured me there was nothing to worry about and the baby looked big and healthy. I headed to where my wife was taken to recover to grab a few winks assuming that everything was fine. Well, when I awoke, I headed back over to the NICU to find that my child was not where I left them. The nurse found me and told me that the baby’s lungs were underdeveloped, and they had to put them in a special room connected to oxygen tubes and wires to monitor their vitals.

It’s difficult to express the fear that overwhelmed me in those moments. Everything turned out okay, but it took a while and I’m convinced to this day that their anxiety struggles spring from these first weeks of life. As our children grew, we learned that two of the three were on the spectrum and that anxiety, depression, ADHD, and OCD were also playing a part in their lives. Parents, at least speaking for myself, can’t help but blame themselves for the struggles their children face. The “if only” questions creep in and easily overcome the voices that assure us that it really has nothing to do with us. In the film, Lenore says, “maybe it’s all the pills I’ve been taking that brought this on.” Frank muses aloud about how he used to think that Frankenstein was the monster, but when he got older realized he was the one that made the monster. The aptly named Frank is wondering if his baby’s mutation is his fault, if he created the monster that is terrorizing Los Angeles. I have made plenty of “if only” statements about myself over the years. “If only I hadn’t had to work so much, if only I had been around more when they were little.” Mothers may ask themselves, “did I have a drink, too much coffee, or a cigarette before I knew I was pregnant? Was I too stressed out during the pregnancy?” In other words, most parents can’t help but wonder if it’s all their fault.

At one point in the film, Frank goes to the elementary school where his baby has been sighted and is escorted through the halls by police. He overhears someone comment about “screwed up genes,” which brings about age-old questions of nature vs. nurture. Despite the voices around him from doctors and detectives that say, “we know this isn’t your fault,” Frank can’t help but think it is, and that the people who try to tell him it isn’t really think it’s his fault too. There is no doubt that there is a hereditary element to the kinds of mental illness struggles that my children and I deal with. But, and it’s a bit but, good parenting goes a long way in helping children deal with these struggles. Kids need to know they’re not alone, a good parent can provide that, perhaps especially parents that can relate to the same kinds of struggles. The question of nature vs. nurture will likely never be entirely answered but I think there’s more than a good chance that “both/and” is the case. Around the midpoint of the film, Frank agrees to disown the child and sign it over for medical experimentation if caught or killed. Lenore and the older son Chris (Daniel Holzman) seek to nurture and teach the baby, feeling that it is not a monster, but a member of the family.

It’s Alive takes these ideas to an even greater degree in the fact that the Davis Baby really is a monster, a mutant with claws and fangs that murders and eats people. The late ’60s and early ’70s also saw the rise in mass murderers and serial killers which heightened the nature vs. nurture debate. Obviously, these people were not literal monsters but human beings that came from human parents, but something had gone horribly wrong. Often the upbringing of these killers clearly led in part to their antisocial behavior, but this isn’t always the case. It’s Alive asks “what if a ‘monster’ comes from a good home?” In this case is it society, environmental factors, or is it the lead, smog, and pesticides? It is almost impossible to know, but the ending of the film underscores an uncomfortable truth—even monsters have parents.

As the film enters its third act, Frank joins the hunt for his child through the Los Angeles sewers and into the L.A. River. He is armed with a rifle and ready to kill on sight, having divorced himself from any relationship to the child. Then Frank finds his baby crying in the sewers and his fatherly instincts take over. With tears in his eyes, he speaks words of comfort and wraps his son in his coat. He holds him close, pats and rocks him, and whispers that everything is going to be okay. People often wonder how the parents of those who perform heinous acts can sit in court, shed tears, and defend them. I think it’s a complex issue. I’m sure that these parents know that their child has done something evil, but that doesn’t change the fact that they are still their baby. Your child is a piece of yourself formed into a whole new human being. Disowning them would be like cutting off a limb, no matter what they may have done. It doesn’t erase an evil act, far from it, but I can understand the pain of a parent in that situation. I think It’s Alive does an exceptional job placing its audience in that situation.

Despite the serious issues and ideas being examined in the film, It’s Alive is far from a dour affair. At heart, it is still a monster movie and filled with a sense of fun and a great deal of pitch-black humor. In one of its more memorable moments, a milkman is sucked into the rear compartment of his truck as red blood mingles with the white milk from smashed bottles leaking out the back of the truck and streaming down the street. Just after Frank agrees to join the hunt for his baby, the film cuts to the back of an ice cream truck with the words “STOP CHILDREN” emblazoned on it. It’s a movie filled with great kills, a mutant baby—created by make-up effects master Rick Baker early in his career, and plenty of action—and all in a PG rated movie! I’m telling you, the ’70s were wild. It just also happens to have some thoughtful ideas behind it as well.

Which was Larry Cohen’s specialty. Cohen made all kinds of movies, but his most enduring have been his horror films and all of them tackle the social issues and fears of the time they were made. God Told Me To (1976), Q: The Winged Serpent (1982), and The Stuff (1985) are all great examples of his socially aware, low-budget, exploitation filmmaking with a brain and It’s Alive certainly fits right in with that group. Cohen would go on to write and direct two sequels, It Lives Again (aka It’s Alive 2) in 1978 and It’s Alive III: Island of the Alive in 1987 and is credited as a co-writer on the 2008 remake. All these films explore the ideas of parental responsibility in light of the various concerns of the times they were made including abortion rights and AIDS.

Fifty years after It’s Alive was initially released, it has only become more relevant in the ensuing years. Fears surrounding parenthood have been with us since the beginning of time but as the years pass the reasons for these fears only seem to become more and more profound. In today’s world the conversation of the fathers in the waiting room could be expanded to hormones and genetic modifications in food, terrorism, climate change, school and other mass shootings, and other threats that were unknown or at least less of a concern fifty years ago. Perhaps the fearmongering conspiracy theories about chemtrails and vaccines would be mentioned as well, though in a more satirical fashion, as fears some expectant parents encounter while endlessly doomscrolling Facebook or Twitter. Speaking for myself, despite the struggles, the fears, and the sadness that sometimes comes with having children, it’s been worth it. The joys ultimately outweigh all of that, but I understand the terror too. Becoming a parent is no easy choice, nor should it be. But as I look back, I can say that I’m glad we made the choice we did.

I wonder if Frank and Lenore can say the same thing.

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