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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.

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Comics

‘Spider-Noir’ Comic Changes Explained: How the TV Series Reinvents Marvel’s Darkest Spider-Man

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A little while back, I wrote an article chronicling the Hellraiser franchise’s affinity for Film Noir and touched on how that genre has, historically, always been connected to horror.

This connection can be observed in everything from the cannibalistic serial killers of Frank Miller’s Sin City to the disturbing criminal plots fueling neo-noir thrillers like Stuart Gordon’s underrated King of the Ants. That’s why it came as no surprise when I finally sat down to watch all eight episodes of Prime Video’s recently released Spider-Noir series and was confronted with plenty of classic horror tropes.

What did come as a surprise, however, was how showrunners Oren Uziel and Steve Lightfoot approached these horror elements when compared to the 2009 comic book that the show is based on. From the heavily altered rogue’s gallery to an equally terrifying yet completely different origin story for Nicolas Cage’s take on the webslinger, there are plenty of changes here that I feel might be of interest to genre fans.

With that in mind, I’d like to invite readers to take a closer look at all the adjustments that Spider-Noir made to the story in order to bring this incarnation of Spider-Man to life in all of its monochromatic glory (unless you watched the True-Hue color version of the show, in which case you’ll be treated to a surprisingly comic-booky palette that you don’t usually see on television).

The Dark Origins of Marvel’s Spider-Man Noir

Our first order of business should be to examine the origins of the Noir comics themselves. Originally published as part of the Marvel Noir alternate universe that reimagined several characters as hard-boiled crime-fighters, Spider-Man Noir became the most successful book in the entire run. This highly politicized story about Peter Parker coming to terms with the capitalist evils of the Great Depression seemed to have struck a nerve with audiences looking for a darker take on the wall-crawler, which is likely why we’d soon see several sequel stories as well as a video game adaptation of the character in 2010’s underrated Spider-Man: Shattered Dimensions.

Of course, it wasn’t just Spider-Man’s darker disposition that made this version of the character a hit, as 1930s New York City was depicted as being much more hostile than what we generally see in the standard Marvel Universe. From Peter’s powers coming from an Eldritch Spider God that spawns man-eating arachnids to Vulture being an ex-Freak-Show Gimp with a taste for human flesh, you can definitely understand why this Web-Head isn’t pulling his punches.

Unfortunately, this alternate universe was a little too popular for its own good, with each subsequent sequel/adaptation further diluting the political anger and classic horror influences that fueled the original comic-book run in order to appeal to a wider audience. Spider-Man Noir was nearly unrecognizable once we got to the Spider-Verse crossover that turned the character into a household name, though this would at least lead to an interesting adaptation in 2018.

The Classic Horror Influences Hidden Throughout Spider-Noir

Jack Huston as Sandman in ‘Spider-Noir’

When Phil Lord and Chris Miller finally translated Spider-Man Noir to the big screen, with Nicolas Cage bringing the character to life in an unexpected case of pitch-perfect casting, he was still mostly relegated to comic relief as his nazi-punching antics and over-the-top edginess were played for laughs. However, while this version of the character had little to do with the comics that spawned him, Spider-Noir’s newfound popularity eventually resulted in the announcement of a darker live-action spin-off – a spin-off that I was cautiously optimistic about.

While the showrunners ultimately decided to go in a completely different direction than the 2009 comic, the new team of writers appeared to understand Noir as a genre in ways that even the folks at Marvel Noir couldn’t quite grasp. That’s likely why 2026’s Spider-Noir boasts plenty of horror elements, just not in ways we’ve seen them before.

The series is obviously borrowing tropes and aesthetics from period-accurate monster movies, with Universal’s 1930s output being a particularly big influence. From the re-imagining of Sandman and Tombstone as tragic figures to The Spider even being operated on by a mad scientist with hilariously antiquated techniques, this bizarre collection of super-powered freaks could have easily shown up in a classic creature feature.

The scares aren’t all retro, however, as the showrunners also injected plenty of body-horror into the mix during their attempt at unifying the origin stories for all these larger-than-life characters. Hell, the Spider himself is now revealed to have gained his powers after being bitten by a half-mutated Man-Spider during World War I, and the aforementioned mad scientist keeps a disturbing collection of failed experiments in her basement, proving that not all of her patients were lucky enough to simply gain superpowers after being experimented on.

Nicolas Cage Reinvents Spider-Man Noir for Television

Ben Reilly/Spiderman (Nicolas Cage) in SPIDER-NOIR
Photo: Aaron Epstein/Prime
© Amazon Content Services LLC

I also really appreciate how Cage insists on depicting Ben Reilly as an arachnid trapped inside of a human body, with his uncanny physical performance and classic Hollywood impressions keeping your eyes glued to the screen while also providing some of the show’s funniest moments.

I still think it’s a shame that the character is no longer politically motivated, and I miss the detail about Uncle Ben having been cannibalized by Vulture after his social activism ruffled too many feathers, but at least this time our protagonist actually feels like someone who could have been written by Raymond Chandler if he were a fan of Superheroes.

In fact, the writers nailed the snappy back-and-forth that Noir authors like Dashiel Hammett used to refer to as the “riposte”, and it’s fun to see supervillains being depicted as horrific movie monsters instead of specialized henchmen – with The Spider feeling like just as much of a Freak Show attraction as the rest of them. Purists might be put off by the lack of reverence for the source material, but I think that’s a small price to pay when even the show’s most clichéd moments intentionally harken back to the golden age of Hollywood.

That’s why I’d argue that Amazon’s Spider-Noir isn’t really an adaptation, but rather an equally valid take on the same premise that inspired Marvel back in 2009. And in a world filled with recycled storylines that only serve to advertise future releases, I’d rather have two completely different visions of the same character than a straight-up retelling of the same handful of ideas.

At the end of the day, there’s enough space inside this comic fan’s heart for both man-eating Vultures and a Cronenberg-inspired Man-Spider. And if you’re also a fan of nostalgic creature features with comic book flair, I’d highly recommend this street-level superhero story with a spooky twist.

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