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‘Doom’ Review: Gorehound Gumbo

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After a twelve year hiatus, the Doom we know and love has returned, and it’s even learned some new tricks since we last saw it. Developer id Software had to overcome numerous obstacles over its troubled development, even going so far as to start from scratch back in 2011 when the team realized it “lacked a soul,” and the result is a bloody good time.

Referring to a video game’s soul seems a bit silly. I sometimes refer to it as the “core”, a central idea or mechanic that much, if not all, of the rest of the game revolves around — but when Bethesda broke the news that its pre-2011 iteration lacked a spirit, and that it “didn’t have the passion and soul of what an id game is,” the meaning is clear. It just didn’t feel like a Doom game.

The “soul” of a video game is the foundation for everything else, and for Doom, it’s about the flow of the combat. Its the fast pacing and fluid movement that transforms every battle into a bloody ballet that doesn’t stop until the last man, woman or demon is left standing atop a sea of mangled corpses and spent shells. You either run out of enemies or you’re overcome by them.

Doom doesn’t set aside any time for you to reload, take cover or find another weapon, and thanks to the addition of Glory Kills, even wounds can be mended without ever having to pause.

Glory Kills are brutal executions that double as a tremendously satisfying way of finishing a staggered foe without breaking up the purposeful flow of the combat. When an enemy takes enough damage they become temporarily incapacitated, leaving their supple demon bodies vulnerable to all sorts of terrible things, like a finishing move that effectively transforms them into a living piñata filled with health, ammunition, or even armor, when you have the required perk.

This is what separates Doom from just about every other game in the genre it created, the exception being the handful of other 90s era shooters we still occasionally hear from today, such as Wolfenstein or Unreal Tournament. There’s no pesky stamina meter you need to monitor either, so you never have to take a break from the gory fun so your character can catch his breath.

There’s more to these games than the frantic combat that makes them so addictive, but that’s a crucial part of it. It’s also one of the many areas where this reboot truly succeeds in modernizing the gameplay without sacrificing any of the many different things that form the Doom experience. This is the most impressive, and respectful series reboot I’ve played since the 2003 Resident Evil remake for the GameCube.

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The world is there, in all its dusty glory. Villains assume their roles with the requisite amount of malevolence, their philosophical musings, agendas and general dialogue marinated in just enough sinister intent so as to make them easily identifiable as big ole meanies. They’re the co-narrators of this tale of renewable energy and demon genocide because they have to be. Maybe our marine will follow in the Master Chief’s footsteps and gradually learn to speak like a human being, but I doubt it. That’s not what Doom is about.

Even the Union Aerospace Corporation, which owns and operates the Mars facility on which much of the game is set, hasn’t let up on their maniacally dickish pursuits of Hellscience, nor have they found a way to contain the shit when it inevitably hits the fan. It seems as if they’re struggling to graduate from Shit Containment 101, alongside most other evil video game corporations.

The story and dialogue are mercifully thin, their sole purpose to quickly provide you with enough substance and motivation to mull over as you venture to Mars to Hell and back. Neither are ever bad, but they’re also never really all that good. That’s par for the course with this series, which has always treated both as a checkmark in a box on a list of things modern video games need to have.

So in that case: does Doom have a story and dialogue? Check.

Before it was thrown out, pre-2011 Doom was much less linear than the first two games, which weren’t completely linear themselves. The openness of their design has always been part of the appeal of this series, as it allows players to explore freely, without nagging reminders from NPCs, tooltips, beacons, blips, and the like whose job is to annoy you into quickly closing the distance between you and your objective.

Pre-2011 Doom sounded like it was more or less an open-world game, and though the game we got doesn’t go quite as far as its creators originally intended, it is considerably more open in its expansive level design than any of its predecessors.

The game basically recaps your accomplishments at the end of each chapter — total kills, upgrades procured, hidden collectibles discovered — so you’ll want to explore all of it, if only to make sure you’re properly geared up for the final showdown.

The arsenal is traditional for these games, and it does a fine job in covering all your bases. The shotgun, super shotgun (sawed-off) and chainsaw are swell at carving demons from within their personal bubbles, and the chainsaw even showers you with gore and ammo, should you find yourself in need of the latter. The heavy assault rifle, plasma rifle, and pistol are more adept at long-range combat, then there’s the chaingun, gauss cannon and rocket launcher, which you might want to save for bigger foes.

Plus, most of the weapons have two mods that equip them with secondary abilities, like the shotgun’s burst fire mode, the assault rifle’s micro-missiles, or the rocket launcher’s homing capabilities.

Self-improvement isn’t limited to your arsenal, your Praetor Suit can also be upgraded using tokens that buffer your resistance to environmental hazards, boost your agility, and enhance the efficacy of power-ups, among other improvements. There are also small glass Sauron Eyes you can break to release their unholy essence, granting you a permanent boost to your base health, armor or ammo capacity.

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The Runes make up the final piece of this self-improvement puzzle, though getting them may prove to be a challenge as you’ll have to find the hidden portal that takes you to an isolated area where you must conquer a trial. Each trial comes with specific objectives that must be completed before the time runs out, with the reward being a Rune that enhances your marine’s equipment (grenades), his penchant for Glory Kills, etc. No more than three can be equipped, and if you can get it, you’ll want one of them to be the Rune that gives you one extra life. That would’ve saved me some frustration, not that I ever die.

There’s multiplayer too! You might’ve seen one of the many multiplayer-centric trailers I’ve shared here over the last few months that break down its maps, modes, power-ups, and customization features. I’ve never loved the arena-based combat, but I have played enough to say it’s decidedly Doom in flavor.

The Doom multiplayer is designed for a very specific audience to which I do not belong. I’m awful at it. I’m too slow to react to an enemy’s presence, and I’m far too easily distracted by shiny objects. I can’t be sure, but I think my armor actually attracts more bullets to my tender flesh. With that said, it’s still enormously amusing in small, bite-sized portions. If you’re a fan of the multiplayer offerings in the first two games, you’ll probably like what id has done to update it.

The verticality of the level design really stood out to me. Opponents can come from anywhere, and based on my experience, an awareness of one’s surroundings, and specifically what’s above you, is often just as important to one’s survival as anything else.

Classic Doom multiplayer with a modern twist is one-half of id Software’s strategy for fostering an active community around this game, and it’s joined by the new SnapMap modding utility. For the uninitiated, SnapMap is a level editor that allows the curious and/or the creative to come up with their own creations, similar to the Forge Bungie introduced with Halo 3, or Steam Workshop, if you’re a PC gamer.

It’s powerful and more than capable of realizing the imaginations of those who think about more than which structure(s) look the most like the head of a penis, yet it appears easy enough to use for those who do think about that sort of thing. I imagine SnapMap will be the feature that keeps Doom interesting long after the season pass has finished inflating the multiplayer, so I’m eager to see if it catches on with modders.

I’m relieved and more than a little giddy to be able to say that Doom has returned in all its gory glory. It’s made up for the solid, if somewhat bland and predictable experience that was Doom 3, and I think it’s new enough to entice newcomers while staying familiar enough to keep from upsetting Doom vets. Whichever group you belong to, I absolutely recommend you check it out.

The Final Word: id Software has successfully reinvented the classic Doom experience for a modern audience without actually having to reinvent anything. It’s not a reboot, it’s a revival. If you’ve ever wondered what Doom might look like in 2016, this is it.

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Gamer, writer, terrible dancer, longtime toast enthusiast. Legend has it Adam was born with a controller in one hand and the Kraken's left eye in the other. Legends are often wrong.

Editorials

Finding Faith and Violence in ‘The Book of Eli’ 14 Years Later

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Having grown up in a religious family, Christian movie night was something that happened a lot more often than I care to admit. However, back when I was a teenager, my parents showed up one night with an unusually cool-looking DVD of a movie that had been recommended to them by a church leader. Curious to see what new kind of evangelical propaganda my parents had rented this time, I proceeded to watch the film with them expecting a heavy-handed snoozefest.

To my surprise, I was a few minutes in when Denzel Washington proceeded to dismember a band of cannibal raiders when I realized that this was in fact a real movie. My mom was horrified by the flick’s extreme violence and dark subject matter, but I instantly became a fan of the Hughes Brothers’ faith-based 2010 thriller, The Book of Eli. And with the film’s atomic apocalypse having apparently taken place in 2024, I think this is the perfect time to dive into why this grim parable might also be entertaining for horror fans.

Originally penned by gaming journalist and The Walking Dead: The Game co-writer Gary Whitta, the spec script for The Book of Eli was already making waves back in 2007 when it appeared on the coveted Blacklist. It wasn’t long before Columbia and Warner Bros. snatched up the rights to the project, hiring From Hell directors Albert and Allen Hughes while also garnering attention from industry heavyweights like Denzel Washington and Gary Oldman.

After a series of revisions by Anthony Peckham meant to make the story more consumer-friendly, the picture was finally released in January of 2010, with the finished film following Denzel as a mysterious wanderer making his way across a post-apocalyptic America while protecting a sacred book. Along the way, he encounters a run-down settlement controlled by Bill Carnegie (Gary Oldman), a man desperate to get his hands on Eli’s book so he can motivate his underlings to expand his empire. Unwilling to let this power fall into the wrong hands, Eli embarks on a dangerous journey that will test the limits of his faith.


SO WHY IS IT WORTH WATCHING?

Judging by the film’s box-office success, mainstream audiences appear to have enjoyed the Hughes’ bleak vision of a future where everything went wrong, but critics were left divided by the flick’s trope-heavy narrative and unapologetic religious elements. And while I’ll be the first to admit that The Book of Eli isn’t particularly subtle or original, I appreciate the film’s earnest execution of familiar ideas.

For starters, I’d like to address the religious elephant in the room, as I understand the hesitation that some folks (myself included) might have about watching something that sounds like Christian propaganda. Faith does indeed play a huge part in the narrative here, but I’d argue that the film is more about the power of stories than a specific religion. The entire point of Oldman’s character is that he needs a unifying narrative that he can take advantage of in order to manipulate others, while Eli ultimately chooses to deliver his gift to a community of scholars. In fact, the movie even makes a point of placing the Bible in between equally culturally important books like the Torah and Quran, which I think is pretty poignant for a flick inspired by exploitation cinema.

Sure, the film has its fair share of logical inconsistencies (ranging from the extent of Eli’s Daredevil superpowers to his impossibly small Braille Bible), but I think the film more than makes up for these nitpicks with a genuine passion for classic post-apocalyptic cinema. Several critics accused the film of being a knockoff of superior productions, but I’d argue that both Whitta and the Hughes knowingly crafted a loving pastiche of genre influences like Mad Max and A Boy and His Dog.

Lastly, it’s no surprise that the cast here absolutely kicks ass. Denzel plays the title role of a stoic badass perfectly (going so far as to train with Bruce Lee’s protégée in order to perform his own stunts) while Oldman effortlessly assumes a surprisingly subdued yet incredibly intimidating persona. Even Mila Kunis is remarkably charming here, though I wish the script had taken the time to develop these secondary characters a little further. And hey, did I mention that Tom Waits is in this?


AND WHAT MAKES IT HORROR ADJACENT?

Denzel’s very first interaction with another human being in this movie results in a gory fight scene culminating in a face-off against a masked brute wielding a chainsaw (which he presumably uses to butcher travelers before eating them), so I think it’s safe to say that this dog-eat-dog vision of America will likely appeal to horror fans.

From diseased cannibals to hyper-violent motorcycle gangs roaming the wasteland, there’s plenty of disturbing R-rated material here – which is even more impressive when you remember that this story revolves around the bible. And while there are a few too many references to sexual assault for my taste, even if it does make sense in-universe, the flick does a great job of immersing you in this post-nuclear nightmare.

The excessively depressing color palette and obvious green screen effects may take some viewers out of the experience, but the beat-up and lived-in sets and costume design do their best to bring this dead world to life – which might just be the scariest part of the experience.

Ultimately, I believe your enjoyment of The Book of Eli will largely depend on how willing you are to overlook some ham-fisted biblical references in order to enjoy some brutal post-apocalyptic shenanigans. And while I can’t really blame folks who’d rather not deal with that, I think it would be a shame to miss out on a genuinely engaging thrill-ride because of one minor detail.

With that in mind, I’m incredibly curious to see what Whitta and the Hughes Brothers have planned for the upcoming prequel series starring John Boyega


There’s no understating the importance of a balanced media diet, and since bloody and disgusting entertainment isn’t exclusive to the horror genre, we’ve come up with Horror Adjacent – a recurring column where we recommend non-horror movies that horror fans might enjoy.

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