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    Doom

    Game » consists of 12 releases. Released May 13, 2016

    In a world with health regeneration and cover-based systems, one of the longest-running first-person shooter series returns to its brutal, fast-paced roots.

    Short summary describing this game.

    Doom last edited by jeslie on 01/02/22 12:10PM View full history

    Overview

    No Caption Provided

    Doom (not to be confused with the original 1993 game of the same name) is a sci-fi horror first-person shooter developed by id and published by Bethesda for the Xbox One, PlayStation 4, and PC on May 13, 2016. It was later ported by Panic Button to the Nintendo Switch (without SnapMap functionality) on November 10, 2017.

    The fourth mainline title in the franchise of the same name and its second reboot, Doom harkens back to the fast-paced philosophy of early Doom and Quake installments (avoiding the slower survival-horror mechanics of Doom 3). Along with a full-fledged single-player campaign (with upgradable gear), the game features standard loadout-based multiplayer (co-developed by Certain Affinity) and a detailed level creation system (which is called "SnapMap" and is co-developed by Escalation).

    Set on a Union Aerospace Corporation (UAC) research facility on a futuristic Mars overrun by the forces of Hell, the main campaign puts the player in the role of the mysterious silent protagonist known as the Doom Slayer. Awakened from a mysterious sarcophagus and armored with his high-tech Praetor Suit, the Doom Slayer must fight hordes of demons and possessed humans throughout the facility while learning of the events that's transpired (involving the harvesting of Hellish "Argent" energy) and preventing a larger rift between the two realms.

    It is the first game to run on their proprietary id Tech 6 engine and had had a long nine-year development cycle (including an original concept as a cinematic game detailing a Hell invasion of Earth). Months prior to the game's release, the multiplayer portion received both closed and open beta testing periods. Post-release, the game has received numerous updates (including new gameplay options, new game modes, and SnapMap improvements) and multiplayer content packs by Bethesda Austin (along with a season pass, with all content later made available to all in July 2017).

    The game later received a VR-focused spin-off (Doom VFR) on November 30, 2017 and a full-fledged sequel (Doom Eternal) on March 20, 2020.

    Gameplay

    Campaign

    Missions

    1. Rip & Tear (The UAC)
    2. Know Your Enemy (Resource Operations)
    3. Meltdown (Foundry)
    4. Beginning of the End (Argent Facility)
    5. Argent Tower (Argent Energy Tower)
    6. Into the Fire (Kadingir Sanctum)
    7. Hell on Mars (Argent Facility Destroyed)
    8. A Brighter Tomorrow (Advanced Research Complex)
    9. Lazarus (Lazarus Labs)
    10. Titan's Realm (Titan's Realm)
    11. The Crucible (Necropolis)
    12. I Am VEGA (VEGA Central Processing)
    13. The Well (Argent D'Nur)

    Weapons

    • Pistol - Rechargable semi-automatic energy pistol that has infinite ammo and is given at the very start of the game. It is automatically modded with the Charged Energy Shot (which allows players to charge up and fire a more-powerful shot).
    • Combat Shotgun (Shells) - Standard pump-action shotgun for close-range combat. Players can mod it with either the Charged Burst (which allows players to charge up and fire a volley of three shells in quick succession) or the Explosive Shot (which allows players to launch mortar shotshells).
    • Plasma Rifle (Cells) - Fully automatic energy rifle that fires pulses of plasma capable of dealing minor splash damage. Players can mod it with either the Heat Blast (which allows players to release a damaging blast of excess heat, which is recharged by regular firing) or the Stun Bomb (which allows players to launch plasma orbs that detonates and stuns enemies).
    • Heavy Assault Rifle (Bullets) - Fully automatic assault rifle for ranged combat. Players can mod it with either the Tactical Scope (which allows players to zoom in at longer ranges) or the Micro Missiles (which allows players to launch small missiles).
    • Rocket Launcher (Rockets) - Standard rocket-propelled grenade launcher that fires rockets at a straight path, dealing explosive damage over a large radius. Players can mod it with either the Remote Detonation (which allows players to detonate their rockets mid-flight) or the Lock-on Burst (which allow players to lock-in to a target and fire a volley of three rockets in a quick succession).
    • Super Shotgun (Shells) - Old-fashioned double-barreled shotgun that deals powerful close-ranged damage (at the cost of requiring a reload after shooting). Although the weapon cannot be modded, players can still upgrade it with faster reloading, improved shot penetration, and single-shell firing.
    • Gauss Cannon (Cells) - A large and powerful railgun that fires flechettes at a high velocity. Players can mod it with either the Precision Bolt (which allows players to zoom in at longer ranges while charging up high-damage shots) or the Siege Mode (which allows players to remain stationary to charge up a powerful beam that overpenetrates targets).
    • Chaingun (Bullets) - Rotary machine gun with a rate-of-fire that gets faster as the gun spins up. Players can mod it with either the Gatling Rotator (which allows players to spin up the barrels without firing) or the Mobile Turret (which allows players to "unfold" the barrels into three smaller gatling guns that do not need to spun beforehand, reduces movement speed, and can overheat).
    • Chainsaw (Fuel) - An old-fashioned chainsaw. Unlike the Chainsaw in previous Doom games, it does not need to be continuously "fired", and is instead used to trigger a special glory-kill animation (without needing to stun the enemy first). Tougher enemies require more "Fuel" for the animation to take effect. Enemies who die from Chainsaw Glory Kills drop massive amounts of ammunition for other weapons. Players can neither mod nor upgrade it, and it is not accessible through the weapon wheel (instead being toggled with a dedicated button).
    • BFG (Argent) - Massive energy weapon that charges for a short time before firing a large ball of energy that vaporizes everything in its short blast radius (while dealing damage to those nearby the projectile). Players can neither mod nor upgrade it, and it is not accessible through the weapon wheel (instead being toggled with a dedicated button).

    Multiplayer

    The game's central multiplayer component pits up to 12 players in team-based combat (although free-for-all modes were added post-launch). Unlike multiplayer modes in past id games, Doom's main multiplayer mode takes its cue from popular first-person shooters in the past decade and implements both weapon loadouts (where players choose their two pre-determined weapons and one piece of equipment, all of which cannot be swapped out while alive), persistent leveling (where players unlock weapons, gear, and cosmetic options for both armor and weapons), and online matchmaking (with pre-determined playlists and lobby voting).

    It also ties in to the in-game lore by having all players as soldiers participating in UAC's virtual reality battle simulator (announced by the VEGA artifical intelligence). Throughout the match, VEGA announces and spawns limited-use power weapons (including the Chainsaw and BFG) and power-ups (including one that transforms the player into their preferred demon type as a player-controlled "boss character").

    Players can also participate in traditional deathmatch and co-operative multiplayer using the alternate SnapMap mode. All weapons and armor cosmetics in the main multiplayer mode is also available in SnapMap.

    Game Modes

    • Team Deathmatch - Standard team-based deathmatch. Players earn points for their team by eliminating enemy combatants.
    • Soul Harvest - Similar to the Kill Confirmed game mode in the Call of Duty series, Soul Harvest is Team Deathmatch with a twist: players drop a "soul" when they die. Players can only earn points for their team by collecting enemy souls.
    • Clan Arena - Standard round-based last team standing. Players cannot respawn after being eliminated. Each round ends after either the timer expires or one team is eliminated (which grants the other team a single point).
    • Freeze Tag - Clan Arena with a twist: when combatants are eliminated, they are flash-frozen. Players can "thaw" their teammates by staying nearby them for a short amount of time, which lets them respawn. Players can also push frozen enemies using their weaponry, although knocking an enemy player into insta-kill areas thaws them.
    • Domination - Standard king of the hill. Teams fight for possession of three zones scattered throughout the battlefield (which can be captured by standing in the zone uncontested for a short amount of time). Teams earn points over time for each zone in their possession.
    • Warpath - Domination with a twist: there is only one zone, which roams through a pre-determined path throughout the battlefield.
    • Exodus (added on July 29, 2016) - Neutral-flag capture-the-flag. Teams fight over possession of a single flag, and attempt to carry it to their roaming capture zone (which moves down a path in a similar fashion to the zone in Warpath).
    • Sector (added on July 29, 2016) - An objective-based mode (loosely similar to Extraction in Halo 4) where players must secure zones scattered throughout the map (in a similar fashion to Domination and Warpath) and defend them from enemy contention. After 15 seconds of being uncontested, the zone is captured, the occupied team gains one point, and the zone moves to another random location.
    • Deathmatch (added on September 22, 2016) - Standard free-for-all deathmatch. Players earn points by eliminating enemy combatants.
    • Bloodrush (added on October 19, 2016) - Free-for-all round-based last man standing with limited spawns. Each player has a "respawn energy bar" which slowly drains and is replenished in-part by killing enemy combatants. When a player dies with their energy fully depleted, they are eliminated and cannot respawn for that round. Players gain points at the end of each round based on how many players were eliminated before them. Each round ends after either the timer expires or only one player remains.
    • Possession (added on October 19, 2016) - Similar to the Infection/Flood modes in the Halo series, Possession is a round-based survival mode where all players start off in the same team (the Humans). One or more players are then "possessed" and are swapped to the other team (the Possessed). Players on the Possessed team always have the Demon Rune in effect (limited to the Prowler type). Players gain points as Humans by killing Possessed players and surviving, while players gain points as Possessed by killing Human players (who are then swapped to the Possessed team). Each round ends after either the timer expires or there are no Human players remaining.
    • Infernal Run (added on December 7, 2016) - Similar to the Ricochet mode in Halo 4, Infernal Run is an objective-based mode where teams fight over possession of a "ball" (a large demonic eyeball) and attempt to throw or carry the ball to the enemy goal. When the ball reaches a team's goal, the other team gains a point and all players reset back to their starting positions. Players in possession of the ball cannot use their weapons (and can discard it by either throwing it or passing it to a teammate). The game includes two rounds (or "halves"), with the second half swapping the goal and player positions of both teams.

    Maps

    • Argent Breach (formerly part of the Hell Followed content pack)
    • Beneath
    • Boneyard (formerly part of the Bloodfall content pack)
    • Cataclysm (formerly part of the Unto the Evil content pack)
    • Chasm
    • Disposal
    • Empyrian (formerly part of the Bloodfall content pack)
    • Excavation
    • Heatwave
    • Helix
    • Infernal
    • Molten (formerly part of the Hell Followed content pack)
    • Offering (formerly part of the Unto the Evil content pack)
    • Orbital (formerly part of the Hell Followed content pack)
    • Outbreak (formerly part of the Bloodfall content pack)
    • Perdition
    • Ritual (formerly part of the Unto the Evil content pack)
    • Sacrilegious

    Loadouts

    Players can customize the colors, materials, and patterns of different parts of their weapons.
    Players can customize the colors, materials, and patterns of different parts of their weapons.

    Each player loadout includes two weapon slots and an equipment slot, none of which can be empty. Players can unlock up to five custom loadouts (on top of three preset loadouts) and can switch between them in-game before respawning.

    Unlike other modes, players can no longer carry all weapons they pick up. They instead start with the weapons equipped in their two weapon slots (similar to most games at the time, most notably the Call of Duty series) at full ammunition, and can switch between them using the Weapon Switch button.

    Default presets (as of Update 6.66) are Assault (Rocket Launcher, Plasma Rifle, Frag Grenade), Sniper (Vortex Rifle, Super Shotgun, Personal Teleporter), and Ambusher (Heavy Assault Rifle, Grenade Launcher, Threat Pulse).

    Weapons

    • Heavy Assault Rifle - Fully automatic assault rifle (with headshots dealing critical damage). Holding down Secondary Fire aims down the rifle's scope for extended range (at the cost of a limited HUD).
    • Plasma Rifle - Fully automatic energy rifle that fires pulses of plasma capable of dealing minor splash damage (with consecutive hits dealing critical damage). Pressing Secondary Fire shoots a plasma orb that detonates to create a damaging area-of-effect (with direct impacts dealing critical damage), which must recharge prior to firing again.
    • Rocket Launcher - Standard rocket-propelled grenade launcher that fires rockets at a straight path, dealing explosive damage over a large radius (with direct impacts dealing critical damage). Pressing Secondary Fire detonates all missiles currently in flight as a tactical maneuver.
    • Super Shotgun - Old-fashioned double-barreled shotgun that deals high damage at close ranges (with critical damage dealt if all pellets hit the same target). Holding down Secondary Fire changes the weapon's spread pattern to be more tighter (to improve firing at a single target).
    • Vortex Rifle - "Bolt-action" railgun for precise long-ranged combat (with headshots dealing critical damage). Holding down Secondary Fire aims down the rifle's scope for extended range while charging the next shot for extra damage.
    • Lightning Gun - Energy weapon that fires a constant stream of electricity (with consecutive hits dealing critical damage). Holding down Secondary Fire shoots an a stream that damages multiple targets (at higher ammo consumption and lower damage output).
    • Combat Shotgun - Pump-action shotgun (with critical damage dealt if all pellets hit the same target). Holding down the Secondary Fire button changes the firing mode to launch a mortar shotshell that explodes on impact (with direct impacts dealing critical damage), which must recharge prior to firing again.
    • Chaingun - Rotary machine gun with a rate-of-fire that gets faster as the gun spins up (with close-ranged hits dealing critical damage). Holding down Secondary Fire spins up the barrels without firing.
    • Burst Rifle - Battle rifle that fires in a three-round burst (with headshots dealing critical damage). Holding down Secondary Fire aims down the rifle's sights for extended range (at the cost of a limited HUD) while changing the firing mode to semi-automatic.
    • Grenade Launcher - Standard launcher that fires grenades that detonate shortly after impact with a normal surface, dealing explosive damage over a large radius (with direct impacts on enemies detonating automatically and dealing critical damage). Pressing Secondary Fire launches a smoke grenade instead, which must recharge prior to firing again. Formerly part of the Bloodfall content pack.
    • EMG Mark V - Semi-automatic pistol (with headshots dealing critical damage). Holding down Secondary Fire charges the next shot for increased damage. Formerly part of the Unto the Evil content pack.
    • Reaper - Hellish rifle that fires in a six-round burst (with close-ranged hits dealing critical damage). Holding down Secondary Fire charges the next burst to fire a single highly-powered shot at longer ranges (with headshots dealing critical damage). Formerly part of the Hell Followed content pack.
    • Hellshot - Semi-automatic energy rifle (with headshots dealing critical damage). Pressing the Secondary Fire button fires an incendiary round that burns targets on impact, which must recharge prior to firing again.
    • Static Rifle - Semi-automatic rifle that gains power when the wielder is moving and loses power when the wielder is idle. Holding down Secondary Fire aims down the rifle's scope for extended range (at the cost of a limited HUD).

    Equipment

    Similar to other modes, equipment can be thrown using the Equipment button and must be recharged before additional use. Some equipment, such as the Personal Teleporter, has a secondary function which also uses the Equipment button.

    • Frag Grenade -
    • Personal Teleporter -
    • Threat Pulse - Formerly part of the Hell Followed content pack.
    • Siphon Grenade -
    • Shield Wall -
    • Tesla Rocket -
    • Hologram -
    • Lateral Thrusters - Formerly part of the Bloodfall content pack.
    • Threat Sensor -
    • Kinetic Mine - Formerly part of the Unto the Evil content pack.

    Power Items

    Power Weapons

    While wielding a power weapon, pressing the Weapon Switch button causes the player to drop the weapon. Players also drop the weapon when picking up a Demon Rune.

    Holding Secondary Fire reveals the location of all enemies on the HUD.

    • BFG - Massive energy weapon that charges for a short time before firing a large ball of energy that vaporizes everything in its short blast radius (while dealing damage to those nearby the projectile).
    • Chainsaw - Old-fashioned chainsaw that allows players to perform special Glory Kills at enemies, regardless of their current health and armor.
    • Gauss Cannon - Massive railgun that fires high-powered flechettes at a high velocity, with shots overpenetrating targets.

    Powerups

    • Demon Rune - Transforms the wielder to their chosen Demon form. See the Demons section for a list of possible forms.
    • Haste - Increased movement speed and rate-of-fire.
    • Invisibility - Automatically cloaks the wielder. Firing a weapon or using equipment temporarily disables it.
    • Quad Damage - Increased damage of weapons and lethal equipment.
    • Regeneration - Automatically gives health and armor after short periods of time (even bypassing the maximum amount).

    Demons

    • Revenant (300 HP) -
    • Baron of Hell (750 HP) -
    • Mancubus (800 HP) -
    • Prowler (275 HP) - Unique to multiplayer.
    • Harvester (350 HP) - Unique to multiplayer. Formerly part of the Unto the Evil content pack.
    • Spectre (500 HP) - Formerly part of the Bloodfall content pack.
    • Cacodemon (500 HP) - Formerly part of the Hell Followed content pack.

    Perks

    Doom includes a perk system which grants special buffs to each player. Originally these were "hack modules": consumable items that were given via random post-match drops, similar to the "Burn Card" system in Titanfall. On Update 6.66, these were replaced with "runes", which are traditional perks that are unlocked when the player reaches certain player levels.

    Runes

    Players unlock upwards of three rune slots to fill in-between matches, and can switch between them before respawning. Unlike hack modules, runes are not consumed after use.

    • Magnet - Increases item pickup radius. Display respawn timers for standard pickups.
    • Armor Plating - Increases resistance to self-damage. Adds bonus armor on each respawn (starting with 5 armor and increasing on each respawn up to 25).
    • Demon Tracker - Reveals the location of enemy demons on the HUD. Increases movement speed while an enemy demon is active.
    • Vital Signs - Reveals the locations of all allies the HUD. Shows health bars above each enemy.
    • Power Seeker - Reveals the location of Power Items on the HUD. Increases movement speed during each Power Item spawn countdown.
    • Evasion - Increases movement speed while the user's combined health and armor is less than 75.
    • Scout - Reveals the location of enemy equipment items on the HUD. Increases equipment cooldown speed.
    • Bounty - Increases experience point gain for each kill and assist.
    • Retribution - Reveals the location of the user's killer on the HUD. Grants up to 50 armor when the user receives the Revenge Kill medal.
    • Blood Trail - Briefly reveal the location of all enemies on the HUD on each respawn. Tracks the location of wounded enemies on the HUD for a short amount of time

    Hack Modules

    Players have four hack module slots to fill in-between matches and can use them at any time. Each module came in three tiers (bronze, silver, and gold), reflecting the strength of each effect.

    Unless otherwise specified, bronze modules last for 60 seconds, silver modules last for 90 seconds, and gold modules last for 120 seconds.

    Awareness Modules

    • Alarm - Alerts players of nearby enemies.
    • Evasion - Shortly increases movement speed after taking damage.
    • Magnet - Increases pickup radius. Pickup radius is based on module tier. Lasts for 120 seconds.
    • Speed Demon - Increases movement speed while near a demon. Distance from the demon in which this module goes into effect is based on the module tier. Lasts for 120 seconds.
    • Supply Timer - Shows respawn timers on pickups.
    • Vital Signs - Shows health bars above each enemy.

    Boost Modules

    • Armor Plating - Adds bonus armor on each respawn. Armor amount is based on module tier and stacks with each respawn. Lasts for 120 seconds.
    • Blast Shield - Increases resistance to self-damage. Resistance amount is based on module tier (with Gold modules completely negating all self-damage). Lasts for 120 seconds.
    • Bounty - Increases experience point gain for each kill. XP gain amount is based on module tier. Lasts for 60 seconds.
    • Infinite Ammo - Negates all ammo usage for the user's loadout weapons.
    • Osmosis - Adds experience point gain for each kill by a teammate. XP gain amount is based on module tier. Lasts for 60 seconds.
    • Reinforce - Adds bonus armor on each respawn only if the user did not make any kills in their previous life. Armor amount is based on module tier (with Gold modules giving the maximum amount). Lasts for 120 seconds.
    • Stockpile - Increases equipment cooldown speed. Lasts for 120 seconds.
    • Wingman - Increases experience point gain for each assist. XP gain amount is based on module tier. Lasts for 60 seconds.

    Wallhack Modules

    • Blood Trail - Tracks the location of wounded enemies on the HUD for a short amount of time. Tracking time is based on module tier. Lasts for 60 seconds.
    • Counter-Intel - Reveals the location of enemies on the HUD when they begin tracking the user's position.
    • Demon Tracker - Reveals the location of enemy demons on the HUD. Bronze modules only shows demons in-view. Silver modules show demons anywhere on the map. Gold modules also shows life bars above each demon. Lasts for 60 seconds.
    • Manhunt - Reveals the location of the enemy with the highest score on the HUD. Also increases experience point gain for killing that enemy. XP gain amount is based on the module tier. Lasts for 20 seconds.
    • Power Seeker - Reveals the location of the nearest power-up or power weapon on the HUD.
    • Retribution - Reveals the location of the user's previous killer on the HUD. Silver modules show that enemy's health. Gold module highlights that enemy when they shoot. Lasts for 30 seconds.
    • Scout - Briefly reveal the location of all enemies on the HUD on each respawn.
    • Synchronization - Reveals the location of all allies on the HUD. Silver modules show the health of all allies. Gold modules highlights allies when they shoot. Lasts for 120 seconds.

    Armor Styles

    Left: The default armor style. Right: An example of a custom armor style.
    Left: The default armor style. Right: An example of a custom armor style.

    Players have four customizable armor slots (three of which must be unlocked beforehand), which they can customize with armor components, color schemes, and patterns. Additionally, players can instead opt to use the Doom Slayer's Praetor Suit by reaching the maximum player level (XI-50).

    • UAC
    • Demonic
    • Utilitarian
    • Templar
    • Bounty Hunter
    • Robotic (formerly part of the Unto the Evil content pack)
    • Cyberdemonic (formerly part of the Hell Followed content pack)
    • Evil Cultist (formerly part of the Bloodfall content pack)

    SnapMap

    SnapMap is a level editor included with the PS4, Xbox One, and PC versions of DOOM.

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