More goodies for multiplayer madness
HIGH: Unleash a new demon to terrorize the opposition.
LOW: The default cannon still stinks.
WTF: Taunt via meditating in midair.
I recently played id Software’s new Doom. I found it to be an exhilarating, agile shooter whose pace will most likely leave me seeking more of the same from other shooters in the future. However, the blistering pace nearly came to a forced halt a few times during the campaign.
It's pretty much what the title says: Doom running on a Texas Instruments Nspire graphing calculator. It's not the first example of geeks getting game code to run on these graphing calculators—people have been trying to cram Doom and Wolfenstein 3D into them for years—but this particular attempt looks insanely good.
I downloaded Doom on a whim off of Live, and I've got to say I'm surprised by just how good it still is. Great level design, interesting enemies, good weapon balance.
John Carmack has been quoted a couple times as saying that he believes games are not art, and I was always put off that someone who has such a prominent place in the industry took such a disappointing line.
It's the exponential progression of these things that bothers me most. Ever since the original Doom, the majority of First Person Shooters (FPS) have followed an incredibly strict formula: The hero begins the game with a ridiculously underpowered weapon, and is besieged by an army of enemies that can be just barely killed by that first weapon (it's challenging enough that each enemy put down feels like something of an accomplishment).
According to ESRB, this game contains: Blood and Gore, Intense Violence