This past May, Bethesda Softworks released Doom and brought into the industry one of the quickest, smoothest, and most beautiful shooters of the year. Its stunning visuals, brutal gameplay, and dark world all helped create quite a memorable experience.
Three major expansions were revealed this past summer, the first of which is called Unto The Evil. After having the chance to invest a dozen more hours into the game’s online multiplayer, I’m still finding myself enjoying the fast-paced action, match after match.
Part of what has made Doom‘s online experience so special to me is how intricate, yet simple each map is. Take a map like Ritual for example. There’s great variety in its verticality. Gameplay flows easily and logically from a higher part of a level down to the lowest areas. What ties all of this together is the flow of gameplay, which fits with the level design in a seamless way.
Ritual is not only a welcomed addition to Doom’s collection of maps, but it’s a visual breath of fresh air. Much of Doom is dark and red, and Ritual provides a much needed dose of snow, frost and lighter colors. While I absolutely adore the launch maps Doom had, they did begin to wear a bit on the eyes after a while. Ritual provides a stellar difference from the rest of the maps in Doom.
I must say the Cataclysm map does a fine job of bringing that feeling of claustrophobia out in an entertaining way. You’re not just bolting around a map that’s wide open because much of this map is close-quartered combat. Whether it’s a set of crates being placed in an area or it is simply just a small area, Cataclysm intrinsically forces you to play more precisely than a map like Infernal ever did.
There was also the factor of verticality paired with the small areas and this makes for a lot of up and down gameplay, once again putting the emphasis on precision. Sector is a particularly fun mode to play this map on given its level design.
It was an interesting choice by id Software to only enable the modes Team Deathmatch, Soul Harvest, Sector, Warpath and Exodus for the new DLC maps. I’m intrigued to find out how the community responds to this over the coming weeks, and the same can be said for removing Domination as a standalone playlist.
Finally, Offering is a favorite for its unique design and look. The temple fortress concept works great and the look fits perfectly within the rest of the maps. Again, verticality changes quite often for players and this makes for more fast-paced action, something you will find all over Doom‘s maps.
The UAC EMG Pistol was a pleasant surprise to play with, especially for someone who is usually a combat-shotgun type. With the high fire rate and its energy shot, it actually made for a nice break from the more routine experience found in Doom‘s other weapons. I highly recommend taking the EMG for a spin, particularly because its energy shot is quite satisfying.
Demons in Doom have added a new layer of uniqueness to the online experience, and Unto The Evil brought with it the Harvester. This particular beast harvests the souls of its victims and does so with a high fire rate, ranged lightning weapon. With how far out you can reach an enemy with the attack, it makes not selecting the Harvester incredibly difficult to do.
Overall, Doom‘s online experience has been expanded in a nice way. The three new maps are delightful changes in scenery from the nine that came with the game at launch, plus Harvester does a fine job of adding some spice to the Demon gameplay.
Doom is available now for PS4, Xbox One and PC. Stick around for more video games goodness here at We Write Things. Bethesda Softworks provided We Write Things with a PS4 code for Doom’s season pass for the purposes of this review.