A Doomguy Looks at 30: The Timelessness of DOOM

Often, when the phrase “one of the greatest games of all time” is deployed, it’s to say that a particular videogame was vital to the industry and its growth in some way. It could be a landmark achievement that changed the landscape and the idea of what was possible with the technology of the day, or a game that dominated the charts and spawned a wave of imitators (with good reason). Think Super Marios Bros., or Space Invaders, or Dragon Quest. Decades later, titles like these remain among the greats due more to their legacy and historical importance than how they actually hold up today in comparison to what they spawned. Super Mario Bros. is still obviously great, but Nintendo surpassed it themselves just a few years later with Super Mario Bros. 3, and now we live in a world with Celeste in it. Space Invaders is arguably the most important videogame ever, but it was just a starting point for both the industry and the genre it popularized. Dragon Quest is still a tight, enjoyable role-playing game, but there have been a few more RPGs released since 1986—many of them because of Dragon Quest, but that’s the thing, isn’t it?
This isn’t always the case, however. Sometimes a game is immediately recognized as one of the greatest games of all time for all of the kinds of achievements listed above, and then feels just as good, as relevant, as vital 10, 20, or 30 years later as it did the day it was first booted up by someone who was about to have their mind blown in a way they weren’t yet aware was possible. id Software’s DOOM, released on December 10, 1993, comfortably fits within this subcategory of the all-time greats. Wolfenstein 3D, released one year prior by id and publisher Apogee Software, might have set forth some ideas about what a first-person shooter even was, but DOOM was a treatise on what a first-person shooter could be. The gap between these two games, released about a year-and-a-half apart, is frankly unbelievable, but that gap is also what makes Wolfenstein 3D one of the Super Marios Bros. and Space Invaders of videogame history, whereas DOOM gets to just be DOOM: pure greatness, then and now, without qualification.
There are many differences between Wolfenstein 3D and DOOM. There’s the engines that power them and what they allowed: Wolfenstein couldn’t have curved walls, all ceilings were the same height, and there were no stairs, leading to quite a few grid-like mazes and what was more obviously a 2D, overhead game shown from a first-person perspective that gave the impression of 3D. There are the differences in sound and how they enhanced the respective environments of each game: Wolfenstein 3D, released in an era when having a soundcard didn’t necessarily mean the sound you’d hear was any good, was limited to just one digital sound sample at a time. Meaning, in the words of Karen Collins in Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design, sounds “had to be prioritized.” Just one year later, DOOM utilized the nascent “three-dimensional” surround sound technology of videogames to blend music, ambient sounds, and more active ones like death cries or attack sounds together into a tension-inducing mixture. And, of course, there were the kinds of enemies you could face in these respective games: Nazis might be demons, but they’re demons in human form, which limits the possible variations.

What best explains the difference between how the two games play, though, is in the non-firearm weapons options. In Wolfenstein 3D, you have a knife, but you never want to have to use the knife. Its range is obviously short, it’s considerably weaker than even the basic, slow-firing pistol, and if you ever find yourself armed with it, it’s only because you have no other option: unless you’re celebrating your 100th playthrough of Wolfenstein with a knife-only challenge run, you’re probably desperate and close to death if it’s in hand. In DOOM, you have your fist. It’s weaker than your guns, but it’s also capable of punching demons so hard that they explode, gibbing foes as well as anything else in your arsenal. There’s a timed power-up that lets you punch through even the game’s most powerful foes in short order, with the idea being that you’re getting up close and personal with these enemies this way because you want to be, because you want to feel the bones of these hellspawn crunch, because you want them to feel that, too. Wolfenstein asks you to covertly walk around with your knife, avoiding attention, while DOOM invites you to loudly greet hell with your fists.
And then there’s the chainsaw. DOOM’s chainsaw is for ripping and tearing, for meeting the chaos of hell where it’s at, and showing that you are capable of delivering even more of it. Wielding the knife of Wolfenstein is terrifying, and so is DOOM’s chainsaw, but who it is a terrifying experience for is flipped.
DOOM is 30 years old, but it still feels as fast, as dangerous, as exhilarating now as it did three decades ago, and in ways that plenty of younger first-person shooters did and do not. The simple act of dodging fireballs and interfering with an enemy’s shots with your own feels incredible, and grants DOOM a level of interactivity and environmental manipulation that keeps the game feeling fresh, and you on the edge of your seat, all this time later. DOOM’s BFG9000 is famous for its ridiculousness and vulgar (though apt) name, but nothing so ostentatious is needed to experience what DOOM is about: the basic shotgun was and is wondrous, capable of taking down everything in the game while letting you perform the violent ballet that makes up so much of DOOM’s rhythm and movement.
There are moments to ponder, but the music of DOOM, the growls of its demons, the shrieks of the unseen foe, the unlocking of secret rooms full of demons that occurs when you cross some hidden threshold or acquire some item you’re briefly excited about picking up until the roars of waves of foes hits your eardrums… it all keeps you tense, coiled, ready to strike. The videogame industry has had 30 years to figure it out, but to this day there is little out there that captures this essence of DOOM and the feelings it elicits within its players, feelings that have kept it vital and playable throughout the decades—that is, besides other Doom games, and whether any of those have actually managed to surpass the original is, at the least, up for debate.
