Richard Wright...Doom...MM 8#1...Review
- R I C H A R D   W R I G H T
Doom
- Id Software, Texas, USA. First part shareware, rest Pst.37,95.
Distributed by Transend Shareware +44 0274 622228 (UK), Min. config. -- IBM
compatible 386 or higher, 4Mb RAM, VGA
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- In the last Woody Allen
movie there is a scene where he and Diane Keaton are leaving the Lincoln Opera
House before the end of the performance. Woody explains I don't like to
listen to too much Wagner -- I keep getting the urge to invade Poland.
-
This kind of logic has much in common with frequent reactions to the effects of
excessive violence in movies, TV, comics and now computer games. The software
house producing the most extreme examples of this genre of blood thirsty
shoot-em-ups is Id Software, and their latest release Doom is quite
exceptional in the lengths it goes to in order to put you into the most
visceral situations. Id's first game in this series was Escape from
Wolfenstein released last year which centred on an escaped POW running
around a Nazi castle and shooting everything that moved. The most striking
thing about it was the level of sophistication of the graphics -- very
interactive, a strong 3D illusion, lots of graphic details and completely
over-the-top violence (Nintendo made Id tone down the version that it produced
for their games consoles). But Doom actually goes an order of magnitude
higher than this in reaching new degrees of realism and interactive simulation.
-
The aim of the game is straightforward on the surface: simply a question of
shooting your way through each level while being chased by an assortment of
half human soldiers, demons and monsters. You're toast if you get too close to
these monstrosities. The excuse for a story is that you are a `tough marine' of
the future, sent to Phobos to rescue the moon base from something nasty that
has been transported during their experiments in inter-dimensional space
travel. Just a few days ago you were probably swapping war stories with one of
these guys. Now its time to swap some lead upside their heads. This scenario is
represented graphically using highly sophisticated texture mapping techniques
to produce a range of lighting effects, radioactive pools, mountainscapes and
interiors from stone dungeons to hi-tech computer display panels. These allow
the player to appear to move around both inside and outside the buildings, run
up and down staircases, take lifts and jump off walls. The adversaries that you
face are also partially intelligent, enabling them to join forces as they
pursue you, try to cut you off and ambush you from secret trap doors while the
lights are switched off. In some instances they will get caught in their own
crossfire, resulting in them taking time off to attack each other.
-
Doom uses a first person viewpoint, the view on the screen is what the
protagonist would see and it changes to mimic walking, turning or running -- a
virtual reality interface without goggles in fact. Sticking out of the front of
the screen is one of a number of weapons that the player can acquire, and the
action of firing is portrayed in remarkable detail with blasts, impact
explosions and smoke. The result of actually hitting one of your enemies is
even more dramatic, involving bodies flying, blood splattering and screaming
noises, in some cases bodies completely exploding into charred husks. Chainguns
direct heavy firepower into your opponent, making him do the chaingun cha-cha.
At the bottom of the screen is a status panel which shows you how much ammo and
armour you have left and what your health percentage is. As your heath falls
you can revive yourself by picking up items like Medikits. Your current
state of health is represented graphically by a picture of your head which
varies from alert and clean-cut to something reminiscent of a `raw hamburger'.
The violence is hyped up relentlessly -- a player has the choice of various
ability levels from `Not too rough' to `Hurt me plenty' and `Ultra-violence'.
The first episode given away as a free incentive is called Knee Deep in the
Dead and the player is exhorted at every turn to get stuck in and start
blasting away. As soon as the game has started one is immediately into the
kill-or-be-killed logic, and it is highly addictive.
-
In an interview in a recent issue of Edge (the coffee-table computer
games magazine), Id Software's technical director John Cormack describes
Doom as a graphics system looking for a game. We designed the user
interaction and display technology to be as cool as possible, then worked a
game around it. ... Doom is just a killer environment with no
pretensions of having a real story. Although described as an action-oriented
slugathon, this does not give a clear idea of the attraction of playing the
game. Neither does the qualifying advice that To escape DOOM you need both
brains and the killer instinct. The driving motivation for the player is
not a simple blood lust, nor even a primitive expression of law-of-the-jungle
self-preservation. Because Doom is not really a battle simulation, but a
cinema simulation, specifically a simulation of body-count cyberpunk movies
like Robocop, Total Recall and Aliens. The real thrill of
playing Doom is roaming around the bizarre scenery of the futuristic
moon base, noting the changes in mood as you travel from a flickering computer
control room down corridors to a mouldy dungeon surrounded by shimmering pools
of radioactive waste. To pass through some doorways you need to find colour
coded keys. At other times badly need ammunition lies hidden behind secret
doors. The mechanics of locating a secret door do not really require a surfeit
of brains however, just a matter of approaching every wall and pressing the
`open' button until one responds. The real point is the tension of searching
and exploring the architecture, the same as if watching a film while waiting
for the climax to happen. The greatest satisfaction is in locating a doorway
that leads out through a tunnel into an open courtyard, rewarding you with a
vista of fractal mountains and an opportunity to view the building from a new
vantage point. The feeling when edging around corners or stumbling upon a room
full of demons is one of surprise and the excitement of disorientation rather
than the exercise of a trigger-happy `killer instinct'.
-
The violence is so parodied and self-conscious in this game that it is not
difficult to negate it altogether and to experience the game on other levels.
The most serious reason to destroy the marauding demons is that they interrupt
your enjoyment of a newly discovered set of caverns and try to block your
progress. The strongest experience in playing Doom then is the
exhilaration of exploring an alien environment which leaves you continuing to
run around the corridors long after all the enemies have been disposed of.
-
All Id's games come with full music soundtrack as well as the sound effect
punctuations, reproduced in CD quality audio when a suitable soundcard is
installed. This enormously heightens the effect of being actually inside a
movie and to become totally absorbing. Various filmic references are scattered
around the game such as the opportunity to pick up a chainsaw as part of your
weapons arsenal, appropriate enough for a games company that is based in Texas.
The graphic style of this Schwarzenegger-simulator is a curious blend of
cartoon artwork similar to the simplified graphics of most computer sprite
characters, heightened by video grabbed imagery and probably rotoscoped poses.
The resulting look is an idealised realism which is unexpectedly similar to the
treatments of mainstream cinema, especially recent sci-fi movies.
-
At the current time Britain is suffering one of its periodic `moral panics'
spearheaded by conservatives who believe that the best way to preserve the
nation's moral fibre is to eradicate all references to the contrary. Along with
Bulletin Board Services said to spread child pornography (always a
favourite call to arms), video games have come under attack for their portrayal
of horror. The recent controversy over Sega's Night Trap console game
has also been joined by many intellectuals and cultural critics in journals and
newspapers of the libertarian left who now feel that sex and violence in video
games represents a menace to the appreciation of serious cultural pursuits.
Although Night Trap is represented as a stalk-and-slash scenario in
which young girls in nighties are molested by alien monsters, the main
contention is that the game pioneered the use of live video clips for graphic
realism. This development implied for many left critics a more serious
influence on young minds, especially its perceived victimisation of hapless
women and fascistically inspired blood lust. In fact, if many of the critics
had actually seen the game they would have discovered that the female
characters were far from helpless and that the level of exploitation was no
greater than an episode of Lost in Space. But of course, many cultural
critics do not like games, preferring to side with reactionary parties who
relegate them to the status of the junk culture that serves to make their own
cultural interests appear that much more edifying. Computer games do not
attract the support of those who so vehemently oppose the introduction of more
draconian film censorship for example, for, as everyone knows, film has the
status of Art. Apart from an astonishingly naive understanding of how
electronic texts function, it seems that their main contribution to the
development of this sphere of video culture will be to discourage the interest
of people looking for a new medium in which to develop challenging new ideas so
that in the future they can complain about any lack of serious intent even
more. But fortunately the influence of such concerned individuals is in
conflict, especially as an involvement with some form of electronic media is
becoming the only way that the art establishment can maintain its currency in a
society where visual literacy and cultural skills will, in the future, be
developed primarily in a haze of phosphor radiation.
-
So... Act like a man! Slap a few shells into your shotgun and let's kick
some demonic butt!
..
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