![doom one by one doom one by one](https://cdn.arstechnica.net/wp-content/uploads/2018/03/doom.jpg)
Looking back at it with more experienced eyes it's fucking crazy just how right they got it, everything from the weapon selection to the enemy types and visual/sound design. My strongest memory is of it being hard for me to control and that also made it kinda scary because you just panicked a lot. It didn't run that well, he had to reduce the screen size but I could play Doom.
DOOM ONE BY ONE PC
It wasn't that long after the initial buzz that a friend of mine got a PC and he had the shareware version. That said, I was unfamiliar with PC games of the time so didn't know about other games like Wolfenstein.Įven just seeing screenshots and reading about it there was this very palpable sense of this game being a paradigm shift in video games, this was a big deal and you knew you were witnessing history. Just the idea of seeing through the characters eyes and traversing the environment in 3D was kinda bonkers to me.
DOOM ONE BY ONE TV
I remember seeing it in magazines and no doubt would have seen brief clips on TV and really being blown away by the concept of what we now refer to as first person view. Oh, and forget about high framerates (especially Doom 2 with hordes of monsters. The days of config.sys and autoexec.bat optimization.
DOOM ONE BY ONE DRIVERS
You were there with the demons.)īut my first actual experience was playing the game without audio because I couldn't load the audio drivers without running out of memory. You felt inside it, losing that detachment of you at the keyboard. (now you play Doom in a kind of detached way, but at the time it was the most "immersive" game. I know it so well that it's always predictable and even "cute & naive". That feeling of tension and of unknown and being hunted is now gone. If you retreat, maybe to a dark place, you don't know where the monsters are and whether they can find you. There are moments when something triggers and you are in the deep shit. Doom has sections in the dark, or light turning off, or flashing. The most scary part is that you didn't have a strong awareness of monster behavior. No mouse, no auto run, just a lot of CTRL strafing while hugging walls and corners. Picking enemies one by one, saving the game after every kill. Doom, for most players without a clue, was a slow, extremely scary game of micro-movements, peeking around corners and lurking in the dark. Thankfully most of the level design was also very forgiving.īut this means, even for Doom, the "run and gun" was something that came later, with the practice of deathmatches. To look up and down you'd stop and press "page up" and "page down", carefully adjusting, then moving. Quake, same as Doom, was played with arrow keys. That wasn't know and it became popular later. You aim with the mouse, look around, move with WASD. Doom at release is a kind of game no one knows anymore, same for Quake.įor example, for Quake everyone now knows it as a "mouse" game.