GENRE : SHOOOTER
DEVELOPER: MIDWAY ENT.
PUBLISHER: MIDWAY ENT.
NUMBER OF PLAYERS: 1 OR 2


Review by J. M. Vargas
(Reader Review) 

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DOOM

Released when Midway was known as Williams Entertainment and now available as part of the "Greatest Hit" collection for an affordable $20, this PSX compilation of "Ultimate Doom" and "Doom 2" was an early example of how superior a 32-bit console the Sony machine was.  With Jaguar and 3DO versions of "Doom" handy when PSX "Doom" hit retail for the Christmas '96 season, it was clear that Midway's team of programmers ported the essence of one-player "Doom" (and a small taste of multiplayer goodness) virtually intact and with few compromises (namely the control pad interface and low-resolution of TV sets).  You can't say that about Art Data's joke of a port for the 3DO (glitchy graphics, horrible control and atrocious frame-rates), and the Jaguar version was... well... shall we beat the crap out of an amputated dog for the umpteenth time?  Nah! :-)

So what is "Doom" for those who got to the PSX and gaming party this late (shame on you)?  Just the id Software sequel to "Wolfestein 3D" that revolutionized PC gaming, sold through the roof, made their creators filthy rich (has Romero given away any more sports cars lately, or was that Carmack?), and started a sea of clones and imitators that failed to capture the brutal essence of the genre: first-person shooter in which it's you versus a lot of "them", and the heavy weaponery does most of the talking.  You play a nameless Space Marine stranded in an outer-space station by your lonesome self, and there aren't any other souls in the vecinity except the rapidly-awakening demons of the undead (through a Hell gate, or some retarded sci-fi cliche like that) eager to tear you a new ass****.  You must run around, collecting ammo/weapons/health/keys spread throughout more than fifty levels, each of them designed with cunning traps and somewhat tough puzzles (of the "how do I get to that unreachable thing" variety) to keep you on your edge at all times.  You may have already played "Doom" via its many imitators (on both PC and the consoles), but how does the original stack up to 1998's new standard bearers ("Goldeneye", "Unreal" and "Quake 2")?

GAMEPLAY / FUN FACTOR:  B-


"Doom" was always meant to be played over a networked PC with dozens of fellow gamers, and over fiendish levels designed by hackers with no women in their lives and a lot of free time.  By supporting the Link cable PSX "Doom" gives gamers with the budget and resiliance a chance to play Deathmatch (against one another) or Cooperative (two Marines sweeping through a level, killing the bad guys) with two TV's/PSX's/copies of the game; a little too impractical, but the option is a welcome addition.  Since the bulk of the game is a one-player blastfest, "Doom" has the hook of having most of the game's legendary levels (Threshold of Pain, The Focus, Refinery, Phobos Anomaly, Hell Beneath... did Midway hire the guy who writes the victory taunts in Capcom's fighting games to come up with those titles?) available for immediate gameplay without the hassles of configuring memory space and annoying booting sequences, which were common on the PC version. 

Resolution aside (it's a PC game ported to TV sets, so of course they aren't that great), this game is a tough cookie if you dare play through the many mazes and levels without help from a map and/or cheats.  Some of the levels pale by today's standards in their size (too small) and constant re-use of textures over and over again, which tend to give the game a redish/brownish tint that gets annoying after extended play.  Analog or Mouse control isn't supported, which means the old digital pad is your only trusy way around the madness; although very tight and well-implemented by 1996 standards, today's gamers are used to analog controllers in their first-person shooters, as well as an option to use keyboard commands.  Although it uses every button in the pad, "Doom" controls feel a tad sluggish when the s*** hits the fan, and in this game that feeling of impending death happens quite often and requires nimble fingers; the controls are configurable, so the set-up is up to your fancy (although you still can't jump or move in 'true 3D', which isn't a fault of the game as much as it is the fault of a gaming world that has moved past the original game's technical limitations).

And despite all the drawbacks against it, "Doom" is still a classic in the gaming community with enough demonic atmosphere to fill a hundred episodes of "Buffy" and "Millenium".  It is as easy to learn and pick-up as it is to master and survive its hardest-difficulty levels, and the quest isn't for a prized possession or a trophy, but for your own existence and self-preservation (the ultimate reward a human being can aspire to accomplish).  The Saturn version of "Duke Nukem 3D" (with its Netlink support) and N64's "Goldeneye" may have better bells and whistles, plus gameplay innovations (humor, mission objectives) to boot.  But the gameplay of "Doom" is timeless, and good for a spin or two after you're done playing with the new boys in town.

GRAPHICS / VISUALS:  B-


A blistering 24-30 frames-per-second with minimal slowdown here and there, and more "fake" lighting effects than you can shake a BFG at.  Those of us who'd rather sit on the floor or recline in our sofas when engaging in gaming bliss will have to put up with typical low-res visuals and the pixely close-ups of the enemies and the walls (TV's cannot emulate PC resolutions, yet!) that have become the trademark of the series in every incarnation of the game (except for the N64 cartridge, which 'blurs' the graphics rather than pixelating them).  Despite the positives though, you can't get past the fact that videogames age in dog years and that the PSX version of "Doom" is beginning to look like a blind and deaf dog that needs carrying up the stairs; those blocky pixels can only be ignored for so long before your urge for eye-candy kicks in.

MUSIC / SOUND EFFECTS:  B


Clean and sharp use of limited sound samples keep the world of "Doom" a scary and fearful place you wouldn't want to find yourself in late at night, or in (gulp) a nightmare.  Those painful shrieks of pain and demonic laughter surrounding your run toward the next objective are still very effective today, as are the moody musical tunes that sometimes morph into atmospheric background noises that are designed to put the player at the greatest degree of unease possible (a concept id Software took even further with "Quake" and its Trent Razor-composed soundtrack). 

The crystal-clear quality of the voice samples and music, however, isn't matched by the muffled and somewhat mismatched sound of the weapons (the exploding barrels are a good example); it's as if when the weapon is activated, the sound of that machine takes over the music instead of mixing itself with it (like a movie or TV show).  For what it's worth, "Doom" is a visual environment with enough environmental sounds and musical cues to inmerse the player in its world; it's like "Myst", only... not! ("Face/Off" anyone?).

OVERALL:  B-


A classic worth sinking your teeth into after you've played the "Goldeneye" multiplayer matches and the "Tekken 3"/"Poy Poy" bouts.  It's one-player availability, dated graphics and control schemes and multiplayer inconveniences (just who out there actually 'Link' with another player?) give "Doom" a place in the pantheon of all-time greats, but in 1998 that is only good enough for a 'B-'.  Nostalgia can only distract from the 2-frame animation of the Barons and Imps from Romero and Carmack's booze-induced mind for so long; other suggested first-person shooters worth checking on PSX are "Alien Trilogy", "Disruptor" and  "Powerslave".