Retro Wildlands #53 - Doom (1993)

Retro Wildlands #53 - Doom (1993)

NomadNomadHost

Influential. Important. Impactful. Significant. Glorious. When Doom was released on PC back in 1993, it wasn't hard to see the impact it made on gaming then, but who knew what sort of impact it would still make on gaming, and even our own culture today. Born with simple, yet revolutionary coding techniques, Doom is widely available and can run on most anything. Even a bunch potatoes! But is "the father of the first person shooter" something that holds up today? Or is Doom a relic of the past?

Join me by the campfire as I share with you my thoughts and experiences with Doom. Our wildlands expedition has been to many places, but this time... We're going to Hell.

Intro - 0:00
Campfire Catch-Up: 7:56
Listener Comments: 18:07
Doom - 26:37
Closing Gratitude - 1:23:47

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Check out these awesome podcasts, mentioned in today's episode!

The Waffling Taylors: https://wafflingtaylors.rocks/
Pixel Project Radio: https://linktr.ee/pixelprojectradio
The Unlockables Podcast: https://linktr.ee/unlockablespodcast

[00:00:19] Greetings fellow travelers, vagrants, explorers, wildlanders, and welcome to episode 53 of The

[00:00:28] Retro Wildlands.

[00:00:31] My name is Nomad and this is my gaming podcast where I like to share my thoughts and experiences

[00:00:35] with a video game that I have discovered or rediscovered while roaming the gaming

[00:00:40] wildlands.

[00:00:42] Thank you very much for tuning in to the show today.

[00:00:45] Expeditions into the gaming wildlands are always a good time, but they are infinitely

[00:00:49] better when we have such good company.

[00:00:53] Whether this is your first time hanging out with us, your 53rd or your somewhere in between,

[00:00:58] it's an absolute pleasure to have you with us.

[00:01:01] DD, our canine expedition leader, will be around as per usual and greet you all with

[00:01:07] an obligatory sniffing of the leg.

[00:01:11] If you get the chance, give DD a good scratch behind the ears when he comes around.

[00:01:16] He's been hard at work the last few days stocking up on wood for the campfire and making

[00:01:21] sure the cooler is stocked with good drink and I think it's the least we can do for

[00:01:26] our fearless leader.

[00:01:28] How he coordinates all of this, especially without any thumbs, is a mystery, but I for

[00:01:34] one am extremely grateful.

[00:01:37] I will say, if there's ever been a time to make sure our expedition is properly stocked

[00:01:42] up, it is today.

[00:01:44] Along with all the wood and drinks, DD has brought out a few other things.

[00:01:50] We have several crates of combat armor, a pile of med kits, a few radiation shielding

[00:01:57] suits, several shotguns, and what the hell is this thing?

[00:02:02] A BFG-9000?

[00:02:03] DD, hey DD, what is this?

[00:02:10] Oh right, BFG.

[00:02:16] Big fucking gun.

[00:02:18] Good call boy.

[00:02:21] What do we need all of this hardware for you might be wondering?

[00:02:24] Well my friends, our wildlands expedition usually finds itself in some pretty interesting

[00:02:31] places.

[00:02:32] So far we've been to the Mushroom Kingdom, the land of Hyrule, Raccoon City, Silent Hill,

[00:02:38] Planet Zebes, but this time our expedition is going to hell.

[00:02:46] On today's episode we're checking out a video game that has had an undeniable influence

[00:02:52] on gaming as a whole.

[00:02:55] It's a first person shooter that was made famous by its smooth gameplay and glorious

[00:03:00] violence.

[00:03:02] While the crazy levels of violence were pretty shocking in the early 1990s, what made this

[00:03:07] game stand out was its buttery smooth gameplay and badass visuals.

[00:03:13] This game would go on to influence hundreds of video games over the years and be referenced

[00:03:19] in countless others.

[00:03:21] This game raised the bar for immersive gaming experiences.

[00:03:27] Over time it became a household name and a game that would spawn new entries into its

[00:03:32] franchise for the next 30 years.

[00:03:36] And it all started with one lone space marine who stood tall against the demons of hell.

[00:03:45] Today on the Retro Wildlands we're going to be talking about Doom.

[00:03:52] First person shooters, specially violent ones with grotesque imagery and subject matter,

[00:03:57] are pretty commonplace today.

[00:04:00] But back in 1993 the world had not seen anything like Doom.

[00:04:07] While developer id Software had just released Wolfenstein 3D a year prior, Doom was a step

[00:04:14] up when it came to the violence, visuals, and overall subject matter.

[00:04:20] While some were put off by the violent nature of Doom, gamers of all ages were in heaven.

[00:04:27] Doom was a step up in all aspects of game design.

[00:04:31] From the 3D visuals, exceptional game design, and lighting effects, Doom was a must play

[00:04:37] experience.

[00:04:39] And while there really wasn't much of a story to speak of in the early days, that

[00:04:43] did not matter.

[00:04:45] What mattered was that you were a lone space marine facing down the armies of hell, and often

[00:04:51] times you only had a pump action shotgun to see yourself through.

[00:04:56] And maybe a chainsaw.

[00:04:58] And at the end of the day it doesn't get any more pure than that.

[00:05:03] I remember firing up my parents home computer and working my way from room to room taking

[00:05:09] out enemies, finding ammo, health and armor pickups, and pushing every single wall in hopes

[00:05:16] of finding that one secret room that would grant me even more firepower.

[00:05:22] And it didn't stop there.

[00:05:24] Doom was originally a 3 episode game containing multiple levels to play through.

[00:05:31] It was a one of a kind experience back in the day and one most gamers have either

[00:05:35] taken or at the very least have heard of.

[00:05:39] But that was over 30 years ago and I was barely 10 years old when I played Doom last.

[00:05:47] Does Doom hold up as a game that you should play today, or has all the hype and luster

[00:05:53] faded over time and Doom exists only to be used as a roadmap for the bigger and

[00:05:59] the better?

[00:06:01] After playing mostly laid back games lately like Super Mario Wonder, Mario vs Donkey Kong

[00:06:08] and Breath of the Wild, my palette needed cleansing and I could not think of a better

[00:06:13] game to wash everything away than Doom.

[00:06:18] I played this game through to completion on both PC and my Nintendo Switch the last

[00:06:23] couple weeks and I'm eager to share my thoughts and experiences with you by launching

[00:06:28] the game with you and putting it through the paces one shotgun blast at a time.

[00:06:35] Now if you're new to the show, I'd like to kick things off by chatting it up with

[00:06:39] you all first and giving everyone a peek behind the scenes here in the Retro Wildlands.

[00:06:45] Depending on what's on my mind, I like to share what's going on with the show

[00:06:48] itself, what games I might be playing, what projects I might be planning, what's

[00:06:53] going on in my personal life, or whatever else I feel like babbling about.

[00:06:58] I also want to take some time to read and respond to any comments I received about Doom

[00:07:03] from our Retro Wildlands social media pages in an effort to give the community a moment

[00:07:08] in the spotlight before I hog it all.

[00:07:12] Now if none of that interests you and you're just here for my thoughts on Doom,

[00:07:16] no worries, you can skip ahead in this recording about 15 minutes or so and you should

[00:07:22] get into the game talk.

[00:07:25] I'll also put timestamps in the show notes so you know exactly where you need to go if

[00:07:29] you don't want to stick around.

[00:07:32] But I encourage you to stick around.

[00:07:35] We're going to talk a bit of video games and your fellow Wildlanders will get a

[00:07:39] chance to sound off their thoughts to the rest of us, and I cannot think of a better

[00:07:44] way to start our expedition today.

[00:07:47] So without further ado, let's get into our opening segment that I like to call Campfire

[00:07:55] Ketchup.

[00:07:56] So this may be a somewhat of a shorter ketchup this time around.

[00:08:21] I don't really have too much new to talk about since we spoke last, but it's been

[00:08:25] busy in my neck of the woods as per usual.

[00:08:28] One housekeeping thing I wanted to get out of the way really quick involves the Retro

[00:08:32] Wildlands YouTube channel.

[00:08:34] For those that have been around the Wildlands a little while may know this, but there was

[00:08:38] a point where I was publishing the podcast over on YouTube for people to listen to.

[00:08:44] In the beginning, I didn't just want to post the podcast feed and have the audio

[00:08:49] play over a static image.

[00:08:51] I wanted to construct a video that would look cool and I came up with the idea of

[00:08:55] taking gameplay footage from the game or about the topic we were talking about and I

[00:09:00] turned the video into a slideshow of sorts.

[00:09:04] It just looked nice and spoke to the level of quality that I had in mind for the Retro

[00:09:09] Wildlands as a whole.

[00:09:11] I think it was around episode 37 where I had stopped posting new videos and that was a

[00:09:16] couple of months ago.

[00:09:18] It was just hard to find the time to put everything together and then rendering the

[00:09:23] entire video took anywhere between 5-8 hours on my dinky little laptop, so I started

[00:09:29] to deprioritize the whole idea.

[00:09:33] And seeing as I've only put out 4 new podcast episodes this year, not counting this one,

[00:09:38] it's fairly evident that I have not had a lot of time to devote to the show so far this

[00:09:43] year.

[00:09:44] However, I decided to set the RSS feed up on our YouTube channel so the rest of our

[00:09:50] backlog is up on YouTube now if you enjoy listening to your podcasts over there.

[00:09:57] They aren't the cool looking slideshows I wanted but at the end of the day I

[00:10:01] do want to get the podcast into more ears regardless of where those ears listen to the

[00:10:06] show.

[00:10:07] So, if you haven't already subscribed to the Retro Wildlands on YouTube, feel free

[00:10:12] to give it a follow.

[00:10:14] And while we're on the topic, feel free to follow us on all the other social

[00:10:18] platforms that we're on.

[00:10:20] The easiest way to pick and choose those would be to visit the link tree that I

[00:10:24] set up that has all of our socials in one place.

[00:10:28] All you need to do is go to linktr.ee forward slash retro wildlands and you can find

[00:10:35] us on your favorite social platform.

[00:10:38] The best part is I'm typically not someone who posts multiple things every day so if

[00:10:43] you're just looking for a nice little bit of retro spice to add to your timelines

[00:10:48] and feeds and then you're good for the rest of the day, the Retro Wildlands

[00:10:53] is for you my friend.

[00:10:55] Sometimes I post pictures of my game collection, sometimes I make posts about

[00:10:58] what's going on around here but our social platforms are where you can interact with

[00:11:03] the show when I put a call out for comments about the game or topic that

[00:11:06] I'm covering on our next show.

[00:11:09] So if you want to have a comment read and responded to by moi, our social media

[00:11:13] pages are where you can hang out to do that.

[00:11:17] And be sure you continue to stay tuned.

[00:11:19] We're going to dive into comments about Doom left by our community later in this

[00:11:24] section of the show today.

[00:11:27] So beyond all that, I've greatly consolidated the games that I've been

[00:11:31] playing lately into three.

[00:11:34] First I'm playing a retro title for our next episode and if you're curious as

[00:11:38] to what that might be, stick around to the end of the show and I'll get

[00:11:41] into what's coming up on the podcast next.

[00:11:45] Second I have been playing the absolute crap out of Hogwarts legacy on my

[00:11:50] PlayStation 5.

[00:11:53] If you caught our last podcast episode, I mentioned that my wife got into Hogwarts

[00:11:57] when I came back from my work trip a few months ago.

[00:12:01] But I had also picked up Final Fantasy 7 Rebirth the day after I got back as well.

[00:12:07] I had started both games and both games hooked me pretty good but I could only

[00:12:12] realistically balance one open world modern game and I needed to decide

[00:12:16] which one.

[00:12:18] Originally I was going to stick with Rebirth, especially since a bunch of

[00:12:22] online knuckleheads were starting to post story spoilers online.

[00:12:27] But the more I played Hogwarts, the more it sucked me in.

[00:12:32] It was especially fun playing for a bit and then watching Justine play her

[00:12:36] character.

[00:12:37] We shared secrets, we learned, and we helped each other with the occasional

[00:12:41] puzzle.

[00:12:43] My sister-in-law and my niece had recently played the game as well.

[00:12:47] It's been a really fun few weeks being able to play a game that my family has

[00:12:51] been into so that's a big reason I gravitated towards Hogwarts over Rebirth.

[00:12:58] Plus the game is genuinely fun and I've had a blast completing as much of it

[00:13:03] as I can.

[00:13:04] The way the game tracks quests and side objectives is very cool and

[00:13:09] anytime I sit down to play I never feel like my time is wasted.

[00:13:13] I'm always progressing and I'm always acquiring something new.

[00:13:18] After a while, checking everything off on the quest list and hitting all the

[00:13:22] side objectives became a little obsessive actually.

[00:13:27] I just had to get and do all the things.

[00:13:31] I finally did though and after about 50 hours I consider my time in

[00:13:37] Hogwarts complete.

[00:13:39] Overall it's very easy to see why it sold so well.

[00:13:43] I personally am not the world's biggest Harry Potter fan but I had a blast with this game.

[00:13:50] It's very easy to get into and it did a really good job of striking a balance

[00:13:54] between story, exploration, and combat.

[00:13:58] But I will say my absolute favorite part was fully embracing the dark arts

[00:14:04] and using the three available unforgivable curses in battle.

[00:14:08] After 50 hours I became a force to be reckoned with

[00:14:12] and I loved mowing down my enemies in droves.

[00:14:17] I doubt I'll ever go back to this one but I highly encourage anyone listening

[00:14:22] to give this game a try if you haven't.

[00:14:25] It is one of the best games that I've completed so far this year

[00:14:29] and all the hype about this game is 100% real.

[00:14:34] So while my wife was busy carving out her legacy playing Hogwarts

[00:14:38] I slowly started developing an itch to play an RPG of my own on my Switch

[00:14:43] while I was on the couch watching her play Hogwarts.

[00:14:47] And that's when I decided that I wanted to finally play Final Fantasy IX.

[00:14:54] Square Enix will sometimes discount their games across various platforms

[00:14:58] and when they discounted it on the Switch last I scooped it up.

[00:15:03] This game occasionally pops up and I continually get reminded that I need to play it.

[00:15:09] Now for those of you who have been with the podcast for a while you may remember

[00:15:14] I started a playthrough of Final Fantasy VI last summer when I was on vacation.

[00:15:20] I got a good way through the game but ultimately abandoned it for other games

[00:15:24] and I just spent too much time away from it.

[00:15:28] While I considered going back to VI or I even considered restarting it from scratch

[00:15:33] because I really did enjoy playing the game and I wouldn't mind such a thing

[00:15:37] a couple things drove me to play Final Fantasy IX.

[00:15:42] First, IX is coming up on its 25th anniversary next year

[00:15:46] and I thought it would be cool to finally partake in this game

[00:15:49] so I could celebrate with all of you nerds who hold this game up in such high regard.

[00:15:55] Second, one of the gaming podcasts that I listened to in my limited free time

[00:16:00] called Pixel Project Radio did a four episode spread on Final Fantasy IX.

[00:16:08] Rick Firestone over at PPR does some amazing work

[00:16:12] and I wanted to be able to listen to him

[00:16:14] and host of the Unlockables podcast Eric Guess talk about Final Fantasy IX.

[00:16:20] And I mean that in all seriousness and sincerity

[00:16:24] neither Rick nor Eric asked me to plug their shows.

[00:16:28] Both of these gentlemen do some amazing work on their shows

[00:16:32] so I encourage you to give their shows a listen

[00:16:34] if you're looking for more gaming podcast content.

[00:16:39] So yeah, I'm about 17 hours into Final Fantasy IX

[00:16:43] and I am having an absolute blast.

[00:16:46] Story-wise, without spoiling anything,

[00:16:49] I'm at the part of the game where you discover the outer continent

[00:16:53] for the first time and I'm about an hour or so into exploring it.

[00:16:57] If you play the game before, I'm sure you've got a decent idea of where I'm at.

[00:17:02] Also worth mentioning,

[00:17:03] while the Nintendo Switch version of the game has some nice boosters

[00:17:07] that I can use to max out my party from the start

[00:17:10] or do things like make all my attacks land 9999 damage,

[00:17:15] I'm playing this game as purely as I can.

[00:17:19] I may speed up time every now and then when I'm grinding out levels

[00:17:22] but I'm going for the most authentic experience possible.

[00:17:27] I'd love to cover Final Fantasy IX on the podcast at some point

[00:17:31] but I often wonder if I'd be able to do a big game like this justice.

[00:17:36] There is a lot going on in this game

[00:17:38] and there's several thematic elements consistently in play.

[00:17:42] I don't know if I'm smart enough to really articulate those things

[00:17:45] but we'll see.

[00:17:47] If you would love to hear my take on 9 when I'm finished,

[00:17:51] do not hesitate to reach out to me and let me know.

[00:17:55] Alright, and with that I think that's all I've really got this time around.

[00:18:00] It's time to start transitioning to the reason that you're all here today.

[00:18:04] It's time to talk about DOOM.

[00:18:09] We had a few listener comments submitted through social media about DOOM

[00:18:12] so let's check in with some of your fellow Wildlanders

[00:18:15] and get their take on DOOM before we get going.

[00:18:20] First up we had Aaron from the SuperPodSaga podcast

[00:18:23] chime in over on our Twitter slash X page.

[00:18:27] He said,

[00:18:28] Dude, my grandpa liked to tinker with computers

[00:18:32] and always had a stack of floppy disks with DOOM on them.

[00:18:36] One time he gave my brother and me a computer of our own

[00:18:39] and we played DOOM over and over and over.

[00:18:43] It's just so good.

[00:18:46] Ah yes, the old stack of floppies.

[00:18:50] You know there was a point I had to explain to my stepdaughter

[00:18:54] what a floppy disk was and holy shit did I feel old as hell

[00:18:59] by the end of that conversation.

[00:19:01] But that's how it was at our house and even at some of my friends' houses.

[00:19:06] Just a stack of disks held together with a rubber band.

[00:19:09] But for DOOM it was totally worth it.

[00:19:13] I envy you and your brother Aaron.

[00:19:16] I know if I had a brother guaranteed that's what we would have done.

[00:19:20] We would have stayed up late at night and took out demons.

[00:19:24] That's how solid lasting relationships are built.

[00:19:28] I would have loved to see your grandfather play some DOOM back in the day.

[00:19:32] I'll bet that was magical.

[00:19:35] Thanks for the comment and memory Aaron.

[00:19:39] Poppy the Keaton reached out over on our Blue Sky page and said,

[00:19:44] I don't have any actual memories of the original game but I do love that soundtrack.

[00:19:51] I'm glad you brought up the soundtrack Keaton.

[00:19:53] While I think most everyone is fairly familiar with the music from the game's first level called

[00:19:58] At DOOM's Gate, I do think the rest of the soundtrack is pretty solid.

[00:20:04] The game does swing back and forth between two extremes in some cases though.

[00:20:09] The music is either Balls to the Wall or it's slow and dark and melodic.

[00:20:16] I love that the music was largely inspired by metal and I read that the music composer

[00:20:21] Bobby Prince took inspiration from bands like Pantera, Slayer, Metallica, Black Sabbath and others.

[00:20:30] Whether the music was dialed up to intensity or dialed back, it all really works here

[00:20:37] and really helps immerse the player into the world.

[00:20:41] Whether you're the lone space marine slinking through corridors picking off enemies methodically

[00:20:46] or you're ripping through a swath of demons with a chainsaw,

[00:20:50] the music absolutely works and is even good enough to listen to outside of the game.

[00:20:56] Thank you very much for your comment today Poppy.

[00:20:58] I appreciate it.

[00:21:01] Curtis had a pretty fun story that he shared over on our Facebook page.

[00:21:06] He said,

[00:21:07] I mentioned it before but my first memory of the original DOOM was playing it at another family's

[00:21:12] house. They were family friends and when the parents got together I got bored.

[00:21:18] So they let me play on their computer.

[00:21:21] I remember being so focused, killing monsters and demons, loving my chainsaw and slowly

[00:21:28] feeling worse and worse the longer that I played until I had to stop completely and lay

[00:21:34] down on the floor dizzy. Back then we had no idea that a computer game could cause motion sickness.

[00:21:43] So it was years later working at EB games when I actually realized that was why I

[00:21:49] had felt so sick. We had always thought that I drank too much soda or something.

[00:21:57] I laughed while I was reading this for the first time but I promised Curtis I was not laughing

[00:22:01] because I was making fun. Motion sickness while gaming is something that I think I'm

[00:22:07] pretty resistant to so I've never had that experience first hand. Even playing games in VR

[00:22:13] doesn't really impact me that much unless I'm falling for a long period of time.

[00:22:19] And any time I ever felt sick for any reason soda was the one thing that my parents blamed

[00:22:24] it on too so it's funny that you say that as well. I think it can be turned off in

[00:22:30] modern versions of Doom but that back and forth sway that players would experience when

[00:22:36] moving around the game world was pretty intense. I found it more disorienting than anything else

[00:22:42] but I can see some people being thrown off by that and just the nature of FPS games in general,

[00:22:48] especially Doom. Hopefully you had some good memories with Doom Curtis despite the setbacks

[00:22:55] and thank you very much for sharing the story. Our last comment comes from Squidge who is one

[00:23:02] half of the Waffling Taylor's podcast. He reached out over on our Twitter slash X page and said

[00:23:11] Ah Doom, what a game. Pre-circle strafe on console was a test of pure determination in Will.

[00:23:20] Post-circle strafe on PC a few years later, pure demon carnage and slaughter.

[00:23:27] Chain saws and chain guns aplenty. Shoot it until it dies.

[00:23:33] So circle strafing in Doom was a strategy that I would employ very often. To the uninitiated,

[00:23:41] circle strafing would see you as the player walking sideways in a circle around your enemy

[00:23:47] while you face them so you could keep your sights on them and keep attacking them without interruption.

[00:23:53] This is a great way to avoid incoming attacks, especially from enemies like the imp or the

[00:23:58] barons of hell that would throw fireballs at you. Plus I noticed that because enemies are

[00:24:04] pretty good about just following you when they spot you, strafing is a great way to

[00:24:09] herd them all in a clump together. That makes them ripe for a rocket launcher,

[00:24:14] but sometimes enemies would strike each other and then fighting each other and ignoring me

[00:24:19] altogether. It was a great strategy and I'm pretty sure the speed at which you strafe is

[00:24:25] faster than your regular movement, but don't quote me on that. Still it was the perfect

[00:24:31] technique to do exactly what you said, Squidge. Shoot it until it dies.

[00:24:37] Thank you very much for the comment by the way, always a pleasure my friend.

[00:24:42] Originally released on December 10th, 1993, Doom would take the gaming world by storm and become

[00:24:51] not just one of the most influential first-person shooters of all time but one of the most

[00:24:56] recognized video games in history. Doom quite literally changed the game itself with regards

[00:25:03] to its graphical presentation, sound design, and gameplay. And wrapping it all up was a

[00:25:10] simple premise. Players would take control of a lone, unnamed space marine stationed on the

[00:25:17] planet Mars. After receiving a garbled message from a facility on Phobos, one of Mars's two moons,

[00:25:25] it becomes clear that something evil is lurking. You and an assault squad head in to take a look.

[00:25:33] Your order to secure the perimeter while the main attack squad goes into the heart of

[00:25:37] the Phobos facility. After several hours of hearing nothing but gunfire and screams over your radio,

[00:25:45] it all goes silent. With no way to get off Phobos, the only way out it seems is through.

[00:25:54] Or we could just sit back and wait for the inevitable, which would be so much easier.

[00:26:01] Maybe a simpler person would be okay with curling into a ball and hiding in the broom

[00:26:05] closet, but we are not that type of person, are we? We may be the last human alive, but we are not

[00:26:12] going down without a fight. So gear up, Wildlanders. Strap on your body armor, secure your helmets,

[00:26:20] and make sure that pistol you're carrying is locked and loaded. If we're fated to die alone

[00:26:27] on this moon, we're going to make sure we do it with a bloody smile on our face

[00:26:31] and a trigger finger that gets plenty of use. One of the best things about video games today

[00:27:33] in 2024 is how there are thousands upon thousands of games that have been made up to this point.

[00:27:41] And while not all of them are readily available, a good chunk of them are still accessible

[00:27:46] whether that's through physical means or digitally. And these games encompass so many

[00:27:52] amazing genres and ideas. And a lot of those games are thanks to not just the major triple A

[00:27:58] developers like Sony, Square Enix, Ubisoft or Nintendo, but a bunch of independent studios

[00:28:05] that are making even more unique experiences. Developers like Supergiant Games that brought

[00:28:11] us gems like Bastion, Transistor and Hades. Or developers like Hazel Light Studios that

[00:28:17] brought us Brothers, A Tale of Two Sons. It takes two and a way out. There are so many

[00:28:24] amazing ideas and concepts today that there is quite literally something for everyone.

[00:28:31] Hell when you take a moment and step back and look at it all, it really makes me proud of our

[00:28:36] fellow humans. Lots of people put countless hours of work and piles of creative energy into an

[00:28:44] idea that we get to see come to life and that others can enjoy. It always makes me smile

[00:28:50] thinking about that and I absolutely mean that. However, back in the early days, we didn't have it

[00:28:57] quite like we do today. In the early 1990s while video games were certainly popular and

[00:29:03] somewhat plentiful, developers were still experimenting and working through unique ideas

[00:29:08] that hadn't quite seen the light of day yet. The world at large seemed to know video games existed

[00:29:15] and they seemed fun enough, but what would bring it all to the next level? And another question

[00:29:22] being was the world ready for it? I've mentioned my own video game upbringing here

[00:29:29] and there over several episodes now. I mainly grew up a Nintendo kid going from the original

[00:29:35] NES to the Super Nintendo but ultimately transitioning to the Sony PlayStation where it was then that I

[00:29:42] truly embraced the concept of quote-unquote being a gamer. But between it all, I did dabble in some

[00:29:51] early bouts of PC gaming. My stepdad got us a Packard Bell computer at some point around 1994

[00:30:00] if I'm remembering my dates right and it was a sight to behold let me tell you.

[00:30:07] The one thing I remember most about it was the set of games on several CDs. Or maybe there are

[00:30:14] floppy disks, anyway. The main game was called Knowledge Adventure and within it there were

[00:30:21] smaller games like Undersea Adventure, KidZoo, Body Adventure, and 3D Dinosaur Adventure.

[00:30:29] These games used a lot of full motion video along with some pretty cool 3D effects for the time.

[00:30:37] Please tell me at least one person listening to this right now is nodding their head and you

[00:30:42] know exactly what I'm talking about. These games aren't anything to write home about or

[00:30:47] anything today, but man I would spend hours upon hours going from game to game.

[00:30:53] Eventually though my stepdad did get more games for the PC. One game that I played a ton of was

[00:31:01] a game called Strike Commander. This game was a flight combat simulator, but it came equipped

[00:31:08] with voice acted story segments and it had some basic forms of character choice that decided

[00:31:14] what missions you tackle in relation to the narrative. I'm sure it was my love for the

[00:31:21] movie Top Gun, but I loved flying in a fighter jet and dog fighting bad guys.

[00:31:27] I had absolutely no idea what the hell the story was supposed to be about, but I had a blast nonetheless.

[00:31:34] Eventually though my stepdad put Wolfenstein 3D on the computer and that game changed everything.

[00:31:42] There was no game quite like it at the time. Released in 1992, Wolfenstein 3D was a first

[00:31:49] person shooter where you're laying waste to Nazi scum in an attempt to escape castle Wolfenstein

[00:31:55] where you're being held prisoner. I often hear this game referred to as the grandfather of 3D

[00:32:03] first person shooters and I believe that is 100% accurate. Wolfenstein 3D's premise was pretty

[00:32:10] simple. Find the end of the level by taking out as many enemies as you can and maybe find

[00:32:15] some treasure along the way to pad your score. It was the beginning of a game genre that would only

[00:32:22] get better and better with time and talent. Anytime I could sneak onto the computer at home, I would

[00:32:28] fire up Wolfenstein and work my way through it. I was in awe of the presentation, the sound design

[00:32:36] and fast paced nature of it all. My best friend growing up had this game on his computer as

[00:32:42] well and we would spend hours upon hours mowing down Nazis together. I can even hear the sounds of

[00:32:49] this game in my sleep today. That will never not be satisfying. Soon though, my stepdad got a hold

[00:33:09] of Doom and the amount of time he spent on the computer quadrupled from that point forward.

[00:33:16] While Doom was pretty violent, bloody and had the occasional bit of demonic imagery sprinkled in here

[00:33:21] and there, I honestly remember being captivated just by the visuals in general and the sound design.

[00:33:29] The game was so much smoother than Wolfenstein or anything that I have played up to that point.

[00:33:35] The sounds of gunfire and the growls of the enemies were music to my ears, but what really caught my

[00:33:42] attention was how the levels had verticality. Wolfenstein levels were all done on a flat plane.

[00:33:50] You couldn't climb up or climb down, which is fine. It really wasn't anything that I

[00:33:55] thought I wanted or needed at that point. But I still remember the very first level

[00:34:01] of Doom and how, as soon as the level starts, your eyes immediately go to the center of the room.

[00:34:09] There's a small blue area of the floor and a few steps on the left that led down to it.

[00:34:16] That alone was cool, but then you take a left out of the room that you start in

[00:34:22] and you're faced with a set of actual stairs. Very basic stuff by today's standards,

[00:34:29] but holy shit was the concept of climbing stairs in a computer game something else back then.

[00:34:36] Programmers John Carmack and John Romero and the rest of the team at id Software

[00:34:42] masterfully constructed this game, and it became the basis for many great things to come.

[00:34:48] And while I'll probably touch on some of that as we go along today,

[00:34:52] there was one thing I kept wondering to myself as I was thinking about diving back into Doom

[00:34:57] for the podcast. Was Doom still fun to play today? Or did this game solely exist to elevate

[00:35:07] other games in this genre and nothing more? Does the fast-paced yet simplistic approach hold up

[00:35:14] today? Or is this game a relic of the past? Well my friends, I've spent a decent amount

[00:35:20] of time with Doom over the past few weeks and I have thoughts.

[00:35:25] Now, I ended up playing Doom two ways. First, I immediately downloaded it off Steam and played

[00:35:32] it all the way through on my PC. Second, I downloaded it on my Nintendo Switch and played

[00:35:38] it over there. I wanted to have an authentic PC experience when playing this game again,

[00:35:44] but I also wanted to see how things were changed up when playing it on console,

[00:35:49] both in the Switch's handheld mode and when docked using the Switch's pro controller.

[00:35:55] I'll touch on some of the subtle differences, but overall, the experience was solid both ways.

[00:36:03] So that said, let's get into this shall we? First things first, let's power up our PC.

[00:36:10] Huh, while I was preparing this script, I was actually wondering what version of Windows we had

[00:36:18] on our old Packard Bell at the time. Doom was originally released for the MS-DOS operating

[00:36:24] system, but I think we had a Windows version? Or maybe we just launched MS-DOS as an

[00:36:30] operating system separately? I can't really remember, but as I think about it,

[00:36:36] I think we had Windows 3.1 as our main operating system.

[00:36:44] Remember that sound? If it wasn't Windows 3.1, maybe it was Windows NT?

[00:37:00] No, I don't think so. At least to me, that chime does not sound familiar.

[00:37:06] I know, I'll bet it was Windows 95.

[00:37:14] Yeah, I have no idea, but let's just run with this gem of an operating system for the

[00:37:18] sake of imagination. Now, I want to make something abundantly clear before we move forward.

[00:37:26] While I certainly know my way around a computer these days, I am not an expert.

[00:37:31] I can't remember the specifics as to how I accessed Doom back in the day, and nowadays

[00:37:36] I would not consider myself a PC gamer in any capacity. So if I misquote something, use

[00:37:42] a wrong term or otherwise sound like an idiot when calling out how this game ran on PC back then,

[00:37:47] or now, you continuing to listen to this podcast waves your right to call me out or complain.

[00:37:55] Sound good? Good. When we do boot the game up, however we decide to, we are met with the game's

[00:38:02] title screen. At the top of the screen we see the iconic Doom logo in its blue, yellow, and

[00:38:18] orange-ish glory. Surrounded by literal demons of hell is our protagonist, the nameless space

[00:38:25] marine that fans of Doom have affectionately called Doom Guy. His eyes are visible from behind his helmet,

[00:38:33] and they relay a sense of determination mixed with a little bit of fear. It's a pretty bad

[00:38:39] ass title screen to be sure, and perfectly sets the stage for what's to come.

[00:38:44] Once we press a key on our keyboard or a button on our switch if you're playing along with a

[00:38:49] different console, we're taken to the main menu. Now the main menu options have certainly evolved

[00:38:57] over time. Back in the day though they were pretty simple. You had an option to start a new game,

[00:39:03] load an existing game, an options menu to tweak some settings, and a readme file that had

[00:39:10] some instructions on how to play the game as well as how to get your hands on additional episodes of

[00:39:15] the game. Originally when Doom was made available, the developers marketed the game using the

[00:39:22] shareware model. All told, the game had three episodes with several levels in each episode.

[00:39:30] The first episode was free to play, but to unlock the rest of the episodes and get the

[00:39:35] full experience, players would have to pay cold hard cash for that. The method is still around

[00:39:43] today in a roundabout way, though we don't really call it shareware anymore. It's not the best

[00:39:50] example, but the one game that comes to mind right away for me is Life is Strange, the episodic

[00:39:56] adventure game developed by Don't Nod Entertainment. I don't think it was this way in the very

[00:40:02] beginning, but I do know the first of its five episodes is available on Steam for free. It's a

[00:40:09] great way to start the game and if you want more you pony up the dough. That was the shareware model

[00:40:16] in a nutshell and it was widely successful. According to the interwebs, Doom ended up

[00:40:23] selling 3.5 million copies by 1999 and that to me is pretty damn impressive.

[00:40:31] Anyway, back to the menu options. Today's menu options are a bit different. First you can select

[00:40:38] single player for the traditional experience. Next there's a local multiplayer option. I didn't

[00:40:44] really dabble at all with the local multiplayer option, but I did mess around with it a little

[00:40:49] bit on the Switch. You can either take on the missions from each episode with up to three friends,

[00:40:55] which I think would be one hell of a time, or you can jump into a game of deathmatch where

[00:41:00] everyone is out to murder each other. And now that I think about it, I can't think of a

[00:41:05] better couch co-op experience. From what I remember, multiplayer like this was available

[00:41:12] back in the day, but I couldn't tell you a damn thing about it though. But I will say

[00:41:17] what I did test out on the Switch on my own makes me think playing multiplayer Doom today

[00:41:23] is still a fun time and I could see having a blast with some friends with this one.

[00:41:29] The last two options are pretty unique, but nothing I really messed with.

[00:41:33] In 2009, Xenomax Media, the parent company of Bethesda, ended up acquiring id Software

[00:41:41] and went on to publish future games for the series. So, on our menu here, we can see an option to

[00:41:48] access Bethesda.net as well as an option for add-ons. Now I don't want to get too far off track,

[00:41:56] but I did want to call out these add-ons really quick. From what I understand, there are several

[00:42:01] add-ons that you can attach to Doom that will add new levels and completely enhance or

[00:42:08] possibly alter the experience even further. One such add-on is called Sigil, which was created by

[00:42:16] one of Doom's original programmers John Romero. Sigil 2 was just recently released,

[00:42:23] which added even more content on Doom's 30th anniversary, which took place on December 10th,

[00:42:29] 2023. This game is still going strong today and I haven't even talked about the modding

[00:42:36] yet. I'm hoping I can devote some time to exploring some of these add-ons one day, but for now,

[00:42:43] we have plenty of game already in front of us and we're already past due jumping into this experience.

[00:42:50] Let's select single player and get rolling. From here, we can now select new game,

[00:42:57] load game, or we have the option for a level select. I don't remember if this option was

[00:43:03] available on the original release of Doom at launch, but the level select is an awesome feature.

[00:43:10] Each level has a bunch of secrets and multiple paths, and I can see this option getting some use

[00:43:15] if you really wanted to master a particular level. In our case, we're going to start from

[00:43:21] the very beginning, so let's select a new game. Next up, we need to select what episode

[00:43:27] that we want to play. The very first one, which was the free-to-play episode back in the

[00:43:32] day, is called Knee Deep in the Dead. The Shores of Hell and Inferno are episodes that you had to

[00:43:40] pay for in order to get access to them, but pretty much any modern version of Doom today will have

[00:43:46] these episodes included. There's also a fourth episode called Thy Flesh Consumed. In 1995,

[00:43:55] a version of Doom called Ultimate Doom was released and it contained this fourth episode.

[00:44:00] For us, though, we're going to start where it all began by selecting Knee Deep in the Dead.

[00:44:09] Awesome, we're almost there, but before we get into it, we have one more choice we need to make.

[00:44:15] We need to select the level of difficulty. Hurt Me Plenty is what I would consider

[00:44:22] the game's normal mode. If you go to easier modes like, hey, not too rough, or the easiest mode called,

[00:44:30] I'm too young to die, you'll see less monsters and you'll take less damage.

[00:44:37] Now if you really want to challenge, the ultra-violence difficulty increases the amount of

[00:44:42] monsters in a level and those monsters start to hit much harder. But maybe you're a psychopath

[00:44:49] and you get your jollies by playing our video games. The nightmare difficulty would be perfect for you.

[00:44:57] This difficulty includes more enemies who deal much more damage, who move much faster,

[00:45:04] and who frequently respawn after you kill them. I remember trying this difficulty as a kid

[00:45:11] and I swear, I was getting damaged by invisible enemies or something. It was absolutely brutal.

[00:45:20] In my opinion though, while I absolutely respect anyone who plays their game on easier

[00:45:26] difficulties, I really think this game is meant to be played at the standard level of difficulty,

[00:45:32] Hurt Me Plenty. It's a solid challenge and not too overwhelming.

[00:45:38] So, with that, let's select Hurt Me Plenty with Gritted Teeth and get ready for action.

[00:45:55] Oh man, there's plenty of awesome music tracks out there from both retro games and

[00:46:01] even modern games today, but name one track that gets you pumped up quicker than this one,

[00:46:08] At Dooms Gate. I'm sure some come close, but anytime I jump into this first level and this track

[00:46:15] comes on, I am immediately ready to kick some demon ass. When the game begins, we are immediately

[00:46:23] thrown in. There's no story text to explain what's going on or why we're here. All we know

[00:46:29] is we are alone, we have a handgun clutched in our fist, and there's the mutilated body of

[00:46:35] something just a few feet in front of us on the floor. Whatever caused that to happen is probably

[00:46:42] still around, but we've no time to worry about it. Our goal here, which will be the same as every

[00:46:49] level, is to find our way to the level's exit, plain and simple. Standing in our way will be

[00:46:56] several enemies as well as some locked doors and the occasional environmental hazard.

[00:47:02] Now before we get moving, let's take a look at our heads-up display, which is at the bottom of

[00:47:06] our screen. In the center we have the face of our hero, Doomguy. Just like in Wolfenstein, our hero's

[00:47:14] face is displayed and will gradually change as we take more damage. It's probably one of my

[00:47:21] favorite little touches. To the left we have our ammo counts. This is the amount of ammunition

[00:47:29] that we have in the weapon that we're currently holding in our hand. One of the best, yet somewhat

[00:47:34] unrealistic things about Doom, is the fact that we don't need to stop and reload our weapons when

[00:47:40] our magazines run dry. We start with 50 bullets and we can put all 50 through our handgun without

[00:47:47] pause if we really want it. And not to scare you or anything, but sometimes we may have to.

[00:47:53] While I appreciate the reload animations of some modern games, the lack of reloading in general

[00:48:00] just means we can concentrate on what we came here to do. Next to our ammo is our health,

[00:48:07] displayed in a percentage. This is fairly self-explanatory as we take damage that

[00:48:13] number will go down. Once it reaches zero, we're dead and we'll have to start the level

[00:48:18] all over again. To the right of our health is a section of the HUD called Arms. There are six

[00:48:26] unique firearms that we can collect in this game and as we collect them, the corresponding number

[00:48:32] will highlight. On PC, you can press a number on your keyboard to automatically switch to that weapon.

[00:48:40] On my Switch, I had to use the shoulder buttons and cycle through what weapons I had

[00:48:44] available to me. Either way, it's a nice way to keep track of what instruments of death that we have

[00:48:50] on hand. Moving to the right, we have an armor percentage. While we start off at zero percent,

[00:48:58] we can and we will find armor upgrades littered throughout the levels. The higher our armor

[00:49:05] percentage is, the less damage that will take from enemies. The caveat being, as we take

[00:49:12] damage, our armor will also decrease so we need to be mindful of that. Finally, we have an ammo

[00:49:19] counter all the way to the right of our HUD. While there is a backpack item that will increase how

[00:49:26] much ammo that we can carry, we are limited to only being able to carry so much. Starting out,

[00:49:32] those limits are 200 bullets, 50 shotgun shells, 50 rockets and 300 plasma cells.

[00:49:41] All we have right now is our 50 bullets, but not to worry, there will be plenty of firepower to

[00:49:47] procure as we go. Alright, that's pretty much the basics. We've got our bearings,

[00:49:54] our weapon is drawn, let's get going. Now controlling your character in Doom is obviously

[00:50:00] different depending on whether you're on PC, console, potato, pregnancy test or whatever it

[00:50:06] is that you're using to play Doom. I am primarily a console gamer, so going back to PC controls took

[00:50:14] me a hot minute to get used to. To move forward, backwards, left or right, you'll be pressing

[00:50:20] the W, A, S and D keys on your keyboard. I thought when I originally played Doom back in the day,

[00:50:28] that movement was relegated to your arrow keys, but I can't really remember if that was true

[00:50:33] or not. Anyway, using your mouse, you can change what direction you're facing.

[00:50:39] Even though there's some verticality to Doom's levels, you cannot look up or down, and honestly,

[00:50:45] that is fine by me. We can still shoot in those directions when the time comes,

[00:50:50] and that's really all that matters. While the PC controls aren't all that complicated,

[00:50:56] I still prefer console controls and think Doom has been made to work on console exceptionally

[00:51:02] well. I had a blast using either control scheme, so just for the sake of being a purist, we'll stick

[00:51:09] to the PC controls here. The area that we're in is your classic industrial looking interior.

[00:51:16] While these were 1993 graphics, the wall textures and graphical presentation overall

[00:51:23] still holds up today, and really sets the gritty tone for things to come.

[00:51:28] Now, I don't know about anyone listening who's ever played Doom before, but I always start off

[00:51:33] the first level by hanging a left from the starting point. When we do look left, we can

[00:51:38] see into a room that has the game's first instance of verticality, and that is in the

[00:51:45] form of a set of stairs. As we walk over to them, we'll automatically ascend them, and

[00:51:51] we'll come face to face with our very first items in the game. On the floor, we'll find a helmet.

[00:51:59] Walking over it, we'll have our character automatically pick it up and when we do,

[00:52:04] we'll notice our armor will increase by a whopping 1%.

[00:52:09] The armor bonus may not seem like much, but every advantage we can get is going to matter.

[00:52:16] Levels are going to be littered with armor bonuses and health bonuses too,

[00:52:20] so keep your eyes on the ground. There's two more armor pickups in front of us as a matter of fact,

[00:52:26] so let's grab those. I always wondered if Doomguy just put multiple helmets on his head when we

[00:52:32] collected these bonuses. Was it just me? Tell me somebody else had that mental image too.

[00:52:40] Anyway, further in front of us, we'll find a much more valuable item.

[00:52:45] On a pedestal, like it was set there for us to find, we'll see green body armor.

[00:52:52] Grabbing this will increase our armor to 100% and put us in a pretty good spot to start off,

[00:52:58] so let's strap that puppy on. Nice, looking good, Marine.

[00:53:04] Now as we make our way back, there are several health bonus items around the staircase that

[00:53:09] we can pick up to increase our health a few percentage points, as well as a couple more

[00:53:14] armor bonuses. Let's grab those really quick before moving on.

[00:53:20] Awesome, we're good to go. There is a secret switch in this area that we can flip to open

[00:53:26] up a secret area, but I'll let you discover that one on your own.

[00:53:32] There are secret switches and movable walls that will contain hidden areas and items at

[00:53:37] all levels, and half the fun is trying to discover those. Pressing the space bar on your keyboard

[00:53:44] is more or less your action button. You can use this to open up doors and flip switches.

[00:53:50] If you do this against a wall, you can hear Doomguy grunt as he tries to push on it or

[00:53:55] interact with the thing that's in front of him. If you were anything like I was when I was a

[00:54:01] kid, I was dragging my face along every wall trying to find false walls and secrets.

[00:54:11] You would have to get used to hearing Doomguy strain himself constantly.

[00:54:18] Anyhow, as we go back into the room that we started in, let's hang a left down the hallway.

[00:54:25] As we get to the end of that hallway, we're met with a large metal door.

[00:54:29] When we press our face against the door and hit the space bar, it'll open the door if it's not

[00:54:34] locked. This door certainly is not locked, so let's open it up and proceed onwards.

[00:54:43] Even that noise gives me the nostalgic tingles. I feel like that door sound is used in all sorts

[00:54:49] of media even today, and it all started with Doom. Once the door opens, we're greeted with a

[00:54:57] wide open room. There's computer monitors to the left and to the right of us, but what we see in

[00:55:03] the center is what should grab our attention. In a small area in front of us, we spot two threats.

[00:55:12] Two humans who clearly look like they used to be part of your military outfit start making

[00:55:17] their way towards you. These enemies are called zombie men or former humans. These guys are

[00:55:26] either the zombified remains of your former brothers and arms or they're actively possessed by whatever

[00:55:32] evil is running amok. While these guys may have been your friends in a former life, all they want to

[00:55:38] do now is see you dead. But we are not going to let that happen. Firing at these guys is as easy

[00:55:47] as pointing your weapon in their direction and pulling the trigger, or more accurately pressing

[00:55:52] the left mouse button. Let's get to work and mow these demons down. Nice. This demon will be the

[00:56:03] first to fall to our fury of bullets. Former humans like this will fire on us, and we need to make

[00:56:10] sure that we're constantly moving so we can try and avoid taking damage. The other demon in

[00:56:16] this area is pretty close to us now and he opens fire on us. Crap, looks like we took a

[00:56:25] round of the chest there. When we take damage, the screen will flash red and our health will

[00:56:31] decrease. The face of Doomguy on our HUD even grimaces with the pain. Our armor did a good

[00:56:38] job of lessening the blow a bit, but let's not give this guy the chance to injure us more.

[00:56:44] Let's fire back and take him out.

[00:56:50] Well done, soldier. When human enemies are taken out, they tend to drop ammo at their feet,

[00:56:57] so make sure you walk over their bloody corpses just in case.

[00:57:02] There we go. A few more bullets to add to our pile. Always be on the lookout for more ammo

[00:57:08] lying around, especially from the enemies you've dispatched. You do not want to be caught in a

[00:57:14] firefight and have to only rely on your bare fist to get out of it. Trust me, I have been there,

[00:57:20] it is not fun. Shooting at enemies in Doom is pretty intuitive for what it is.

[00:57:27] It's literally a point and shoot sort of system, and while I don't really understand

[00:57:32] the coding behind the scenes, bullets tend to hit their mark even if you aren't 100% zeroed in right

[00:57:39] at your target. Modern games now give you the ability to aim down sights and when hip firing,

[00:57:45] you're given an area on screen your bullets will sort of spray into, but Doom does firearms

[00:57:51] combat very well. You can put the focus on movement instead of having to worry about

[00:57:57] whether or not your shots are going to hit their mark. Speaking of the intuitiveness of shooting

[00:58:03] things, the next room is the perfect showcase for how shooting an enemy on a higher plane works.

[00:58:10] After we search the immediate area for more items, we move into what I like to call the

[00:58:16] zigzag room. The path in front of us sort of zigzags to the left and then to the right,

[00:58:22] or was it to the right or to the left? Anyway, the floor on either side of the room is filled with a

[00:58:27] green biohazardous liquid. We'll see much more of this green liquid as we move throughout Doom,

[00:58:33] but the long and short of it is, you can step on it, but you will take environmental damage

[00:58:38] over time and it will kill you if you let it. That said, let's do our best to avoid the

[00:58:44] green goo. We have more important threats to worry about in this room. Right in front of us

[00:58:50] is another former comrade that needs put down. There you go, you're not messing around now are you?

[00:59:01] Now there's an enemy further down the path that's pretty far away, but we can still hit them from here.

[00:59:08] I have to say by the way, I did enjoy aiming using a mouse. It felt very precise and quite

[00:59:14] fluid. See what I mean? Now there's one more new threat in the room. On our left, up high on a ledge,

[00:59:27] is an actual demon staring at us. This brown, humanoid demon is called an imp and what makes

[00:59:35] him dangerous is his razor sharp claws. The nice thing about where the imp is right now is

[00:59:41] that there's absolutely no danger of it ripping us apart with its claws. However, the imp does have

[00:59:48] one other way to attack us. It can summon and throw fireballs at us. Because the imp is so far away

[00:59:58] though we have plenty of time to strafe out of the way. But how do we shoot something so high up

[01:00:04] when we as the player cannot look off? Simple, just point your weapon in the direction of the

[01:00:10] imp and the bullets you fire will fly upwards and find their mark. See how easy that was?

[01:00:19] With the room clear, it's time to keep moving. Be sure to grab any ammo dropped by the two

[01:00:25] chaps that you dispatched and you'll definitely want to grab the shotgun shells on the floor

[01:00:29] heading towards the next room. There's one more room that we need to clear out and then

[01:00:35] we'll be at the end of the level. Let's move through the last big metal door in our way.

[01:00:44] Uh oh. Right in front of us is one of those imps that we just took out in the room behind us,

[01:00:49] except now he's on the same plane as us. Even this close the imp has no problems

[01:00:56] slinging fireballs at us in this narrow corridor so it's gonna be hard to sidestep these.

[01:01:05] Damn took one right on the chin. Well what are you waiting for? Pump this demon full of lead already.

[01:01:16] Shit he can sure take some punishment. He's getting closer so we need to use our mobility

[01:01:21] and reposition ourselves. Just watch that it doesn't swipe at us when we move past.

[01:01:27] Ah damn it. It would certainly help if we had a bigger weapon on hand or some other way to take

[01:01:35] this creature down. Aha do you see the gray drum in the middle of the hallway? The one that has

[01:01:43] what looks like the same green biohazard material in the room that we were just in?

[01:01:48] We can use that and even the odds considerably. Gray barrels like these are explosive and

[01:01:56] if we put enough bullets into them they'll explode and do some serious damage to anything caught in the

[01:02:01] blast. Let's use this to take out the imp. Whoa make sure you back up there champ. If we're too

[01:02:10] close to the barrel when it explodes we will also take massive damage and...

[01:02:18] Son of a bitch. Well we took out the imp but we also took ourselves out in the process.

[01:02:25] Since we didn't really think to save our game anywhere during the level now we have to

[01:02:29] start it all over from the beginning. It seems like such a dumb way to die but I remember that

[01:02:38] being exactly how I died when I played Doom for the very first time. I remember seeing my stepdad

[01:02:44] play and use that barrel as a way to take out enemies but for some reason it never donned on me

[01:02:49] that the explosion could potentially take me out too. But I was undeterred and immediately went back

[01:02:56] in for another go. Everything about the opening level told me exactly what I needed to know about

[01:03:03] the experience I was about to have. The graphical presentation set the stage beautifully and in

[01:03:09] that last room we were in there were some amazing lighting effects that were amazing back then

[01:03:15] that we absolutely take for granted nowadays. Even though the lights were just flickering

[01:03:22] anything in the dark areas were actually darker and harder to see. There are some levels that use

[01:03:28] lighting to great effect and it creates some amazing tense moments when you hear your enemies

[01:03:34] but you can't quite see where they are. The sound design was on another level and whenever I

[01:03:42] would hear the growl or roar of a monster I would find myself turning my actual head in the direction

[01:03:49] of those sounds. The presentation allowed you to get fully immersed in this world and I cannot

[01:03:55] count how many times I would play this game with the lights off and the speakers cranked to near

[01:04:00] max level. When you complete a level in Doom you're taken to the result screen.

[01:04:07] You're shown the area that you're in as well as several structures which serve as the levels

[01:04:13] themselves. We started off our journey in the hangar area. On screen the game would tally what

[01:04:21] percentage of all enemies in the level that we killed, a percentage of all the items that

[01:04:29] we picked up, and a percentage of how many secrets we discovered in the level.

[01:04:39] At the bottom of the screen were shown how much time we took to complete a level and a par time

[01:04:45] for the level. Apparently the par time for the first level was only 30 seconds.

[01:04:51] Do-able if you know what you're doing but I highly doubt you will get 100% in all areas

[01:04:56] and hit the par time. Still these results always found a way to push me to see if I could get 100%

[01:05:05] level completion. Personally I always strived for a 100% kill ratio but it was fun at times to try

[01:05:13] and pick up everything that I could find and see if I could locate all the level secrets.

[01:05:19] Once everything is tallied the game shows us the next place that we're going.

[01:05:23] And in our case now we are heading to the nuclear plant.

[01:05:31] While the first level of the game is a nice and perfect way to get your feet wet,

[01:05:36] mission 2 is where I feel the game truly begins. The music here is much more reserved than the

[01:05:43] last level and it creates a bit more of a tense atmosphere. I find that I slow down a little

[01:05:51] level and take my time. A new game mechanic is introduced in this level as well and that

[01:05:56] is the key card system. Some doors are going to be locked with either a blue, red or yellow

[01:06:03] key card and the only way you're going to find the exit to the level you're in is finding the

[01:06:07] right key card which opens the right way forward. As we continue to play through levels we'll

[01:06:13] notice that the sheer size and scope of the levels increase as well. The first level got

[01:06:19] you comfortable moving around and pulling the trigger but now the real fight begins.

[01:06:25] Now while you could find one in the first level if you open the right secret passage,

[01:06:30] the nuclear plant is home to arguably the best weapon in the entire game.

[01:06:36] Well maybe not the best weapon but it is absolutely my favorite.

[01:06:41] And that weapon is Doom's iconic Pump Action Shotgun.

[01:06:45] Once you pick up one of these bad boys, everything changes.

[01:06:51] Even Doomguy knows how awesome the shotgun is because as soon as you pick one up for the first

[01:06:56] time his stoic image at the bottom of the screen turns into a sadistic grin.

[01:07:03] While the shotgun fires slow it packs a serious punch. Most of your basic enemies

[01:07:09] and even some imps can go down with just one close up shot.

[01:07:14] And let me tell you, there aren't many things more gratifying than clearing a room out one shotgun

[01:07:21] blast at a time. See what I mean? I'm sure at least one of you listening has at least

[01:07:33] a half a smile on your face. Actually you know what I take that back. You know what is

[01:07:39] better? Getting to use an explosive barrel properly and watching several enemies just

[01:07:45] dissolve into piles of flesh and bone. This level has several instances where you can

[01:07:51] pull this off and man does it make me smile every time.

[01:07:59] That never gets old. A lot of what made and still makes Doom so enjoyable to play

[01:08:06] is wandering around each level and exploring. Other than finding health items to keep you alive

[01:08:12] and ammo to keep your weapons fed, the real rewards come in finding new weapons to add to

[01:08:17] your arsenal. I think we all have our preferred weapons or at least our favorites. I do love

[01:08:24] the shotgun personally, it just sounds awesome and for some reason it actually has pretty

[01:08:29] decent damage at long range too. But the next weapon most players are probably going to come

[01:08:36] across is the chain gun. Much like the chain gun in Wolfenstein 3D, this monster spits out

[01:08:44] bullets at a rapid fire pace. Oh yeah definitely grab a towel off the rack over there if you

[01:08:57] need one. What I find most useful about the chain gun is how it seems to stun lock

[01:09:03] enemies in place while you pump them full lead. It's almost like they're shifting between

[01:09:08] sprite animations back and forth causing them to stay in one place. The instruction manual

[01:09:14] actually calls this the quote unquote chain gun cha cha and it is 100% accurate. It can be easy

[01:09:21] to blow all your bullets using the chain gun though but you cannot beat the stopping power.

[01:09:28] As long as I had bullets to use, I would use this over my starter pistol nearly every single time.

[01:09:35] The rocket launcher is a great addition to any game and it's certainly a great addition to Doom.

[01:09:41] While my personal favorite gaming rocket launcher is the one from the original Resident Evil,

[01:09:46] Doom's rocket launcher is no slouch either. Rockets never seem to be very plentiful in

[01:09:52] this game but they do pack a punch. A blast from one of these will kill most rank and file

[01:09:58] enemies outright and seriously injure some of the bigger bads. Like any rocket propelled

[01:10:04] explosive ordinance, rockets explode on impact and damage anything around them.

[01:10:12] It's hard to gauge the blast radius but I can promise, as soon as you accidentally kill

[01:10:17] yourself with one of these, you will learn. I never used the rocket launcher unless there was a bunch

[01:10:23] of enemies together and I could guarantee I'd hit the crowd. There is nothing like turning a mob of

[01:10:30] demons into paste. Oh that's the stuff. If I'm not using the rocket launcher against a mob of

[01:10:41] lesser enemies it's certainly a great weapon to use against the bigger enemies so don't count

[01:10:46] out the rocket launcher, just make sure you're not standing too close. Doom also featured some

[01:10:53] futuristic weaponry that the player could find. Probably the most useful and relatively easier

[01:11:00] one to use was the plasma rifle. I don't know if this weapon was lying around somewhere in any

[01:11:06] of the first episode levels but I did start seeing this weapon when I jumped into Episode 2,

[01:11:11] The Shores of Hell. This wonderful killing instrument fires plasma energy at your enemies and the

[01:11:18] plasma keeps flowing until you let off the trigger. Once you do, there is a moment of recoil before you

[01:11:25] can fire again but this beauty is perfect for laying waste to clusters of enemies or even

[01:11:31] keeping some of the bigger baddies at bay. The problem here is plasma cells don't seem to be

[01:11:38] very plentiful so I kept this gun in reserve and only really brought it out when shit hit the fan.

[01:11:44] Plus there's one last weapon that used plasma cells and I would try to save up as many as I

[01:11:50] could if I wanted to use this beast. That's right, I'm talking about the BFG-9000.

[01:11:59] I believe the BFG, according to the game's story, stands for Bio Force Gun.

[01:12:06] But that sounds boring, we all know what the BFG stands for.

[01:12:11] No no no, not big fricking gun and no not big fancy gun. It's big fucking gun and this beast

[01:12:20] absolutely deserves the name. Using 40 plasma cells each time you fire it,

[01:12:27] the BFG pumps out a huge green ball of plasma that will kill almost everything on impact that

[01:12:34] isn't a boss monster and it will do considerable splash damage to anything around the impact site.

[01:12:42] The best part about this weapon though is that the splash damage that I just mentioned

[01:12:46] does not harm the player which dramatically increases its usefulness.

[01:12:52] There is a pretty big delay between pulling the trigger and the weapon actually firing so it

[01:12:57] does take some getting used to in practice. While I can make arguments about the versatility

[01:13:03] of other weapons compared to the BFG, it is still the best weapon when you want to redecorate a room

[01:13:09] with the entrails of your enemies. Ah that looks nice, I do enjoy that particular shade of red.

[01:13:21] When I finished playing through enough of Doom to where I was satisfied enough to start

[01:13:25] preparing this podcast episode, I found myself continuing to go back and play it every now

[01:13:30] and then. Sometimes I would jump into a specific level to see if I could find more secrets or

[01:13:35] sometimes I tossed in a cheat code to see if I could spend a few minutes vaporizing everything

[01:13:40] with the best weapons. I cannot think of a time where I was not having fun playing Doom.

[01:13:48] While looking for secrets did start to wear on me a little bit, since there's really only so

[01:13:53] much rubbing my face on a wall and hitting the spacebar that I could handle in one sitting,

[01:13:57] I enjoyed playing this game. I was fascinated to learn about the game's development as I

[01:14:03] went too. While I used to make websites in past life, I didn't really have an appreciation for

[01:14:10] what went into the development of a game like this and why it was so significant.

[01:14:16] However Jay from the Waffling Tatlers podcast summed this all up perfectly and I wanted

[01:14:21] to quote a tweet that he had sent me a few weeks back. Jay had said,

[01:14:26] I always tell people this, but the thing that I love about Doom is John Carmack's amazing code.

[01:14:34] The reason it runs on pretty much anything is because he took the time to really think about

[01:14:40] the design of the code and applied software engineering processes when writing the code base.

[01:14:46] He was using techniques that weren't standardized in the dev industry until the year 2000.

[01:14:52] And because he did that, and most game devs don't, hoarding it to a new system is a doodle.

[01:14:59] You twiddle a few lines of code and voila! There's a reason why he's one of my

[01:15:05] software engineering heroes and Doom is it. Dude really is a grand high wizard

[01:15:12] and all the other names that Civvie calls him.

[01:15:16] Well said Jay and even when I talk to others they gush over the techniques used and

[01:15:21] how revolutionary the development process was for this game.

[01:15:25] Wolfenstein 3D was a great game in its own right, but Doom started pressing the envelope in terms of

[01:15:31] game environments, incorporating things like verticality and even angled walls.

[01:15:37] Not only was this game coded masterfully, I think I was more impressed with the character

[01:15:42] and enemy designs in the game. I had read that clay molds were created for the enemies

[01:15:49] and that those were scanned into the game, which is why they look so badass even on a 2D plane.

[01:15:55] A Hollywood monster maker was even brought in to help with some of the designs.

[01:16:01] The presentation on the outside and under the hood is still appealing today

[01:16:06] and very rarely do I find myself thinking about the fact that I was playing a 30 year old video

[01:16:12] game. During the actual gameplay experience itself I genuinely had a good time for the majority

[01:16:18] of the time that I sunk into Doom. While I don't play a ton of them, I am genuinely a first person

[01:16:25] shooter fan through and through. And while I'm sure this isn't true for all first person

[01:16:30] shooter campaigns out there, I feel like most of the modern ones nowadays are just glorified

[01:16:36] roller coaster rides. There's plenty of highs and lows when it comes to the storytelling

[01:16:42] and the action set pieces, but ultimately you're on rails. You have some dialogue to further the

[01:16:48] story, you make your way to an area, shoot bad guys and things like you're in a carnival shooting

[01:16:53] gallery, talk some more, move to the next area, maybe get blown out of a helicopter,

[01:16:59] participate in the next shooting gallery, you get the idea. And while I know not all first

[01:17:05] person shooters follow this formula, it just seems like all the more modern ones I play

[01:17:11] follow this formula. And I want to be clear though, I like this formula, I definitely enjoy the action

[01:17:17] set pieces and I don't mind standing in place and putting a couple bullets between the eyes of

[01:17:22] some enemies. But that said though, Doom was a nice change of pace from all of that.

[01:17:28] I enjoyed being tossed into a level with just the goal of reaching the end

[01:17:32] and I loved exploring a level and discovering things within it instead of just being led

[01:17:37] by the hand from place to place. There were no objective markers or waypoints. While there was

[01:17:44] a map that I could access in Doom at any time and it was certainly useful to see places that I had

[01:17:49] been yet, it was all on me to discover and I needed to find the way forward. I needed to

[01:17:56] find the key that opens the door or I needed to locate the passage that gets me into the next

[01:18:01] section of the level. All the while I had a blast hunting down enemies that I might have seen or heard

[01:18:09] and while there were times I would find myself stuck in some of the larger levels unsure of where

[01:18:14] I needed to go and what I might have missed, be it a keycard or a switch on the wall,

[01:18:19] it never really frustrated me. Well hold on, I take that back. Sometimes it was frustrating

[01:18:26] to hit a switch and hear something in the level open up and not know exactly what opened.

[01:18:32] Even more agitating is if the door was timed and I couldn't get to it fast enough or I didn't even

[01:18:38] know what opened so I didn't even know where the hell I needed to go. It's minor gripes in

[01:18:43] the grand scheme of things but that did sting a little bit. If this ever did happen to me,

[01:18:49] it was in the late game or where the levels were much larger. Once you put time into a

[01:18:55] level though it's just like anything else. You learn the layouts, you commit the secrets to memory

[01:19:00] and then from that point on you're golden. As we start to wrap it up I don't think I have much

[01:19:06] more to say when it comes to Doom. Whether you're a hardcore gamer, casual gamer or just someone

[01:19:13] who's been anywhere near the hobby, Doom is a game that undoubtedly holds meaning to you.

[01:19:20] It could be an appreciation for its development for instance. How a few talented people came together

[01:19:27] and found a way to not just make a video game and take it to the next level but find ways to set

[01:19:32] the standard in game design using techniques that even AAA developers aren't using today.

[01:19:39] I will say if that's something that tickles your pickle, Jay recommended a book called

[01:19:44] the Game Engine Black Book, Doom, which goes into detail around Doom's development and how the game

[01:19:51] engine works. From what I see it's a fairly technical but highly recommended read for anyone

[01:19:58] interested in that side of the industry. That's not a paid endorsement or anything,

[01:20:03] it's just more of an FYI. I may pick up a copy myself if for no other reason than to just

[01:20:08] keep learning. Another appreciation you might have for Doom is the constant community support.

[01:20:16] I am not one for modding the games I play mainly because I don't think I'm smart enough for that,

[01:20:21] but there's a large community who are still playing Doom and finding ways to inject new

[01:20:26] life into it. Just the other day actually I saw someone on Twitter talk about how they created

[01:20:33] a new lightning gun that they had developed that would zap enemies and other enemies around them.

[01:20:40] Between mods and the numerous add-ons already developed, there is plenty of content to go around.

[01:20:47] Maybe your appreciation for Doom is the fact that this game is still very playable today.

[01:20:53] I was talking to my stepson Landon the other day about Doom and he, a 16 year old and I,

[01:20:59] a 39 year old, were talking about how awesome this game was to play.

[01:21:04] There is no generational divide with this game and that speaks volumes. He plays a ton of first

[01:21:10] person shooters and multiplayer arena style games and the fact that he has fun with Doom today

[01:21:17] makes me smile. One of these days I'd love for the two of us to play cooperatively through

[01:21:22] the game together. That would be pretty awesome. But maybe your appreciation comes from a different

[01:21:29] place, say that of nostalgia. I've had people I know talk to me about how they would stay up for

[01:21:36] hours and hours playing through this game or how they would play with friends or siblings.

[01:21:42] How some would find ways to raise their own money or save up their allowance so they could

[01:21:47] have a hope of convincing their parents to get the other episodes of the game.

[01:21:53] Everything about this game invokes a memory, even from myself. From the games opening music to just

[01:22:00] the sound of picking up a shotgun, my mind goes back to when I was a kid and I had nothing

[01:22:05] to worry about other than making sure I did my chores so I could continue to game.

[01:22:10] I have some good memories playing video games with my stepdad growing up but as an only child,

[01:22:16] video games were my main companion. Thinking back, some of my favorite memories with this game

[01:22:23] were ones where I would settle into the desk chair, a blanket would be pulled over me,

[01:22:28] I would have a bowl of pretzels to my left and all I had for light was the glow of the

[01:22:33] computer monitor. I didn't know it at the time but I was incredibly lucky and

[01:22:39] blessed to be able to do the thing I was about to do.

[01:22:45] And when I booted up Doom to replay it for the podcast, a lot of warm memories flooded back

[01:22:50] for me. My parents getting our first computer, how my stepdad beamed with pride as he showed

[01:22:57] it off to our family and friends, how my mom would play mahjong at the tile matching game

[01:23:03] for hours after work to de-stress, how I eventually got my own second hand computer for my room and

[01:23:11] I would spend hours on it gaming and learning how to make my own video game websites.

[01:23:17] While Doom will go down in history for a lot of important reasons, it will remain an important

[01:23:23] game to me because it's a direct link to my past. A past that is certainly filled with a bunch

[01:23:30] of wonderful memories. And all it takes to bring all those warm and fuzzies back to me

[01:23:38] is the sound of a shotgun and a mental image of Doomguy with that shit eating grin on his face.

[01:24:25] And with that we've come to the end of another expedition into the retro gaming wildlands

[01:24:31] my friends. This has been episode 53 of the retro wildlands Doom, originally on the MS DOS but

[01:24:40] available on pretty much everything. Thank you very much for tuning into the show today.

[01:24:47] Before I started to write the script for this podcast I really had no idea how in-depth this

[01:24:53] game really was. While the gameplay and all that aren't super deep per se, I learned a

[01:25:00] lot about this game's development and its impact on gaming as a whole. I'm sure I did not do this

[01:25:07] game complete justice on the show today but I hope I at least captured the basics. Mainly what makes

[01:25:13] this game fun today and why it's special to me personally. And now that I've replayed it and

[01:25:19] know my stepson has an appreciation for it, this certainly will not be the last time I dive into

[01:25:26] it. If it's been a while for you or you somehow have not played this game I definitely think you

[01:25:32] should get on that. Doom isn't overly expensive and it's available practically everywhere.

[01:25:40] I bought this game twice and didn't spend more than 10 US dollars on it. Worth every

[01:25:45] single penny back then and certainly worth every single penny today.

[01:25:51] If you like the show and want to show it and myself some support please consider subscribing to the

[01:25:57] Retro Wildlands on your preferred podcasting platform. Because I find the need to make these

[01:26:03] shows the way that I do they can be time consuming to make and publish while I balance

[01:26:09] all the other aspects of my life. That being said, while I try to make episodes as often

[01:26:16] as I can, your best bet is to subscribe to the show so that you are immediately notified when a new

[01:26:22] episode is dropped. Now if you really like the show and you have a few minutes to spare,

[01:26:28] I would absolutely appreciate it if you left us a good review on your podcasting platform

[01:26:34] if you're able to do so. You can leave a star rating on Spotify or a written review over on

[01:26:40] iTunes, PodChaser, PodBean, which is the platform I use to host the show, or on this brand new site

[01:26:47] that I just recently discovered called Goodpods. Good reviews will help circulate the show around,

[01:26:53] but more importantly, I would love to hear that you enjoyed what it is that I'm putting

[01:26:58] together here. I am just a middle-aged man who loves video games and talking at a microphone,

[01:27:05] so it would absolutely make my day if you could give us a good review.

[01:27:09] But as always, do not feel obligated. Your time is precious and just the fact that you spent some

[01:27:17] of your time with me today listening to my show is much more than I could possibly ask for, so

[01:27:24] above all else, I just want you to know I really really appreciate you being here.

[01:27:30] So, what's coming up next? Those that have been with us for a while may know this already,

[01:27:37] but I was more or less a Nintendo kid growing up. While I did have access to a Sega Genesis,

[01:27:45] I've barely played anything on the platform. Through other gamers and, well, through some

[01:27:51] other podcasts that I've listened to, I have heard about a lot of great games on the

[01:27:56] Sega Genesis. But there's one game that I've been meaning to dive into for a while now, and I think

[01:28:03] it's finally time. People say it is a must-play game, and they often compare it to Contra,

[01:28:11] which immediately gets my attention. It's a run-and-gun shooter that has some serious,

[01:28:17] fast and furious action, and to me, that is all I need to be even remotely interested.

[01:28:24] So, if you'd like, be sure to subscribe to the Retro Wildlands so you're notified when we

[01:28:29] head back into the gaming wilderness. Because next time, I'm going to be checking out

[01:28:36] Gunstar Heroes. It should be an awesome time, and it'll be even

[01:28:41] awesomer with you here, so I'm hoping you decide to stick with us and join us on another

[01:28:46] awesome adventure. Until then, my friends, my name is Nomad and you can find me...

[01:28:55] Roaming the Retro Wildlands.