

The pacing of the game was horrendous as well – you didn’t even get to shoot until after about 20 minutes! 20 minutes which literally just swaps between ‘walking’ and ‘unskippable cutscenes which remove control from the player’, might I add. It didn’t ‘follow the brand’, as they still say.

As a result, there were fewer enemies in the game world (because if there were too many it’d negatively affect performance).ĭoom 3 was the first game in the series to put visual complexity above enemy count. In other words, the graphics were more complex. Quake traded off ‘enemy count’ for ‘polygon count’. “What’s the difference?” I hear you ask, over my space marine comms.

Not only did it have just as many enemies onscreen, but it also included different enemy types. When Doom II came out, it was more of the same. That’s what the Doom franchise put on the table: Wholesale demon carnage. It was, however, the first FPS to have a lot of enemies onscreen. It certainly wasn’t the first space marine game. It wasn’t the original first-person shooter (FPS), not by a long shot (pun intended). People often underestimate the impact that Doom had on the gaming world. Dead Effect 2 is a game worth celebrating.
