Shut Up, DOOM 3
Kill Screen:
I know DOOM has a contingent of fans and critics who enjoy discussing it—its level structure, its weapon layouts, its enemy design—in excruciating detail. I know that, for some, a single room in id’s 1993 shooter can warrant microscopic inspection, lest the mathematical precision with which John Romero laid the game out go under-appreciated. I know what DOOM is supposed to be. In the wider sense of gaming history, I know, of course, what it represents. But it’s never seemed to me that intelligent. It’s a very smart game, years ahead of its time, and I love it to bits, but to approach it like some do, as if trying to decode the intricacies of a classical piano concerto, feels to me ignorant of one truth, absolutely undeniable: the levels in DOOM are a nightmare.











