Among the elements carved into gamers' imaginations thanks to the classic Dooms, we certainly find a series of transversal elements including the infernal setting, continuous violence, and above all, the superhuman power of the Doom guy, whose face was perfectly visible to players thanks to the HUD. Doom 2016 essentially brings back the same thing but uses modern technology to introduce new mechanics that further emphasize the unstoppable nature of our protagonist. Whose strength, especially in this latest title, somehow becomes his charisma.
The main element that emphasizes the inevitability of the Doom guy is the introduction of epic kills, which induce a state of stun on enemies when their life is nearing zero, allowing us to interact with the dying enemy to physically eliminate them in very violent ways, thus also providing a spectacularization of the brutality that characterizes the protagonist's extreme methods. It's a very simple mechanic, but we'll use it a lot during the game, especially for its utility since epic kills will provide us with health and armor points.
It distinguishes itself from its predecessors mainly through the inclusion of skill progression mechanics that allow us not only to improve the character's statistics, armor, life, and health, but also to obtain passive abilities. Even through some secret challenges to activate by interacting with artifacts, which will propose time challenges from which we can obtain runes, the placeholders for these abilities. We can use a maximum of 3, unlocking slots to use them.
In short, as already mentioned, the Doom guy takes center stage in the game. More violent than ever and capable of becoming stronger during the game, overcoming increasingly difficult challenges.
One thing I wouldn't have expected is how the game handles the narrative component. Doom was born in some way also to make fun of narrative in video games, and despite this, they tried in some way in Doom 3 to insert a sort of narrative component (bad in my opinion) using listenable recordings that can be found around. Here the game will make use, limited but still present, of silent narrative, so it will use some scripted events to tell us something without taking control away from the player. (actual interruptions will only be seen at the presentation of bosses or new enemies. Or during loading from one level to another) Even the holograms of the UAC guy tell a lot, but we'll talk about that later. In addition to this, we will have the opportunity to delve into many elements regarding the game world through our handheld device. Information not necessary to enjoy the story, but that adds interesting details about the curious hell of the Doom world. And such information also gives a sense to the behavior of our Doom guy. Surprisingly, it works, and it surprised me quite a bit.
I also have a small interpretation to propose that would give the game the merit of conveying a message because by listening to the corporate propaganda of the UAC hologram guy, it is possible to learn how the corporate reality of the said company works. Hierarchically structured, and which by its own declaration deprives employees of their value as people. Especially for those who find themselves at the lower levels of the hierarchy, who become expendable pawns.
It surprised me a lot. Perhaps it's not just an ignorant game that follows in the footsteps of its predecessors. There's something more.