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It's only natural to imitate success.

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Throughout video game history, there are countless
examples of clones: shameless mimics that

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ride aboard the coattails of others.

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Call it inspiration, an homage - or just a
plain ripoff:

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no good idea goes without a few retreads.

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On rare occasion, a game's influence will
be such that it won't just inspire a few imitations

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but forge an entirely new genre.

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Doom is a massively important step in the
development of 3D action games - one that

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defined the first person shooter and changed
gaming forever.

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So, what inspired such a revolutionary game?

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What did Doom do that Wolfenstein didn't?

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And how much of its influence remains in games
today?

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The early 1990s.

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A time untinged by guilt: when action movies
were unironic; thrash metal was at its peak;

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and, unlike the vice-ridden 1980s, all you
needed for a good time was pizza and video

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games.

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Id software were living the dream - their
previous success bought access to all kinds

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of hedonistic thrill: but their core passion
remained - and their creative freedom was

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unfettered.

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Only one obstacle remained: how do you beat
a game like Wolfenstein 3D?

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While most of the Id team were working on
delivering Spear of Destiny, the first strokes

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of their next project were being made by John
Carmack.

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He was discontent with Wolfenstein's engine
limitations - and, with the increasing pace

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of the PC gaming market, he could afford to
target more impressive hardware.

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Instead of running on a 286 with less than
1 megabyte of RAM, Id's new game would demand

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at least a 386 with 4 megabytes - and only
a top-of-the-line 486 would suffice for the

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most impressive performance.

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Some of Carmack's improvements to the Wolfenstein
engine ended up in a game called ShadowCaster,

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developed by Raven Software - a first-person
RPG with similar ambitions to Ultima Underworld.

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It exists as an evolutionary step between
Wolfenstein and Doom - the upgraded tech providing

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a hint at what was to come later in the year
from Id.

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Walls and ceilings were now texture-mapped
- a corner cut less necessary on newer machines,

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and a chance to inject more variety both underfoot
and overhead - including outdoor areas.

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Diminished lighting allowed texture colours
to be gradually faded into the darkness, allowing

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for better distance cues - and variable lighting.

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Compared to the static, flat light of Wolfenstein
- it made a substantial difference to the

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game's atmosphere.

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Another major upgrade was to the level architecture
- grid-based no more, walls could be constructed

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at any angle - at any position.

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Better yet, floors and ceilings could now
be different heights - allowing for platforms,

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stairs, windows and elevators.

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A massive leap forward in terms of level design:
Id's new, upgraded engine unlocked huge technical

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potential.

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All they needed now was a good idea.

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Clearly they were onto something good with
the 3D shooter formula - so a further exploration

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seemed logical.

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Creative director Tom Hall wanted to revisit
Commander Keen - a shift away from realistic

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violence to a cartoon aesthetic, and a chance
to tell a more in-depth story.

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However, the others were less convinced. It
wasn't a compelling narrative that made Wolfenstein

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3D a hit, it was its fast-paced and instant
action.

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As John Carmack put it: "Story in a game is
like story in a porn movie. It's expected

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to be there, but it's not that important."

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It was the era of the self-assured action
hero - with a hefty arsenal of bombastic one-liners:

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Yippee ki yay; Hasta la vista; This is My
Boomstick!

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There would be considerable influence from
cinema: not through cut-scenes, or lens flares

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- but instead as inspiration for the setting,
mood - and attitude.

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Even the name stems from a quote taken from
a Tom Cruise film.

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In 'The Colour of Money', his pool-hustling
character is asked what resides within his

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cue case.

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With a cocky smile - and pause for effect
- he retorts:

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"In here?"

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"Doom."

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Doom's cybernetic heart beats with the rhythm
of science fiction: future soldiers, high-tech

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weaponry and isolated installations on a far-flung
world.

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The Alien films are a key influence, to the
point where Doom was originally planned as

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a licensed tie-in - although this idea was
ditched in order to retain more creative freedom.

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Still, there's no shortage of parallel elements:

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the grizzled space marines sent in to investigate
an anomaly of unknown origin;

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the interstellar conglomerate operating at
the frontier of human exploration;

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and questionable ethics that unleash dark,
dangerous secrets.

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The Alien films and Doom also share a common
visual inspiration: the disturbing surreality

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of H. R. Giger.

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His Necronomicon defined the terrifying look
of Alien's Xenomorph - and inspired countless

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nightmares.

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Giger's only official contribution to video
games was a graphical adventure called Dark

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Seed, and its sequel - but his work's overall
influence is far broader.

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Fearful symmetry amidst an uncomfortable place:
somewhere between sex and death - demons and

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machines.

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It's this blend that provides the key aesthetic
for Doom: a fusion of metallic sci-fi with

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fleshy hellspawn.

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The Satanic influences originate from Id's
Dungeon and Dragons sessions - where at the

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climax of a lengthy campaign, the entire planet
was overrun with demons.

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No longer constrained by the grid-based stone
walls of Wolfenstein, Id's imagination could

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run riot: an indulgence of pure twisted fantasy.

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A departure from a loose historical basis:
from 'heil Hitler' to 'Hail Satan', Id have

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never been particularly afraid of controversial
subjects.

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Still, the devil has all the best tunes - and
a game like Doom needed a killer soundtrack.

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Id didn't have to look too far for inspiration:
the tunes playing on their office stereo would

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provide ample material.

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Tracks evocative of Metallica, Slayer, Pantera,
Judas Priest: True, they were lo-fi MIDI renditions

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- but from the first level to the last, Doom
is chock full of thrash riffs.

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Gory B-movie horror would provide inspiration,
too - with films like Evil Dead II a particular

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favourite.

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Its influence is clear in a number of places,
such as human enemies possessed by demons

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- in a similar manner to the Deadites from
Evil Dead.

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The chainsaw (and later addition of a double-barreled
shotgun) are taken straight from the film

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- and the gory blood-soaked action that ensues
is only natural.

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Caffeine-fuelled, pizza-fed: and a love letter
to the culture they consumed.

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All the elements were starting to come together:
a fusion of Hell, Sci-Fi and Fantasy - alien

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demons with a twist of Satan.

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As the end of 1993 approached, so too did
Doom's release.

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Anticipation was sky-high: with anxious fans
following development through newsgroups and

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BBS.

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Confident, Id declared that their next game
would be "Wolfenstein times a million!".

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The hype was real - but could they deliver?

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Doom's myriad influences ought to make for
a crowded mess of ideas -

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but in the absence of explanation - it works.

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Here's a shotgun.

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No more questions.

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Just get out there -

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and shoot some demons on Mars.

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Like with Wolfenstein, very little time is
wasted: Action is instant, and you're flung

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into combat straight from the first beat.

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The level choreography is very similar too:
you spawn weapon in hand, fight through room

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after room of enemies - making your way to
the exit.

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Again, levels are episodically grouped, each
culminating in a boss fight. The original

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release comprised three such episodes:

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Knee-Deep in the Dead was the first: an introduction
to the Mars base on Phobos, and the incursion

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of hellspawn into its metallic sci-fi interiors.

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The second takes you to Deimos: The Shores
of Hell. A descent into diabolical madness

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- and a border between the human and demon
domains.

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The third was Inferno, a full realisation
of satanic terror: and a test of the hero's

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mettle against Hell's full fury.

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This approach was a tried-and-tested formula:
many elements were retained from Wolfenstein

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- but Doom was anything but more of the same.

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For instance, the arcade influences were chamfered
to be far less frustrating:

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Gone were the limited lives - death was now
but a pause, with tougher levels repeatable

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until cracked.

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Also absent were the high score tables - and
the point scoring pick-ups.

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This wasn't Pac-Man. Slaughter is its own
reward.

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Doom also evolved its health economy, with
a greater quantity and variety of health pickups.

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Bonus vials litter the levels - with each
only providing a single point of stamina,

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but providing a strong incentive to stay on
the move to gradually replenish lost health.

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Stimpacks provide more immediate relief, and
the full-size medpacks and rarer supercharges

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are a sight for sore eyes when you find yourself
in trouble.

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The addition of armour adds another dimension:
with the standard green pick-up absorbing

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a third of all damage until depleted, and
the rarer blue suit cutting all incoming damage

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by half.

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Fully decked out, taking on the hordes of
hell almost seems easy - but a quick comeuppance

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awaits the overconfident.

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Health pickups are not necessarily the best
solution for every first-person shooter - but

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one thing is certain:

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Cowering behind cover won't do you any good
in Doom.

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The level design is perhaps the most drastic
change from Wolfenstein 3D:

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The grid-based mazes were gone - Doom's architectural
enhancements meant these rigid walls were

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instead replaced with more freeform, fantastical
spaces.

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Rather than conforming to realistic designs,
the Mars base has a more abstract composition

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than might be expected of a typical sci-fi
installation.

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Rather than shooting through corridor after
boring corridor, the chambers and passages

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are varied - serving an unknown purpose in-universe
but making for a far better experience as

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a game.

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This detachment from reality also makes for
a far more organic transition to a twisted

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vision of Hell as the game unfolds.

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Animated textures were another new introduction,
used to particularly good effect in creating

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pools of noxious liquid, rivers of blood and
molten lava.

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Serving as a punishment for falling from an
intended path, but also enticing the player

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with the potential of secrets - the risk of
damage versus the reward of hidden supplies.

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As well as pools of toxic waste, Doom's levels
are littered with barrels - of a particularly

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volatile nature.

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It isn't the first game to indulge in the
trope of explosive barrels - but it might

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be the first FPS.

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Doom's world is more far more dynamic than
Wolfenstein's ever was - beyond simple doors

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and pushwalls, now massive segments of level
geometry could move in response to the player.

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This was limited to up and down motion only,
as the binary space partitioning of the level

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data required considerable precalculation.

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This was perfect for doors, staircases, platforms
and elevators, however - and dynamic level

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elements are a well-used feature throughout
Doom's episodes.

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Now, the levels could react to the player:
and not always through the explicit press

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of a button - some triggers were invisible.

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00:14:18,079 --> 00:14:23,420
These new tools gave the level designers ample
chance to flex their creativity:

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Unleashing fresh monster closets to repopulate
a previously-trodden path;

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Drastically altering a level to reveal entirely
new areas;

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Or setting traps for greedy players: a tempting
power-up atop a well-lit podium in a seemingly

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00:14:39,819 --> 00:14:48,410
quiet room - but redeeming the prize unleashes
far more than you might have bargained for.

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These dynamic triggers are used to great effect
in tandem with variable lighting: dim corridors

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that recede to distant gloom; strobe lighting;
and pitch blackness.

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Sometimes, the game will turn off the lights
while simultaneously unleashing an enemy assault.

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Deprived of a vital sense while the guttural
growls of demons surround you, such moments

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are terrifying - and bring the game's horror
influence to life.

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Compared to Wolfenstein's stark VGA palette,
the dimmer tones of Doom boast an atmosphere

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unlike anything else of the era.

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Dynamic, diverse - and dangerous: the virtual
spaces that Doom forged might not resemble

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reality, but they were the perfect stage for
its hellish theatrics.

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A performance demands players, and our protagonist
stands centre stage.

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His story - not important;

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His name - even less so.

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Doomguy is a blank slate - a space marine
with no identity: stripped of humanity and

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00:16:00,739 --> 00:16:03,800
built for only one purpose.

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00:16:03,800 --> 00:16:09,319
The spartan detail is intentional - making
for an easier self-insert into the player's

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00:16:09,319 --> 00:16:11,569
blood-soaked boots.

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00:16:11,569 --> 00:16:18,309
And in any case, the real stars of the show
were the hero's supporting cast.

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00:16:18,309 --> 00:16:24,179
The weapons of Doom follow a similar progression
to Wolfenstein: a hierarchy of arms of escalating

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power.

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00:16:24,869 --> 00:16:31,029
However, there were far more to choose from
- defining the classic FPS tradition of a

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00:16:31,029 --> 00:16:36,160
a single soldier lugging an impractical arsenal
of several heavy weapons.

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00:16:36,160 --> 00:16:40,769
The introduction of different ammunition types
adds a new complexity to gameplay: with ammo

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00:16:40,769 --> 00:16:44,269
availability shaping weapon use.

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00:16:44,269 --> 00:16:49,089
The weapons themselves are more varied, too
- with a blend of hitscan, melee and projectile

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00:16:49,089 --> 00:16:52,910
options each mandating different strategy.

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You start with the pistol - a basic, slow
firing weapon.

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00:16:58,980 --> 00:17:03,579
It's adequate for facing off with the weakest
enemies - but not much more.

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00:17:03,579 --> 00:17:08,189
Still, it's better than nothing - should you
run out of ammunition, you'll have to rely

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on your bare fists to fight: and punching
demons can be a dangerous proposition.

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00:17:14,779 --> 00:17:19,899
The beserk powerup can even the odds a little,
multiplying your melee power by a factor of

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00:17:19,899 --> 00:17:25,870
ten - a force capable of turning the basic
enemies into a thin red paste.

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00:17:25,870 --> 00:17:33,299
Equally visceral is the chainsaw - an alternate
option that rips and tears through flesh in

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00:17:33,299 --> 00:17:37,260
a particularly satisfying way.

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00:17:37,260 --> 00:17:41,549
Getting up close and personal can be dangerous,
however - so you'll spend most of your time

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using the more powerful ranged options: and
the pump-action shotgun is a mainstay of Doom's

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shooting action.

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00:17:49,019 --> 00:17:54,610
It's devastating up close, tearing through
low level foes like paper - and is an effective

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00:17:54,610 --> 00:17:58,830
weapon for highly mobile, aggressive use.

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00:17:58,830 --> 00:18:03,029
Rewarding a high-octane style of play is what
separates Doom from the more modern trend

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00:18:03,029 --> 00:18:05,610
of cover-based shooters.

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00:18:05,610 --> 00:18:10,510
Instead of cowering in the shadows waiting
for a red screen to fade, Doom's action is

216
00:18:10,510 --> 00:18:17,700
unrelenting: brutal; bloody good fun.

217
00:18:17,700 --> 00:18:22,769
Unlike the slower-firing shotgun, the chaingun
offers continuous firepower for effectively

218
00:18:22,769 --> 00:18:27,850
suppressing larger groups: perfect for those
who like to keep the trigger held down - and

219
00:18:27,850 --> 00:18:32,529
a far better use of bullets than the anaemic
pistol.

220
00:18:32,529 --> 00:18:37,559
The rocket launcher fires slow-moving projectiles
which detonate on impact, dealing massive

221
00:18:37,559 --> 00:18:43,230
explosive damage: great for quickly culling
enemies at a distance, but very dangerous

222
00:18:43,230 --> 00:18:48,080
at a closer range - getting caught in your
own blast radius will quickly deplete your

223
00:18:48,080 --> 00:18:49,500
health.

224
00:18:49,500 --> 00:18:55,730
The plasma gun rapidly spits blue balls of
energy, effectively interrupting enemy attacks

225
00:18:55,730 --> 00:19:00,779
and quickly despatching even the most robust
of foes.

226
00:19:00,779 --> 00:19:07,850
Even so, the ultimate weapon on offer is the
BFG 9000: a bigger brother to the plasma gun,

227
00:19:07,850 --> 00:19:16,059
the BFG takes a while to charge but can clear
an entire room with just a single shot.

228
00:19:16,059 --> 00:19:21,230
An impressive arsenal - a variety bolstered
since Wolfenstein, and a standard for future

229
00:19:21,230 --> 00:19:22,789
games to meet.

230
00:19:22,789 --> 00:19:28,880
But what good is such an array of weapons
with no bad guys to shoot?

231
00:19:28,880 --> 00:19:35,200
Luckily, there's no such shortage of enemies
- there's a whole demonic ensemble of Satan

232
00:19:35,200 --> 00:19:36,220
claymation.

233
00:19:36,220 --> 00:19:42,950
They're drawn as sprites on-screen - 2D entities
within a 3D world - but each monster is drawn

234
00:19:42,950 --> 00:19:47,559
facing multiple directions, to permit rotation.

235
00:19:47,559 --> 00:19:52,630
In order to expedite the drawing process,
many of the monsters were first sculpted as

236
00:19:52,630 --> 00:19:56,450
models, photographed - and digitised.

237
00:19:56,450 --> 00:20:01,630
This approach gave the larger monsters more
naturalistic, believable form - unlike more

238
00:20:01,630 --> 00:20:08,000
rigid hand-drawn sprites, these speak of corpulent
demon flesh.

239
00:20:08,000 --> 00:20:13,200
The realisation of these monsters also benefited
from the game's sound design - with each type

240
00:20:13,200 --> 00:20:19,500
exuding idle noises, and announcing their
discontent at the player's presence.

241
00:20:19,500 --> 00:20:24,019
Coupled with the dark, dangerous chambers
of Doom's levels, the addition of guttural

242
00:20:24,019 --> 00:20:29,830
sounds in gloomy distance further enhanced
the game's mood - and the battle cry of the

243
00:20:29,830 --> 00:20:35,590
greater demons sparks terror like no other.

244
00:20:35,590 --> 00:20:41,679
The lowliest of Hell's minions are the human
opponents, possessed by some unseen demon

245
00:20:41,679 --> 00:20:47,360
force: the first encounter, and a common sight
throughout the first episode.

246
00:20:47,360 --> 00:20:54,090
Some wield machine guns: others shotguns - both
provide easy kills and a steady supply of

247
00:20:54,090 --> 00:20:55,269
ammunition.

248
00:20:55,269 --> 00:21:01,690
The brown imps fling fireballs from a distance,
and tear flesh up close - they're tougher

249
00:21:01,690 --> 00:21:06,380
than humans, but their attacks are easy to
dodge - and they still succumb to a single

250
00:21:06,380 --> 00:21:09,559
shotgun blast.

251
00:21:09,559 --> 00:21:14,799
The pink demons are much tougher - sinewy
walls of flesh that lack a ranged attack,

252
00:21:14,799 --> 00:21:19,929
but make up for it with a fervour for consuming
thy flesh.

253
00:21:19,929 --> 00:21:26,539
Worse still, some such demons are not pink
but invisible: spectres that are hard to see

254
00:21:26,539 --> 00:21:33,450
in the best of conditions, and an unseen menace
in darker spaces.

255
00:21:33,450 --> 00:21:39,899
Hell plays home to the lost souls: fire-branded
skulls that fling themselves towards you,

256
00:21:39,899 --> 00:21:43,970
fast-moving and a tough target to hit.

257
00:21:43,970 --> 00:21:49,500
Cacodemons are large red spherical monsters
that spew fast-moving fireballs while floating

258
00:21:49,500 --> 00:21:56,889
in midair - demon meatballs with a penchant
for chargrilled prey.

259
00:21:56,889 --> 00:22:02,480
Beyond lie the greater demons: the hircine
Barons of Hell serve as a culmination of Doom's

260
00:22:02,480 --> 00:22:08,360
first episode, satanic brothers that serve
as guardians to the gates of the abyss.

261
00:22:08,360 --> 00:22:12,470
Standing head and shoulders above their minions,
they are unyielding in the face of whatever

262
00:22:12,470 --> 00:22:17,799
punishment you mete out - flinging green fireballs
at you with all their fury.

263
00:22:17,799 --> 00:22:23,799
In later episodes you'll meet yet more Barons,
only as regular troops rather than in a boss-like

264
00:22:23,799 --> 00:22:31,019
capacity: episodes two and three end with
yet greater menace.

265
00:22:31,019 --> 00:22:38,019
The Cyberdemon is half-goat, half rocket launcher:
and all archfiend.

266
00:22:38,019 --> 00:22:42,559
Highly resistant and more than happy to dispense
his rockets in your direction, it takes a

267
00:22:42,559 --> 00:22:46,889
well-supplied marine to even have a hope of
despatching this vile demon.

268
00:22:46,889 --> 00:22:54,720
Still, at least you can dodge rockets - bullets
prove a mite more difficult.

269
00:22:54,720 --> 00:23:00,649
The ultimate evil is the Spider Mastermind:
a squishy brain-on-stilts armed with a super

270
00:23:00,649 --> 00:23:04,059
chaingun - and a bad attitude.

271
00:23:04,059 --> 00:23:09,120
Its instantly landing attack will quickly
kill anyone foolish enough to stand in the

272
00:23:09,120 --> 00:23:15,200
open: firing from cover your best hope for
success.

273
00:23:15,200 --> 00:23:19,039
Enough firepower, and even the most vile of
Hell's denizens will be reduced to a puddle

274
00:23:19,039 --> 00:23:23,679
of blood, guts - and brains.

275
00:23:23,679 --> 00:23:26,630
Quite the menagerie.

276
00:23:26,630 --> 00:23:32,679
With distinct designs, varied tactics and
attacks, and eerie presence: Doom's monsters

277
00:23:32,679 --> 00:23:40,590
are memorable; frightening; awesome!

278
00:23:40,590 --> 00:23:45,899
Between a protagonist laden with guns and
a host of evil demonic opponents - what follows

279
00:23:45,899 --> 00:23:48,600
next is only natural.

280
00:23:48,600 --> 00:23:55,220
Gibbing - that's gibs like giblets, not gibs
like goblet - are one of Doom's gory ways:

281
00:23:55,220 --> 00:24:01,039
a red shower of body parts and sickening sound
effect your reward for a particularly brutal

282
00:24:01,039 --> 00:24:02,490
kill.

283
00:24:02,490 --> 00:24:07,519
It's a development of Wolfenstein's death-cams:
but the gory death animation of the bosses

284
00:24:07,519 --> 00:24:13,700
extend to all enemies instead, and occur as
a natural part of gameplay.

285
00:24:13,700 --> 00:24:19,279
Doom wasn't the first gory game to feature
fleshy gibs, but it codified the name - and

286
00:24:19,279 --> 00:24:24,840
its later influence made sure similar dismemberment
would remain a hallmark of violent shooters.

287
00:24:24,840 --> 00:24:31,590
No guts, no glory - visceral action is the
perfect accompaniment to a first person perspective:

288
00:24:31,590 --> 00:24:40,600
What better way to experience the thrill of
being knee-deep in the dead?

289
00:24:40,600 --> 00:24:46,370
Shooting mechanical monsters is good fun - but
computer controlled opponents are predictable,

290
00:24:46,370 --> 00:24:51,070
and victory over the AI eventually rings hollow.

291
00:24:51,070 --> 00:24:57,220
Single player is great fun, but it's the multiplayer
that really gave Doom longevity - and in the

292
00:24:57,220 --> 00:25:01,559
years following its release, the sounds of
competitive combat were commonly heard anywhere

293
00:25:01,559 --> 00:25:04,860
near a computer network.

294
00:25:04,860 --> 00:25:10,130
Such was its popularity that network administrators
were often forced to take action: the congestion

295
00:25:10,130 --> 00:25:15,759
caused by players could bring even the largest
network to a standstill.

296
00:25:15,759 --> 00:25:22,080
It is the game that coined the term 'deathmatch'
- and gave birth to a now longstanding tradition

297
00:25:22,080 --> 00:25:26,519
of digital carnage.

298
00:25:26,519 --> 00:25:32,330
Another important contribution to Doom's longevity
was its moddability: it wasn't the first game

299
00:25:32,330 --> 00:25:37,399
to support user-created content - but it was
very successful in this regard.

300
00:25:37,399 --> 00:25:43,289
Id's generosity played a key role - providing
level editors and tools for editing the game's

301
00:25:43,289 --> 00:25:49,539
files: content creators were able to make
new levels, add new graphics and sounds - all

302
00:25:49,539 --> 00:25:52,809
with relative ease.

303
00:25:52,809 --> 00:25:57,669
These mods were packaged in convenient files
called 'WADs' - an acronym for 'Where's all

304
00:25:57,669 --> 00:26:05,230
the data?'. A single file, easily distributed
- and containing anything from minor tweaks

305
00:26:05,230 --> 00:26:08,730
to a full-blown total conversion.

306
00:26:08,730 --> 00:26:13,899
The most popular WADs drew from pop culture
- with locations, characters, graphics and

307
00:26:13,899 --> 00:26:18,100
soundbites gratuitously taken from film and
TV.

308
00:26:18,100 --> 00:26:23,500
Others indulged in more original work, with
imagination unfettered and the keys to Doom's

309
00:26:23,500 --> 00:26:24,179
creation.

310
00:26:24,179 --> 00:26:30,399
With the dawn of the internet, there was no
shortage of enthusiastic talent keen to share

311
00:26:30,399 --> 00:26:31,539
their skills.

312
00:26:31,539 --> 00:26:37,880
The right game at the right time, Doom led
to a burgeoning modding community - and forged

313
00:26:37,880 --> 00:26:42,789
a tradition that endures today.

314
00:26:42,789 --> 00:26:48,730
Ground breaking technology: an atmospheric
and scary setting;

315
00:26:48,730 --> 00:26:51,740
fast-paced and addictive gameplay;

316
00:26:51,740 --> 00:26:54,750
frantic multiplayer deathmatch;

317
00:26:54,750 --> 00:26:58,340
and fully moddable to boot.

318
00:26:58,340 --> 00:27:02,860
Truly a complete package - and the first episode
was free.

319
00:27:02,860 --> 00:27:11,399
Who could resist an offer like that?

320
00:27:11,399 --> 00:27:14,799
Doom proved a success by every measure.

321
00:27:14,799 --> 00:27:21,320
The fans loved it, the gaming press praised
it at every turn - and it sold by the millions.

322
00:27:21,320 --> 00:27:26,460
It repeated the shareware success story of
Wolfenstein: with the first episode available

323
00:27:26,460 --> 00:27:34,129
for free, copies of the game spread like wildfire
- with an estimated 10 million installations.

324
00:27:34,129 --> 00:27:39,090
While the shareware model had proven successful,
the retail market for PC games had expanded

325
00:27:39,090 --> 00:27:44,659
since the days of Wolfenstein: and boxed copies
could attain a broader reach than mail-order.

326
00:27:44,659 --> 00:27:51,399
The Doom franchise first found its way onto
shelves with the rapid release of its sequel

327
00:27:51,399 --> 00:27:57,809
in 1994, Doom II: Hell on Earth.

328
00:27:57,809 --> 00:28:02,799
It was not a major change from the original
shareware release - retaining the same engine

329
00:28:02,799 --> 00:28:09,399
and overall format: but it came with an all
new set of levels, enemies, graphics - and

330
00:28:09,399 --> 00:28:11,409
an extra weapon.

331
00:28:11,409 --> 00:28:18,379
The super shotgun is a defining difference
between Doom and Doom II - boasting double

332
00:28:18,379 --> 00:28:22,820
the barrels and nearly triple the damage.

333
00:28:22,820 --> 00:28:28,389
It provides an extension of the shotgun's
usefulness with even more close-range power:

334
00:28:28,389 --> 00:28:32,850
and while it fires more slowly than the pump-action
the ability to take out crowds of enemies

335
00:28:32,850 --> 00:28:36,080
with a single spray of buckshot is quite satisfying.

336
00:28:36,080 --> 00:28:44,330
A host of new enemies await your wrath - complementing
Doom's original set and providing new challenges

337
00:28:44,330 --> 00:28:46,730
and hazards.

338
00:28:46,730 --> 00:28:51,990
A new human enemy, the chaingun guy, is amongst
the first you'll meet: a little tougher than

339
00:28:51,990 --> 00:28:56,509
his brothers - and a lot meaner.

340
00:28:56,509 --> 00:29:01,370
The Hell Knights are lesser Barons of Hell,
weaker than their superiors - but still very

341
00:29:01,370 --> 00:29:04,240
much a threat.

342
00:29:04,240 --> 00:29:09,139
The spooky rocket-launching skeletons are
known as the revenants; a clattering assembly

343
00:29:09,139 --> 00:29:09,860
of shrieking undead.

344
00:29:09,860 --> 00:29:17,659
The grotesque mancubuses have a little more
meat on their bones, a corpulent pile of flesh

345
00:29:17,659 --> 00:29:19,990
and rockets.

346
00:29:19,990 --> 00:29:24,289
Miniature versions of the spider mastermind,
known as the Arachnotrons, are equipped with

347
00:29:24,289 --> 00:29:27,230
a powerful plasma weapon.

348
00:29:27,230 --> 00:29:33,360
The pain elementals resembles a brown cacodemons,
but instead of fireballs they spawn lost souls

349
00:29:33,360 --> 00:29:35,379
instead.

350
00:29:35,379 --> 00:29:42,750
And the arch-vile, a mysterious figure quite
happy to immolate all in their path.

351
00:29:42,750 --> 00:29:49,970
A host of new denizens - a host of new ways
to die.

352
00:29:49,970 --> 00:29:54,840
The thirty new levels were presented as a
single episode: Hell on Earth.

353
00:29:54,840 --> 00:30:03,710
A diverse set, with some more mundane locations
- and some truly evil, hellish labyrinths.

354
00:30:03,710 --> 00:30:08,690
Tricks and traps galore, as the game more
confidently exploits player expectation to

355
00:30:08,690 --> 00:30:11,590
endless surprise.

356
00:30:11,590 --> 00:30:16,960
More creative levels like Barrels of Fun offer
the player a dilemma - where the need to shoot

357
00:30:16,960 --> 00:30:19,110
is tempered by the reluctance to self-destruct.

358
00:30:19,110 --> 00:30:26,500
With the experience gained from the first
three episodes, the level designs were more

359
00:30:26,500 --> 00:30:33,389
confident, whimsical - and certainly more
devious.

360
00:30:33,389 --> 00:30:39,320
Doom II gave ardent fans another slice of
shooting action, and its retail presence introduced

361
00:30:39,320 --> 00:30:42,559
it to a new audience.

362
00:30:42,559 --> 00:30:47,110
Between it and its shareware incarnation,
Doom would dominate the home computer gaming

363
00:30:47,110 --> 00:30:47,990
scene:

364
00:30:47,990 --> 00:30:55,460
If you had a PC, you had to have Doom.

365
00:30:55,460 --> 00:31:01,610
Doom would go on to boast a larger install
base than Windows: a claim no game since could

366
00:31:01,610 --> 00:31:04,389
possibly make.

367
00:31:04,389 --> 00:31:09,519
Such was its influence that it would define
the first person shooter genre: for years

368
00:31:09,519 --> 00:31:16,539
after its release, any FPS would be dubbed
a 'Doom clone'.

369
00:31:16,539 --> 00:31:21,580
Such an honour was not without warrant - there
was certainly no shortage of attempts to out-doom

370
00:31:21,580 --> 00:31:23,749
Doom.

371
00:31:23,749 --> 00:31:28,539
With Id's games enjoying massive commercial
success, plenty of other developers were keen

372
00:31:28,539 --> 00:31:30,999
to taste a slice of the Doom-clone pie.

373
00:31:30,999 --> 00:31:38,850
Nascent studio Bungie were then champions
of the Mac gaming scene, and Marathon in 1994

374
00:31:38,850 --> 00:31:43,899
provided 3D shooting action for the rival
platform.

375
00:31:43,899 --> 00:31:48,059
Even LucasArts, best known then for their
point-and-click adventure games, leveraged

376
00:31:48,059 --> 00:31:56,039
the Star Wars IP into the first person shooter
domain with Dark Forces in 1995.

377
00:31:56,039 --> 00:32:00,799
The most prolific Doom rivals came from Id's
former publisher for Wolfenstein, Apogee Software

378
00:32:00,799 --> 00:32:04,649
- who rebranded as 3D Realms in 1994.

379
00:32:04,649 --> 00:32:12,320
Ken Silverman's Build engine would drive their
games, most notably Duke Nukem 3D: a game

380
00:32:12,320 --> 00:32:18,389
clearly made in Doom's image, but with a swagger
and style all of its own.

381
00:32:18,389 --> 00:32:23,519
Later titles like Blood, Shadow Warrior and
Redneck Rampage are generally well-remembered:

382
00:32:23,519 --> 00:32:30,610
not so much as technical innovators, but as
varied, fun experiences with an abundance

383
00:32:30,610 --> 00:32:31,539
of charm.

384
00:32:31,539 --> 00:32:38,070
However, none of these imitations are remembered
quite as fondly as the real thing: Attempts

385
00:32:38,070 --> 00:32:45,940
to out-doom Doom were of course, doomed.

386
00:32:45,940 --> 00:32:51,470
That's not to say all versions of Doom are
equal: the DOS version was the definitive,

387
00:32:51,470 --> 00:32:57,999
but the covetous consoles were also granted
ports (of varying quality) of their own.

388
00:32:57,999 --> 00:33:02,669
The 16-bit consoles of the era lacked the
grunt needed to shift textures at the required

389
00:33:02,669 --> 00:33:07,490
rate - leading to some severe compromises.

390
00:33:07,490 --> 00:33:13,499
The Super Nintendo version made valiant use
of the Super FX 2 chip - but while this co-processor

391
00:33:13,499 --> 00:33:21,850
assistance made the game viable, its frame
rate was poor and resolution inadequate.

392
00:33:21,850 --> 00:33:27,980
Even the 32-bit power of Sega's ill-fated
32X add-on couldn't muster a faithful rendition:

393
00:33:27,980 --> 00:33:34,629
while its frame rate was superior, nearly
every other aspect suffers.

394
00:33:34,629 --> 00:33:38,940
Lighting effects were reduced, as was the
colour palette and number of textures: and

395
00:33:38,940 --> 00:33:40,840
the music was terrible.

396
00:33:40,840 --> 00:33:47,509
It would take a new generation of consoles
to deliver something more convincing, and

397
00:33:47,509 --> 00:33:54,570
as a new wave of 32 and 64-bit machines trickled
in, each tried their hand at matching the

398
00:33:54,570 --> 00:33:55,779
PC.

399
00:33:55,779 --> 00:34:01,700
Doom was the must-have next-gen game, and
the Atari Jaguar, 3DO and Sega Saturn all

400
00:34:01,700 --> 00:34:07,220
made an attempt: but despite their increased
power, the conversions were underwhelming.

401
00:34:07,220 --> 00:34:14,710
The marketing hype around bitcount fell flat
in the face of poor performance.

402
00:34:14,710 --> 00:34:20,800
The PlayStation version was more convincing:
with fullscreen graphics that ran well, and

403
00:34:20,800 --> 00:34:25,790
novel features such as alpha transparency
and coloured lighting.

404
00:34:25,790 --> 00:34:31,079
There were some concessions - the level geometry
was simplified compared to the PC version,

405
00:34:31,079 --> 00:34:36,109
and RAM limitations restricted the use of
some assets: not all monster types could appear

406
00:34:36,109 --> 00:34:38,740
in the same level, for instance.

407
00:34:38,740 --> 00:34:43,960
Still, compared to earlier ports it was far
more playable - and the PlayStation's more

408
00:34:43,960 --> 00:34:50,530
confident 3D performance no doubt played a
part in its success.

409
00:34:50,530 --> 00:34:55,020
Perhaps the most impressive version of Doom
on the consoles came in 1997 for Nintendo's

410
00:34:55,020 --> 00:34:58,260
new platform- with Doom 64.

411
00:34:58,260 --> 00:35:02,799
With new graphics, levels and story, it is
a drastic departure from the original Doom

412
00:35:02,799 --> 00:35:06,740
- and is generally considered a spin-off.

413
00:35:06,740 --> 00:35:12,900
The N64's analogue control stick is far better
suited to FPS movement than a digital D-pad

414
00:35:12,900 --> 00:35:18,190
- and was a step towards the twin-stick controls
used on consoles today.

415
00:35:18,190 --> 00:35:23,609
Between Doom 64, Turok and Goldeneye - the
viability of first person shooters on a console

416
00:35:23,609 --> 00:35:27,849
had arrived.

417
00:35:27,849 --> 00:35:35,740
Meanwhile on PC, the original Doom saw a retail
release in 1995 as 'The Ultimate Doom' - capitalising

418
00:35:35,740 --> 00:35:40,940
on those who missed the shareware release
- and adding a bonus fourth episode, 'Thy

419
00:35:40,940 --> 00:35:43,859
Flesh Consumed'.

420
00:35:43,859 --> 00:35:48,450
With the widespread success of Doom, there
was a thirst for more - and expansion packs

421
00:35:48,450 --> 00:35:52,359
were one means of slaking this desire.

422
00:35:52,359 --> 00:35:58,460
The Master Levels for Doom II boasted 20 additional
levels from a multitude of designers, curated

423
00:35:58,460 --> 00:36:01,630
by Id and given a retail release.

424
00:36:01,630 --> 00:36:10,380
Similarly, Final Doom combined two 32-level
episodes into one package: 'TNT: Evilution'

425
00:36:10,380 --> 00:36:13,260
and 'The Plutonia Experiment'.

426
00:36:13,260 --> 00:36:18,579
These episodes were community-created efforts:
officially licensed and distributed as a commercial

427
00:36:18,579 --> 00:36:26,520
product - but they wouldn't exist if not for
Id's accepting policy towards modding.

428
00:36:26,520 --> 00:36:31,710
Aside from the scores of user-made modifications,
the Doom engine was put to good use in a commercial

429
00:36:31,710 --> 00:36:35,710
setting with two releases from Raven Software.

430
00:36:35,710 --> 00:36:41,220
Heretic in 1994 built on the work they did
with Shadowcaster - an atmospheric fusion

431
00:36:41,220 --> 00:36:47,359
of doom with RPG elements, with magic in the
stead of firearms amidst a gothic fantasy

432
00:36:47,359 --> 00:36:49,579
world.

433
00:36:49,579 --> 00:36:56,079
A sequel, Hexen: Beyond Heretic, followed
in 1995 - further expanding on the Doom paradigm

434
00:36:56,079 --> 00:36:59,079
with a dark fantasy twist.

435
00:36:59,079 --> 00:37:03,700
With a choice of three character classes (each
with their own weapons) and a deviation from

436
00:37:03,700 --> 00:37:09,220
Doom's linear level progression: Raven served
up a counterpart to Doom that had familiar

437
00:37:09,220 --> 00:37:14,619
choreography, but with merits all of its own.

438
00:37:14,619 --> 00:37:20,300
The RPG elements in Strife were even more
developed: with hub worlds, (relatively) seamless

439
00:37:20,300 --> 00:37:24,790
level transitions, and NPCs with dialogue.

440
00:37:24,790 --> 00:37:29,640
All this is blended with familiar shooting
action: crossbows, flamethrowers and enemies

441
00:37:29,640 --> 00:37:32,339
lurking in corridors.

442
00:37:32,339 --> 00:37:37,500
It is probably the most advanced use of Doom's
engine - although by the time of its release

443
00:37:37,500 --> 00:37:40,640
the technology was starting to show its age.

444
00:37:40,640 --> 00:37:47,780
By 1996, the Doom engine's technical edge
had been lost - the dawn of hardware acceleration

445
00:37:47,780 --> 00:37:55,790
had arrived, and full 3D engines were the
future.

446
00:37:55,790 --> 00:38:00,369
What do you get if you cross a violent shooter
with a marketing campaign for a breakfast

447
00:38:00,369 --> 00:38:01,210
cereal?

448
00:38:01,210 --> 00:38:04,349
(Good question, glad you asked)

449
00:38:04,349 --> 00:38:10,900
Chex Quest is the result of such a bizarre
union - a total conversion of Doom's gameplay

450
00:38:10,900 --> 00:38:16,079
with the violence removed: instead of killing
your alien opponents, you must 'zorch' them

451
00:38:16,079 --> 00:38:19,109
back to their home planet.

452
00:38:19,109 --> 00:38:24,319
Given away with boxes of cereal - the first
video game distributed this way - Chex Quest

453
00:38:24,319 --> 00:38:28,380
found a grateful audience in the younger market.

454
00:38:28,380 --> 00:38:35,170
A far cry from Doom's more mature audience
- but targeting adults grants no exemption

455
00:38:35,170 --> 00:38:38,740
from controversy.

456
00:38:38,740 --> 00:38:43,670
Video games were taking some flak in the media
at this time - games like Mortal Kombat and

457
00:38:43,670 --> 00:38:49,359
Night Trap were upheld as a cause for censorship:
eventually leading to the industry self-regulation

458
00:38:49,359 --> 00:38:53,619
of the ESRB.

459
00:38:53,619 --> 00:38:59,319
Satanism has been a source of alarm for centuries
- and even in recent decades has proven to

460
00:38:59,319 --> 00:39:00,630
provoke concern:

461
00:39:00,630 --> 00:39:06,170
From ouija boards, Dungeons and Dragons and
heavy metal - any form of entertainment that

462
00:39:06,170 --> 00:39:12,540
dared tread near the occult triggered a new
moral panic - and Doom was another sacrificial

463
00:39:12,540 --> 00:39:17,770
goat at the altar of outrage.

464
00:39:17,770 --> 00:39:22,240
Can video games train someone to kill?

465
00:39:22,240 --> 00:39:27,240
Flight simulators can teach someone to fly
- so the use of technology to train infantry

466
00:39:27,240 --> 00:39:29,059
seems plausible enough.

467
00:39:29,059 --> 00:39:35,210
In 1996, the United States Marine Corps expressed
an interest in using computer-based wargames

468
00:39:35,210 --> 00:39:37,550
as a means for training.

469
00:39:37,550 --> 00:39:44,420
A modification for Doom II, called Marine
Doom, was the result.

470
00:39:44,420 --> 00:39:49,020
Intended for co-operative play with a fireteam
of four marines, the scenario was designed

471
00:39:49,020 --> 00:39:54,180
for teamwork and supporting fire in the face
of an enemy threat.

472
00:39:54,180 --> 00:40:00,309
Military exercises are one application: but
the simulation of cold-blooded murder is another

473
00:40:00,309 --> 00:40:04,220
thing entirely.

474
00:40:04,220 --> 00:40:10,829
In 1999, Doom found itself blamed for the
death of 13 in a high school shooting: the

475
00:40:10,829 --> 00:40:13,569
Columbine massacre.

476
00:40:13,569 --> 00:40:19,579
The pair responsible were avid fans of violent
first-person shooters: and one had even created

477
00:40:19,579 --> 00:40:22,869
his own custom levels for Doom.

478
00:40:22,869 --> 00:40:28,490
In the wake of such a tragedy, there was no
easy explanation: but video games alone are

479
00:40:28,490 --> 00:40:33,750
no cause for atrocity.

480
00:40:33,750 --> 00:40:38,410
Doom emerged relatively unscathed from this
contention, despite numerous lawsuits and

481
00:40:38,410 --> 00:40:44,740
no end of media criticism: but even now, in
a more enlightened age: video games have not

482
00:40:44,740 --> 00:40:49,450
seen the end of outrage.

483
00:40:49,450 --> 00:40:54,450
After the release of Final Doom in 1996, the
franchise was left fallow in favour of Id's

484
00:40:54,450 --> 00:41:01,880
next big project - a pause that would persist
until the 2004 release of Doom 3.

485
00:41:01,880 --> 00:41:08,020
To say that expectations were high would be
an understatement: Doom was a legend amongst

486
00:41:08,020 --> 00:41:11,859
FPS, and so nothing less than a revolution
would suffice.

487
00:41:11,859 --> 00:41:18,160
While Id remained a capable developer, they
were not the same dynamic team of the early

488
00:41:18,160 --> 00:41:23,099
nineties, nor was game development quite the
same.

489
00:41:23,099 --> 00:41:28,710
Nevertheless with John Carmack behind Doom
3's new engine - Id tech 4 - from a technical

490
00:41:28,710 --> 00:41:32,200
perspective, there were some very impressive
new features.

491
00:41:32,200 --> 00:41:37,390
A host of new graphical techniques were now
supported - stuff we take for granted today:

492
00:41:37,390 --> 00:41:42,190
bump mapping, normal mapping, and specular
highlighting.

493
00:41:42,190 --> 00:41:47,079
Dynamic per-pixel lighting sold the game's
atmosphere - and the illumination (or absence

494
00:41:47,079 --> 00:41:52,920
of it) made for a tense, terrifying experience.

495
00:41:52,920 --> 00:41:57,740
Your only weapon against the darkness was
a flashlight, carving a feeble yet essential

496
00:41:57,740 --> 00:42:02,940
beam through the gloom - so you were forced
to exchange sight for the ability to defend

497
00:42:02,940 --> 00:42:06,099
yourself.

498
00:42:06,099 --> 00:42:11,640
This design choice was not universally liked
- a 'duct tape' mod was a popular addition,

499
00:42:11,640 --> 00:42:16,579
permitting the use of a weapon and light simultaneously.

500
00:42:16,579 --> 00:42:22,520
A later re-release, Doom 3: BFG Edition, adopted
this change into official gameplay - along

501
00:42:22,520 --> 00:42:27,740
with graphical and audio enhancements for
more modern machines.

502
00:42:27,740 --> 00:42:33,549
An expansion pack, developed by Nerve Software,
followed in 2005 - Doom 3: Resurrection of

503
00:42:33,549 --> 00:42:35,650
Evil.

504
00:42:35,650 --> 00:42:41,099
Much like Doom II did for the original, it
added new levels, enemies and weapons: including

505
00:42:41,099 --> 00:42:45,609
the legendary double-barreled shotgun, and
a weapon resembling Half-Life 2's gravity

506
00:42:45,609 --> 00:42:47,420
gun called the 'grabber'.

507
00:42:47,420 --> 00:42:53,640
Otherwise, it plays in much the same fashion
as the vanilla game: gloomy corridors on Mars

508
00:42:53,640 --> 00:42:59,319
with myriad demons prepared for a welcome.

509
00:42:59,319 --> 00:43:05,160
Doom 3 was a success both critically and commercially
- after all, it was a full-blown sequel to

510
00:43:05,160 --> 00:43:11,020
Doom - but it's fair to say it doesn't quite
live up to the original.

511
00:43:11,020 --> 00:43:16,660
From an audiovisual perspective, it was spectacular
- but there was little evolution in terms

512
00:43:16,660 --> 00:43:23,380
of gameplay: an over-reliance on jump scares
and not much deviation from the standard FPS

513
00:43:23,380 --> 00:43:25,180
fare of the era.

514
00:43:25,180 --> 00:43:31,510
Still, its release renewed interest in the
franchise - to the point where someone thought

515
00:43:31,510 --> 00:43:39,349
it might be a good idea to make a Doom movie,
with Karl Urban starring alongside The Rock.

516
00:43:39,349 --> 00:43:44,500
Films based on video games don't have a particularly
good track record, and Doom didn't do much

517
00:43:44,500 --> 00:43:50,859
to change this - but the action-packed first-person
sequence almost makes it worth the price of

518
00:43:50,859 --> 00:43:51,960
admission.

519
00:43:51,960 --> 00:43:59,069
The same year saw the release of Doom RPG
- a phone game designed for the then-emerging

520
00:43:59,069 --> 00:44:01,530
mobile market.

521
00:44:01,530 --> 00:44:06,930
Gameplay is turn-based and movement grid-based:
nevertheless, an impressive distillation of

522
00:44:06,930 --> 00:44:11,730
Doom's essence onto the weak pocket hardware
of the time.

523
00:44:11,730 --> 00:44:17,500
Doom Resurrection was another mobile title
made for iPhones in 2009: a pared-down version

524
00:44:17,500 --> 00:44:20,809
of Doom 3, this time as a rail shooter.

525
00:44:20,809 --> 00:44:28,589
A fun diversion for idle thumbs, but Doom's
strength always lay in its classic FPS formula.

526
00:44:28,589 --> 00:44:32,799
What would we do without the first person
shooter?

527
00:44:32,799 --> 00:44:38,329
They remain a common sight today: and while
we might be past the recent peak of modern-military

528
00:44:38,329 --> 00:44:43,579
themed games, the genre isn't going away any
time soon.

529
00:44:43,579 --> 00:44:49,280
Doom's DNA runs through them all - if not
through having direct influence, then via

530
00:44:49,280 --> 00:44:53,809
another game that does.

531
00:44:53,809 --> 00:44:57,150
Half-Life is another seminal game that took
direct inspiration:

532
00:44:57,150 --> 00:45:05,049
a cataclysmic invasion of a sci-fi installation,
aliens galore, and an abundance of toxic waste

533
00:45:05,049 --> 00:45:07,280
throughout its levels.

534
00:45:07,280 --> 00:45:12,760
Similarly, Doom's lack of cut-scenes or cinematics
laden with exposition laid the foundations

535
00:45:12,760 --> 00:45:18,869
for experiential story telling: relying on
in-engine events to tell a story.

536
00:45:18,869 --> 00:45:26,369
Halo: Combat Evolved is a game which divides
the old-school from the new: defined by its

537
00:45:26,369 --> 00:45:32,119
defiance of Doom's conventions - with its
two weapon limit, regenerating shields and

538
00:45:32,119 --> 00:45:35,130
large-scale vehicular combat.

539
00:45:35,130 --> 00:45:43,049
However, for all its differences, enough of
Doom remains: both share heavy Aliens influence,

540
00:45:43,049 --> 00:45:46,180
with their sci-fi setting and grizzled space
marines;

541
00:45:46,180 --> 00:45:48,500
high tech installations;

542
00:45:48,500 --> 00:45:50,630
a varied array of enemy types;

543
00:45:50,630 --> 00:45:57,500
and a protagonist almost entirely stripped
of identity.

544
00:45:57,500 --> 00:46:02,099
Doom's blank-slate character paved the way
for the generic leads seen in what feels like

545
00:46:02,099 --> 00:46:08,760
most modern games: a shaven-headed average
joe designed to tread the path of least financial

546
00:46:08,760 --> 00:46:12,569
risk.

547
00:46:12,569 --> 00:46:17,460
The horror elements of Doom - variable lighting,
and invisible triggers - have been mirrored

548
00:46:17,460 --> 00:46:23,839
in games like System Shock, FEAR and other
such scary FPS: with scripted moments designed

549
00:46:23,839 --> 00:46:28,760
to surprise and/or terrify the player.

550
00:46:28,760 --> 00:46:33,650
Without their lack of light - gloomy corridors
and areas cast into blackness - games like

551
00:46:33,650 --> 00:46:39,579
Dead Space or Alien Isolation wouldn't have
half the impact they manage.

552
00:46:39,579 --> 00:46:46,390
Today, Doom's innovations might seem obvious
- and perhaps they are - but it lit the way

553
00:46:46,390 --> 00:46:54,210
for future games to tread: and its massive
popularity cemented its influence.

554
00:46:54,210 --> 00:46:58,589
Modern games have tampered with Doom's purity,
however - no longer do games give you the

555
00:46:58,589 --> 00:47:03,849
reigns to their experience, instead forcing
you down more linear corridors in the name

556
00:47:03,849 --> 00:47:07,260
of cinematic impact.

557
00:47:07,260 --> 00:47:12,109
Some of the longing for old-school gameplay
is seen through rose-tinted glasses: and even

558
00:47:12,109 --> 00:47:16,049
the classics are not without faults.

559
00:47:16,049 --> 00:47:23,079
Doom is far from ready to retire, however
- it still has an indomitable spirit.

560
00:47:23,079 --> 00:47:27,559
More recently, interest in the game has been
rekindled - and given a fresh coat of red

561
00:47:27,559 --> 00:47:32,359
paint - with the help of a mod: Brutal Doom.

562
00:47:32,359 --> 00:47:37,059
A fundamental overhaul, with some drastic
changes.

563
00:47:37,059 --> 00:47:42,880
The core is unmistakable fast-paced arcade
action, but there are more modern elements

564
00:47:42,880 --> 00:47:45,339
grafted on:

565
00:47:45,339 --> 00:47:47,970
a more reactive HUD with bloodstains and bullet-holes;

566
00:47:47,970 --> 00:47:52,430
smoother animations - and more of them;

567
00:47:52,430 --> 00:48:00,030
AI buddies, reloads, new enemy attacks - and
more gore than ever.

568
00:48:00,030 --> 00:48:06,710
The transformation might offend some purists,
but it is unquestionably exhilarating: a fusion

569
00:48:06,710 --> 00:48:12,270
of elements from modern games with a classic
sensibility - and goblet-loads of blood for

570
00:48:12,270 --> 00:48:13,829
good measure.

571
00:48:13,829 --> 00:48:18,960
Perhaps FPS of the future will take heed?

572
00:48:18,960 --> 00:48:27,970
And perhaps the franchise will see a return
to glory: for a new Doom waits in the wings.

573
00:48:27,970 --> 00:48:34,589
A decade since Doom 3, and over two since
the originals: at the time of writing, A fourth

574
00:48:34,589 --> 00:48:38,180
Doom is mere months away.

575
00:48:38,180 --> 00:48:42,890
One hell of a pair of boots to fill: but the
recent success of Wolfenstein: The New Order

576
00:48:42,890 --> 00:48:44,670
might be a good sign.

577
00:48:44,670 --> 00:48:50,030
Can the reboot live up to the name which it
dares to bear?

578
00:48:50,030 --> 00:48:54,609
Will its violence fly unflinching in the face
of outrage?

579
00:48:54,609 --> 00:49:00,720
Shall it inspire the same thrill the original
did back in '93?

580
00:49:00,720 --> 00:49:06,589
Only time will tell.

581
00:49:06,589 --> 00:49:15,140
Every inch the compelling experience: the
world was ill prepared for a game like Doom.

582
00:49:15,140 --> 00:49:21,059
An amalgam of pop culture, it borrowed heavily
from its era - but paid back the debt with

583
00:49:21,059 --> 00:49:23,150
interest.

584
00:49:23,150 --> 00:49:30,059
From influenced to influential: and an impact
that resonates today.

585
00:49:30,059 --> 00:49:37,940
A new genre forged, and gameplay choreography
re-rehearsed countless times.Doom's success

586
00:49:37,940 --> 00:49:41,780
invited others to follow in its footsteps.

587
00:49:41,780 --> 00:49:47,869
And why not? It's only natural.

588
00:49:47,869 --> 00:49:54,869
There is magic in Doom's heart: it's primitive,
still raw - and the essence of action beats

589
00:49:54,869 --> 00:49:58,559
throughout its chambers.

590
00:49:58,559 --> 00:49:59,430
Two decades later...

591
00:49:59,430 --> 00:50:11,490
and it still kicks arse.

592
00:50:11,490 --> 00:50:15,220
Of course, Id weren't quite done yet.

593
00:50:15,220 --> 00:50:21,510
Doom might be the pinnacle of their contribution
to gaming - but their next project would still

594
00:50:21,510 --> 00:50:23,799
manage to shake things up.

595
00:50:23,799 --> 00:50:29,849
Thank you for watching - and until next time
- farewell.

