
The double jump is a nice feature, but I don't really see it being implemented in combat in any way. I'll say it before and I'll say it again: the shotgun is too weak! The only reason I could come up with as to why it's like that is because the entire game is corridor-based and they feared it was too powerful, but if that's the case then its their fault for having a poor level design and taking the easy way out.ģ. This same issue seemed to happen in Doom 3 as well. This was compensated by having open areas. It made the corridors that did happen in the original dooms seem fast paced because you could clear it so quickly. A very important part of the original dooms was the power of the shotgun. Someone pointed out that the shotgun appears too weak. Despite the nice bloodletting that appears to happen with the melee and chainsaw and whatnot, this demo was still too ingrained in modern FPS conventions.Ģ. It forced you to keep moving, and never once does it feel slow-paced. The original DOOM, despite its lack of a jump and vertical aim, was based almost entirely on having areas that were tremendously open and elaborate. Almost every time it just served a boss arenas. In Doom 3 and its expansion the only semi-open areas were outside and boss levels but it still wasn't enough for true strafing.


The blood graphics are incredible, but the gameplay needs work.ġ. I was really hoping for a modern variant of that, but the gameplay of this demo is near nothing similar to the old Doom games.

Seriously, I just had played Doom/Doom 2 last year that was some of the most fun I've ever had in a First Person Shooter. Do I regret it? No I don't, but then again I didn't have nearly as fun playing through DOOM 3 and its expansions than I did playing through Doom/Doom 2 on UV. I just played through Doom 3 and its two expansions on Veteran and found myself doing exactly what this demo player is doing for about forty hours straight. In some ways D4 looks really good, but I tend to agree with the negative comments on here.
