PC Games BuzzVerdict

Doom (2016)

4.5 / 5

2016 · First-Person Shooter · PC / Steam


Nobody expected Doom to work this well. After a troubled development that saw an entire version of the game scrapped, id Software released a reboot in 2016 that did something remarkable. It made a pure, fast-paced shooter feel vital again in an era dominated by cover mechanics and regenerating health. The game arrived with little marketing fanfare and won people over almost entirely on the strength of its campaign.

Community reception has been overwhelmingly positive since launch. On Steam, the game sits at 95% positive across tens of thousands of user opinions, a number that’s only grown over the years. The single-player campaign is the reason. Multiplayer drew mixed reactions and faded quickly, but the solo experience earned its place among the best the genre has ever produced.

Combat at Its Best in Doom (2016)

The combat loop is the foundation, and it’s nearly perfect. Doom builds everything around a philosophy of forward aggression. Health drops from staggered enemies finished with melee kills. Ammunition comes from chainsaw takedowns. Every resource mechanic pushes players toward the fight rather than away from it, and the result is a shooter that feels fundamentally different from anything built around cover and patience.

Weapons carry serious weight. The Super Shotgun became an instant classic, and every gun in the arsenal fills a distinct role with satisfying feedback. Weapon modifications add variety without overcomplicating things, letting players customize their loadout to match their preferred approach. The game trusts players to figure out what works and gives them the tools to execute.

Pacing deserves special mention. The 13-level campaign rarely loses momentum. Combat arenas are intense and carefully designed, with enemy placement that pushes players to use the full space. Quieter exploration segments between fights let the intensity reset without killing it. Secrets, collectibles, and upgrade paths reward players who look around without demanding it. The campaign knows exactly how long it should be and doesn’t overstay its welcome.

Mick Gordon’s soundtrack became iconic in its own right, winning industry awards and earning a following independent of the game. The music responds dynamically to combat intensity, ramping up as fights escalate and pulling back during exploration. It became inseparable from the experience itself.

Doom (2016)‘s Weak Spots

The multiplayer launched as a separate component developed by a different studio, and it showed. Standard competitive modes lacked the identity that made the campaign special, feeling more like a generic arena shooter than a Doom game. Player populations dropped quickly. The DLC packs were eventually made free, but the damage was done. Most players treat the multiplayer as a footnote.

SnapMap, the built-in level editor, offered an interesting idea but fell short of its potential. Players could create custom maps and game modes, but the inability to import external assets and the restrictions on level complexity limited what the community could build. It filled a gap but never became the creative powerhouse it aimed to be.

Some long-time Doom fans pushed back on the game’s structure. The arena-based combat design, where doors lock until every enemy is dead, felt like a departure from the more open exploration of the originals. The glory kill system, where staggered enemies are finished with a melee animation, divided opinion early on. Some found it interrupted the flow. Most players came around to it once they understood how it fed into the resource loop, but the criticism hasn’t fully disappeared.

Speed as a Design Philosophy

Doom’s greatest achievement is how completely it commits to its own identity. Every system exists to make the player move faster, shoot more aggressively, and engage with threats head-on. There’s no cover system because you’re not supposed to hide. Health doesn’t regenerate because you’re supposed to earn it. The game has a crystal-clear vision of what it wants to be, and nothing in the design contradicts that vision.

That clarity is what separates it from the dozens of shooters that launch every year. Most modern FPS games hedge their bets, mixing systems from different genres to cast the widest net. Doom doesn’t hedge. It picks a lane and executes at the highest level.

Should You Play Doom (2016)?

Anyone who loves shooters owes it to themselves to play this campaign. If you value tight gunplay, aggressive pacing, and a game that respects your time, Doom delivers on all three. Fans of classic FPS design will find a modern game that captures the spirit without feeling like a nostalgia exercise.

Skip it if you’re primarily interested in multiplayer or if you prefer shooters with deeper narrative hooks. The story exists mostly as context for the carnage, and the Doom Slayer’s silent disdain for plot exposition is part of the joke. If you need motivation beyond “there are demons and they need to die,” this might not land.

The Verdict on Doom (2016)

Doom came back from a troubled development and reminded everyone why the franchise mattered in the first place. The single-player campaign is one of the tightest, most focused shooter experiences on PC, built on a combat loop that rewards aggression and punishes hesitation. The multiplayer never found the same footing, and the built-in map editor has its limits, but the campaign alone earns its place among the best shooters ever made. id Software proved that a game about running fast and killing demons didn’t need to apologize for being exactly that.