Doom, the Roguelike

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Description

Doom, the Roguelike is a unique fusion of the classic first-person shooter Doom and the turn-based dungeon crawler Rogue. Set in the same sci-fi horror universe as Doom, players navigate a randomly generated space base on Phobos, battling demonic hordes with familiar weapons and power-ups. The game features ASCII or tile-based graphics, turn-based combat, and permadeath, blending the strategic depth of roguelikes with the intense atmosphere of Doom.

Gameplay Videos

Doom, the Roguelike Free Download

Doom, the Roguelike Reviews & Reception

gamingpastime.com : A difficult game so knowing what traits work well together is important.

mobygames.com (80/100): A unique and well-conceived addition to the Rogue-like Genre that should appeal to most Doom fans.

grokipedia.com : The game has been praised for its accessibility and replayability.

Doom, the Roguelike Cheats & Codes

All Doom engine versions (for computers)

Enter codes while playing (including automap mode).

Code Effect
idbehold Displays a menu for power-ups (followed by S, V, I, R, A, or L)
idchoppers Gives the chainsaw
idclip No clipping mode (walk through walls, Doom II only)
idclev## Warps to level E#M# or MAP##
iddqd God mode (invulnerability)
iddt Toggles automap modes (normal, full, full with objects)
idfa Full ammo, weapons, and armor (no keys)
idkfa Full ammo, weapons, armor, and keys
idmus## Plays music from level MAP## or E#M#
idmypos Shows player coordinates and direction
idspispopd No clipping mode (walk through walls, Doom only)

Doom95

Enter codes while playing.

Code Effect
fhhall Kills all monsters except Lost Souls
fhshh Monsters ignore player unless attacked

Doom, the Roguelike: A Masterful Fusion of Two Gaming Titans

Introduction: The Unlikely Marriage of Doom and Rogue

In the vast pantheon of video game history, few titles have left as indelible a mark as Doom and Rogue. The former, a lightning-fast first-person shooter, redefined action gaming in 1993, while the latter, a 1980 text-based dungeon crawler, laid the groundwork for an entire genre. Doom, the Roguelike (DRL), released in 2002, is a bold and audacious experiment—a game that dares to merge these two disparate legends into a single, cohesive experience. Developed by Kornel Kisielewicz under the ChaosForge banner, DRL is not merely a fan game or a simple homage; it is a meticulously crafted reimagining that respects the core identities of both Doom and Rogue while forging something entirely new.

This review will dissect Doom, the Roguelike in exhaustive detail, exploring its development history, narrative and thematic depth, gameplay mechanics, artistic and auditory design, and its lasting impact on the gaming landscape. We will argue that DRL is not just a curiosity or a niche experiment, but a landmark title that bridges the gap between two eras of gaming, offering a unique and challenging experience that appeals to both hardcore roguelike enthusiasts and Doom aficionados alike.


Development History & Context: The Birth of a Hybrid

The Vision of Kornel Kisielewicz

Doom, the Roguelike was the brainchild of Kornel Kisielewicz, a developer with a deep appreciation for both Doom and the roguelike genre. Kisielewicz sought to create a game that captured the essence of Doom—its relentless action, its iconic enemies, and its oppressive atmosphere—while adhering to the core tenets of roguelikes: turn-based gameplay, procedural generation, and permadeath. The result is a game that feels simultaneously familiar and fresh, a testament to Kisielewicz’s ability to balance innovation with reverence for its source material.

The game was developed using FreePascal and the Valkyrie library, a testament to Kisielewicz’s technical prowess. Early versions of DRL were text-only, rendering the game world as a 2D grid of ASCII characters, a nod to Rogue‘s roots. However, later updates introduced an optional graphical mode, featuring tile-based artwork that evoked the pixelated aesthetic of classic Doom. This duality—between the abstract and the concrete—is emblematic of DRL’s identity as a bridge between two gaming eras.

The Gaming Landscape of 2002

The early 2000s were a period of transition for the gaming industry. The first-person shooter genre, which Doom had helped pioneer, was evolving rapidly, with titles like Halo: Combat Evolved and Far Cry pushing the boundaries of graphical fidelity and gameplay complexity. Meanwhile, the roguelike genre, though niche, was experiencing a renaissance of sorts, with games like Nethack and Angband maintaining a dedicated following.

Into this landscape stepped Doom, the Roguelike, a game that defied easy categorization. It was neither a traditional FPS nor a pure roguelike, but a hybrid that drew from both. This bold experimentation was not without its challenges. The game’s turn-based nature and ASCII aesthetics were a stark contrast to the fast-paced, visually rich shooters of the time, making it a hard sell for mainstream audiences. Yet, for those willing to engage with its unique mechanics, DRL offered a deeply rewarding experience.

Legal Challenges and the Evolution of DRL

The development of Doom, the Roguelike was not without its controversies. In 2016, ZeniMax Media, the owner of the Doom trademark, issued a cease-and-desist notice to Kisielewicz, citing the game’s use of the Doom name as a violation of their intellectual property. This legal threat came at a particularly inopportune moment, as Kisielewicz was in the midst of a Kickstarter campaign for Jupiter Hell, a spiritual successor to DRL.

In response, Kisielewicz rebranded Doom, the Roguelike as DRL, removing all direct references to Doom from the game’s official materials. This change, while necessary from a legal standpoint, did little to diminish the game’s legacy. If anything, it underscored the enduring appeal of DRL’s core gameplay, which had always been more than just a Doom reskin. The game’s source code was also released on GitHub, ensuring its preservation and allowing the community to contribute to its ongoing development.


Narrative & Thematic Deep Dive: A Familiar Story Retold

The Plot: A Classic Doom Scenario

Doom, the Roguelike adheres closely to the narrative framework established by the original Doom. The player takes on the role of a lone space marine stationed on Phobos, one of Mars’ moons, where the Union Aerospace Corporation (UAC) is conducting secret experiments. When these experiments go catastrophically wrong, hellish creatures pour forth, overrunning the base. The marine’s mission is simple: fight through the hordes of demons, survive, and escape.

While the plot is straightforward, it is effectively conveyed through the game’s environmental storytelling and the occasional text snippet. The oppressive atmosphere of the UAC base, with its flickering lights and blood-stained walls, is palpable, even in the game’s ASCII mode. The narrative may lack the depth of a modern AAA title, but it serves its purpose, providing a compelling backdrop for the gameplay.

Themes: Isolation, Survival, and the Fight Against Overwhelming Odds

At its core, Doom, the Roguelike is a game about survival against insurmountable odds. The player is constantly outnumbered and outgunned, forced to scavenge for resources and make tactical decisions on the fly. This theme of isolation and desperation is a hallmark of both Doom and roguelikes, and DRL amplifies it through its procedural generation and permadeath mechanics.

The game also explores the theme of human hubris, as the UAC’s reckless experiments unleash hellish forces that they are ill-equipped to contain. This is a recurring motif in the Doom series, and DRL handles it with a deft touch, using environmental details and enemy design to reinforce the idea that the player is fighting against the consequences of humanity’s arrogance.

Characters and Dialogue: Minimalist Storytelling

Doom, the Roguelike is not a game that relies on complex character interactions or lengthy dialogue. The player’s character is a silent protagonist, and the game’s narrative is conveyed primarily through environmental cues and the occasional text log. This minimalist approach to storytelling is in keeping with the traditions of both Doom and roguelikes, where the focus is on gameplay rather than narrative.

That said, the game does feature a few notable characters, such as the various demonic enemies, each of which is meticulously designed to evoke the iconic creatures of Doom. From the lowly Imp to the towering Cyberdemon, these enemies are instantly recognizable, and their inclusion in DRL serves as a constant reminder of the game’s Doom heritage.


Gameplay Mechanics & Systems: A Roguelike Like No Other

Core Gameplay Loop: Turn-Based Carnage

The most striking aspect of Doom, the Roguelike is its turn-based gameplay. Unlike the fast-paced, twitch-based combat of the original Doom, DRL requires the player to think strategically, planning each move carefully. Every action, from moving to shooting to reloading, takes a certain amount of time, and the player must constantly weigh the risks and rewards of their decisions.

This turn-based approach fundamentally alters the Doom experience. Where the original game was about reflexes and quick thinking, DRL is about tactics and resource management. The player must consider the layout of the level, the positioning of enemies, and the availability of health and ammo. This shift in focus makes DRL a deeply engaging and challenging experience, one that rewards patience and foresight.

Combat: A Dance of Death

Combat in Doom, the Roguelike is a tense and methodical affair. The player must constantly be aware of their surroundings, using cover and positioning to their advantage. Enemies are aggressive and relentless, and the player must often retreat to regroup and heal. This ebb and flow of combat creates a sense of tension and urgency that is rare in turn-based games.

The game features a wide variety of weapons, each with its own strengths and weaknesses. From the humble pistol to the devastating BFG 9000, these weapons are instantly recognizable to Doom fans, and their inclusion in DRL serves as a constant reminder of the game’s heritage. The player must carefully manage their ammo, switching between weapons as the situation demands.

Character Progression: A Slow Burn

Doom, the Roguelike features a light RPG system that allows the player to improve their character’s stats as they gain experience. These improvements are subtle but meaningful, allowing the player to reload faster, deal more damage, or take less damage from enemies. However, the progression is slow, and the player must often rely on their wits and tactics rather than brute force.

This slow burn approach to character progression is in keeping with the traditions of roguelikes, where the focus is on mastery of the game’s systems rather than raw power. The player must learn to adapt to the game’s challenges, using their environment and their wits to survive.

UI and Accessibility: A Study in Minimalism

The user interface in Doom, the Roguelike is minimalist and functional, designed to provide the player with the information they need without overwhelming them. The game’s ASCII mode, in particular, is a masterclass in efficient design, using simple characters to convey complex information. The tile-based graphical mode is similarly well-designed, with clear and intuitive icons and menus.

That said, the game’s steep learning curve and punishing difficulty may be off-putting to some players. The lack of a tutorial or in-game guidance means that new players must often rely on trial and error to learn the game’s systems. This is a common issue in roguelikes, and DRL is no exception.


World-Building, Art & Sound: Crafting an Atmosphere of Dread

Setting and Atmosphere: The UAC Base and Beyond

Doom, the Roguelike excels in creating a sense of place. The game’s levels are procedurally generated, but they are designed to evoke the oppressive and claustrophobic atmosphere of the UAC base. The flickering lights, the blood-stained walls, and the eerie silence all contribute to a sense of dread that permeates the game.

The game’s ASCII mode is particularly effective in this regard. The abstract nature of the ASCII characters forces the player to use their imagination, filling in the gaps with their own interpretations. This creates a sense of immersion that is rare in modern games, where every detail is meticulously rendered.

Visual Direction: From ASCII to Tiles

The visual direction in Doom, the Roguelike is a study in contrast. The game’s ASCII mode is abstract and minimalist, using simple characters to represent complex objects and environments. The tile-based graphical mode, on the other hand, is more concrete, featuring detailed sprites and environments that evoke the pixelated aesthetic of classic Doom.

Both modes are effective in their own ways. The ASCII mode is a nod to the game’s roguelike roots, while the tile-based mode is a tribute to Doom‘s visual style. The ability to switch between the two modes is a testament to the game’s versatility and its appeal to different types of players.

Sound Design: The Sounds of Hell

The sound design in Doom, the Roguelike is a standout feature. The game features a wide variety of sound effects, from the guttural growls of demons to the thunderous booms of explosions. These sounds are instantly recognizable to Doom fans, and their inclusion in DRL serves as a constant reminder of the game’s heritage.

The game also features a soundtrack of remixed Doom tunes, as well as original material. These tracks are atmospheric and immersive, perfectly complementing the game’s oppressive atmosphere. The use of sound in DRL is a masterclass in auditory design, using audio cues to enhance the player’s immersion and create a sense of tension and urgency.


Reception & Legacy: A Game Ahead of Its Time

Critical and Commercial Reception

Doom, the Roguelike was released to a mixed but generally positive reception. Critics praised the game’s innovative gameplay, its faithful recreation of Doom‘s atmosphere, and its challenging difficulty. However, some reviewers found the game’s steep learning curve and punishing difficulty to be off-putting.

The game’s reception among players was similarly mixed. While hardcore roguelike enthusiasts and Doom fans appreciated the game’s unique blend of genres, mainstream players often found it too difficult and niche. Despite this, DRL developed a dedicated following, with players praising its depth, its replayability, and its faithful recreation of Doom‘s atmosphere.

Influence on Subsequent Games

Doom, the Roguelike has had a significant influence on subsequent games, particularly in the roguelike and FPS genres. The game’s innovative blend of turn-based gameplay and FPS mechanics has inspired a number of titles, including Jupiter Hell, Kisielewicz’s spiritual successor to DRL.

The game’s use of procedural generation and permadeath has also had a lasting impact, influencing a wide range of games from The Binding of Isaac to FTL: Faster Than Light. DRL’s legacy is a testament to its innovative design and its ability to bridge the gap between two disparate genres.

Evolution of Its Reputation

Over the years, Doom, the Roguelike has evolved from a niche experiment to a cult classic. The game’s unique blend of genres, its challenging gameplay, and its faithful recreation of Doom‘s atmosphere have earned it a dedicated following. The game’s source code release and its ongoing development by the community have ensured its preservation and continued relevance.

Today, Doom, the Roguelike is recognized as a landmark title, a game that dared to merge two disparate genres and created something entirely new. Its legacy is a testament to the power of innovation and the enduring appeal of Doom and roguelikes.


Conclusion: A Landmark Title in Video Game History

Doom, the Roguelike is a game that defies easy categorization. It is neither a traditional FPS nor a pure roguelike, but a hybrid that draws from both. This bold experimentation is what makes DRL such a compelling and unique experience. The game’s turn-based gameplay, its procedural generation, and its permadeath mechanics create a sense of tension and urgency that is rare in modern games.

The game’s faithful recreation of Doom‘s atmosphere, its iconic enemies, and its oppressive setting are a testament to Kisielewicz’s deep appreciation for the source material. The game’s minimalist storytelling and its focus on gameplay over narrative are in keeping with the traditions of both Doom and roguelikes.

Doom, the Roguelike is not a game for everyone. Its steep learning curve and punishing difficulty may be off-putting to some players. However, for those willing to engage with its unique mechanics, DRL offers a deeply rewarding experience. It is a game that rewards patience, foresight, and tactical thinking, and it is a testament to the power of innovation in video game design.

In the end, Doom, the Roguelike is more than just a fan game or a simple homage. It is a landmark title that bridges the gap between two eras of gaming, offering a unique and challenging experience that appeals to both hardcore roguelike enthusiasts and Doom aficionados alike. Its legacy is a testament to the enduring appeal of Doom and roguelikes, and it is a game that deserves to be remembered as one of the most innovative and daring experiments in video game history.

Final Verdict: 9/10 – A Masterful Fusion of Two Gaming Legends

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