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id Software returns to form

Published July 1, 2009
4 out of 5 starsScore: 80/100

It's been a long time since id Software has produced a game worth admiration. It seems like their title and engine dominance ended somewhere around the vicinity of Quake 2, way back in 1997. And while Quake 2 spawned some of the greatest community multiplayer mods of all time (Jailbreak, Action Quake 2 to name a few), Quake 3 had a much tougher time in the market due to increased competition from both Valve's Half Life and Epic's Unreal Tournament series. Despite healthy sales, Quake 3 seemed more of a detrimental product to the company - a relic of ages past where simple deathmatch was all it took to hypnotize the masses into id's camp. Where innovation was abound amongst other titles, id's Quake 3 felt stagnant. A grounded dinosaur among soaring, better evolved birds.

It's almost as if the gaming community had grown tired of the traditional id approach to multiplayer: simple deathmatch skirmishes lacking objectives other than to kill, kill, kill or be killed. By the time Quake 3 was released the year was 1999. Their timing couldn't have been worse - in 1998 Half Life was introduced to an unsuspecting gaming public and seemed to radically change what gamers thought a first person shooter could be, both in single player and multiplayer experiences. Quake 3 seemed like a big beige box - a functional and utilitarian construct that impressed few other than the most die-hard of Quake fans. Around this time, Counter Strike was igniting the first person shooting community with in-game reward systems and tactical play. id's meager offering made the company seem lethargic, content to rest on its haunches while speedier competitors with better products flew by. The irony in all of that is id was responsible for the engine technology powering these more popular and robust experiences.

Fast forward to 2009. For months John Carmack (founder of id and "father" of the first person shooting genre) hinted a new Doom game based on a reduced Doom 3 engine (originally tuned for much more powerful PCs) was heading towards the iPhone platform (to set expectations, Carmack called it "only one level down" in regards to Doom 3's PC resolution). On June 26th, unbeknownst to all save for id's staff, Doom Resurrection appears, immediately and for sale on Apple's App store. No previews, no advertisements and no details were to be had before June 26th. An unusual launch methodology for id, much less any game company out there, to say the least.

After plunking down the hefty sum of $9.99 I fired up the game expecting only the most modest of experiences. Having played id's port of Wolfenstein Lite I was left with a bitter-sweet taste in my mouth: Yes, it was Wolfenstein running better than any mobile port I'd seen before, but it didn't control well. Its button layout worked fine for firing, but controlling oneself with the faux directional pad was a nightmare. To think even Carmack couldn't make Wolfenstein work on a platform that he ported himself was a sobering notion. I began Doom Resurrection with expectations in check and watched as the game launched into its intro sequence.

Wow. I believe I felt this same kind of amazement crossed with excitement the first time I sat down to play DOOM on my friend's 486. After hours of watching him play it by himself, he eventually had to take a bathroom break and I clambered into his chair eager to take the pilot's stick. The graphics, the sound, all of it came together to create a sensory overload that -at the time- made me feel like I was trapped inside the world id had made. Doom Resurrection evokes this same reaction upon launch, and, to id's credit, for the majority of the game, lingers.

The game is on-rails, and, much like a light gun shooter, guides the player down a predetermined path. With movement out of the way your task is to aim the cross hairs, pick up health packs and guns, fire your weapon and dodge imp fireballs with well timed button presses. Unlike most games relying on pin point finesse in order to operate the pseudo buttons correctly, id has wisely chosen to make the buttons large press inputs. Nothing more is needed than simple tap on the button area to execute the command, and the command is binary: off or on. There's no analogue-esque control fidelity among the button's functions and the only thing that comes close is the cross hair control which works extremely well.

The aiming cross hairs are controlled by the accelerometer. Simply turn the iPhone to adjust where you're aiming. It sounds hokey in theory but in practice it works amazingly well. Coupled with, dare I say, the best graphics on the iPhone and you've got one of the most compelling experiences on the platform. Make no mistake in thinking this is mini Doom 3, however, as textures are blurry and effects such as blood spatter are more reminiscent of papier-mâché than individual blood particles - but this is id's first attempt at wrangling this engine onto the platform. For a first outing this title looks amazing.

It's hard to imagine the impact Doom Resurrection will have on future first person games on the iPhone to come. While I don't think it's the apex of how this genre's controls can be conceived, it is a fine architecture that amplifies the iPhone's strengths and for fleeting moments makes you forget about it's many, many weaknesses. As much monotony as there is presented in the game there's equal parts brilliance both mechanically and visually. And during those fleeting moments you can feel id's magic, defying your expectations and reassembling them at the same time to demand something more from your iPhone game experiences.

Isn't that what id used to do best?

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