This week on Semi-Ramblomatic, Yahtzee follows-up on his Fully Ramblomatic episode on DOOM: The Dark Ages to explain why the story of the game is bad.
Transcript[]
I return, then, to the subject of DARK: The Doom Ages. That was a typo, but I'm running with it anyway; be ungovernable. I noticed a general response to my review of that game asking me to clarify why I thought the story was bad. I'm collating multiple comments that I saw, so none of you should feel picked on for this.
"Huh, he says the story's bad, but doesn't explain why it's bad! I knew it; he secretly really likes the game and is only saying otherwise in accordance with his instructions from the Elders of Zion."
No, really, the story is bad. I apologise if I didn't make my feelings clear enough on that. Sometimes, it feels like I'm standing in front of a big pile of nails on a train track and I'm pointing and saying "This train track probably shouldn't have all these nails on it." and everyone's going "Why is that? Explain why you hate nails so much." Maybe I should be more mindful that certain things might be less obvious to people who haven't played 100,000,000 bloody video games in their life, so let's take a closer look.
There's a certain faction who—at this point—will say that the problem with the plot of Dark Age: DOOM and that of many boomer shooters along similar lines is that they have a plot at all. "Who the fuck needs a story? It's Doom! Kick-ass marine shoots a load of demons from Hell. Any kind of story element threatens to get in the way of the purity of the experience. After all, the whole modern Doom renaissance started with Doom 2016, which famously opens with the protagonist smashing the fuck out of a monitor because a support character is trying to tell him something story-related and he'd rather just get to the killing."
See, I don't buy that. "The plot doesn't matter" is an argument I frequently hear in response to me criticising the narrative of anything gameplay-centric, and each time, I offer my usual counterargument: "People never say that when the plot is good." The fact is a good plot elevates the material and a bad plot is a missed opportunity. Prince of Persia: Sands of Time would have been merely good if it had only had the innovative time-bending parkour stuff and if we held our noses for the combat, but the fact that it also contains my favorite love story in all of gaming history is what pushes it over the line into all-time classic.
See, core gameplay is important in the moment; it'll sell the game in a well-edited trailer, but the story is what you take away; it's the thing you still think about afterwards and the main thing you remember. I mean, you remembered Doom 2016's intro pretty well, didn't you? And if its intended message was that you're not supposed to care about the story, it was really inconsistent with that, considering later in the same game there's a prolonged sequence where we're forced to stand around in the support character's office like an angry lemon while he gives us a fucking performance review. Doom has always had story. It's not always been front-facing; you had to go to the manual to find the one for the original Doom. Hang on, I'm going to dig it up. Ah, here it is.
Welcome to DOOM, a lightning-fast virtual reality adventure where you're the toughest space trooper ever to suck vacuum.
Fuck does that mean? Surely the vacuum is the thing that sucks! Is this one of those Soviet Russia jokes? Anyway, here's the story page, and there's actually quite a lot of interesting detail here. It transpires that Doom Marine assaulted a superior and was punished with deployment to a space base in the arse end of nowhere, and there's an implication that he spent most of his time there watching porn, demons invaded as a result of teleportation experiments in a slightly Event Horizony kind of way, and there's even an explanation for why you only start the game with a pistol: it's 'cause you were left to secure the perimeter while all the dudes with the cool guns went into the slaughter.
So, Doom has a plot, and Doom 2016 has a plot, one that I rather enjoy. It's a story about an unstoppable silent badass with no motivation in life except to kill demons And as I've said before, this makes him a particularly compelling boomer shooter protagonist because he perfectly reflects the motives the player takes into the game. But there's more to him than that. People always focus on the monitor-smashing in the game's prologue and disregard the actually important character moment: It's the bit right after Mr Doomslayer gets into an elevator and the support character has a second go at appealing to him right before he smashes the monitor again and the title card drops. The dude says something like "Everything we did here was for the betterment of mankind." and the protagonist glances briefly at a ruined corpse slumped against the nearby wall. I love this moment because it's so subtle but it says so much. Were he inclined to speak, I'm sure the Doom Slayer would sardonically reply "Yeah, I'm sure this poor bugger thinks things are going just hunky fucking dory!" Not in that accent.
Doom 2016 is a story about a human race that has gotten so obsessed with expansion and discovery that it started to miss the forest for the trees, and when faced with something so utterly uncomplicated as evil demons from Hell who want to kill them all are all wringing their hands, trying to appreciate the nuances. "Ooh, maybe we can make use of Hell energy! Ooh, maybe we can side with the demons and pursue mutual goals!" And the Doom Slayer an outsider from the past with extensive Hell demon experience marches into the middle and goes "This isn't complicated at all, you idiots. Hell demons are bad, obviously, now stand over there while I kill them all." And for that we cheer. Essentially, it's the story of Alexander the Great and the Gordian Knot. Everyone's flapping about, going "Ooh, how are we going to untie this knot? It's so complicated.", then in comes Alexander with his sword—hhwip—there, it's untied. Now stop being such prannies and get back to work.
So, while the Doom Slayer doesn't speak and has no face, they do have a character; one that is defined by their relationship with the rest of humanity. Fate has left them in the unenviable position of being a permanent outsider from his people who must nevertheless be called upon to save them from themselves. Quite tragic, really. This is emphasised by scenes like that wonderful bit in Doom Eternal where he stomps through a room full of normal flimsy humans like a grumpy dad navigating a playroom and everyone's visibly terrified as they mentally go back over their recent lives, trying to recall if they did anything that might warrant a spanking.
So, to bring this all back around to the start, why didn't I like the plot of Doom: The Dark Ages? Well, as established, I enjoyed the Doom Slayer as a character defined by their relationship with and juxtaposition to the rest of humanity, and in The Dark Ages, humanity just isn't around, therefore that definition is gone. Instead, Mr Doomslayer spends all his time knocking around with this race of extremely serious Warhammer 40k characters with whom he fits in a lot better, all with stock very serious warrior personalities. And as such, there aren't any characters I feel like I could root for. Also, the hell demons are represented by a Prince of Darkness-style operatic main villain who's articulate, makes deals with other characters, and generally feels like someone one could reason with. And that, too, undermined the established dynamic where the Hell demons were nothing more than literal manifestations of chaos and the Doom Slayer was the one sane man needed to bring a dose of reality to those trying to see anything more than that. Perhaps it was inevitable that Dark Ages would suffer from classic sequel syndrome wherein all the designers can think to do was expand and embellish upon what has been established; losing sight of the fact that it was the straightforwardness and lack of embellishments that made the original compelling. Roll on the next reboot, I suppose. Maybe next time it'll come back as a dating sim. Don't tell me you've never wondered if Mancubi wouldn't make good cuddlers.
On Nazis · Best of 2009 · Role-Playing Games · Darksiders · Character Design · Space, Flying and Space Flying · Goth Mercenaries · Connectivity · Dante’s Inferno · Interactivity · On Audio Logs · Betrayal
On Kinect and PlayStation Move · On Difficulty Levels · Super Mario Galaxy 2 · On Time Travel · On RTS Games · On Arty 2D Platformers · On Exploration · Don't Use the Word "Gamer" · Hideo Kojima and Women · Duke Nukem Forever · On Endings · On Silent Protagonists
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Sanity Meters · More on Halo: Reach · Dead Rising 2 · A Handy Glossary of Yahtzee Terms · Shaky Cam Games · Enslaved As It Should Have Been · Fallout: New Vegas · Force Unleashed 2 Is Too Much · Why We Love Zombies · The Best Iphone Games · The Little Touches in Assassin's Creed · Splatterhouse in Australia?
2011
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Epic Mickey Offers No Choice · Honorable and Dishonorable Mentions · On Multiplayer · Molyneux's Unfocused Innovation · What Minecraft Is Missing · American Box Art Sucks · Dead Space 2 Is No Resident Evil 4 · What if We Leveled Backwards?! · Hybrid Multiplayer Mess · Let's Talk About Let's Play · Why Regenerating Health Sucks · BAFTAs Are Bollocks · Death in Videogames
Q2
Roleplaying Homosexual in Dragon Age 2 · Pokemon 100 Percenters Are Mad · How ''Yakuza 4'' Grabs You · An Invisible Protagonist · Getting Innovation Wrong · Building Sequels Badly · Not All Sequels Suck · Action Is Not Finisher Porn · New Team Fortress 2 Classes · L.A. Noire Is a Bad Adventure Game · The Big E3 · Upcoming Games Won't Suck, Hopefully · What is Mature Anyway?
Q3
Yahtzee Could Have Written Duke Nukem Forever · A Hard Weapon Is Good to Find · Alternative Games · Mixing Single and Multiplayer · Keeping Old Games Intact · The Rise of Rail Roading · Game Stories Demand Focus · Why No Couples in Games? · Time for Gaming's Physical · Golden Era of PC Gaming · What Human Revolution Got Wrong · Driver San Francisco's Silliness Works · Weapon-Crafting That Works
Q4
Hating Warhammer 40k and Space Marine · Manly Vs. Macho in Gears · Shooters of Yore · Sidequests Good and Bad · What Kinect Can Do · The Sandbox Killed Batman · Battlefield 3 Is Scary · Uncharted 3 Should've Tried Harder · What Is the Matter with You People? · Too Many Options in Skyrim · Context, Challenge and Gratification · Assassin's Creed 2.85 · Skyward Sword
2012
Q1
Non-Violent Game Idea: Puppies in Hell · The Not Quite Best Games of 2011 · Death Mechanics and Dark Souls · Sonic the Poacher · Roleplaying The Old Republic · Escorts Aren't Free · Survival Horror on a Cruise Ship · Why Movie Adaptations of Games Suck · Elves and Dwarves Don't Define Fantasy · How to Make ''Neverdead'' Better · Syndicate Gets Gimmicky · Mass Effect 3 Gets An Ending
Q2
When 'Dark and Edgy' Goes Too Far · The Growth of the Zombie Myth · Why Easy Games Fail Yahtzee's Game Theory · Big Studios Can't Produce Good Horror Games · Kid Icarus: Uprising and Hurt Nintendo Fans · How to Become a Game Journalist · Prototype's Story Holes · Pirates Are Way More Interesting Than Elves · What Ethnic Group Will Replace Nazis? · Why Randomly Generated Content Sucks · F'ing Up Isn't So Bad · Drop The High Scores · What Not to Hate About E3
Q3
Excessively Excessive · First Person Platforming · Crossing Spec Ops: The Line · Traditional Adventure Games Are Rubbish · Plot Inversions · Spider-Man's Knickers · Valve's Making Up Half-Life Along the Way · The Summer of Arcade Sucks · It's All In Good Humor · Problems With The Sandbox · The Motivations of Death · How to Be a Nethernaut in Minecraft's Hardcore Mode
Q4
Reliving Gordon Freeman's Worst Day · Hating Multiplayer Creep · Sports Nerds Are Nerds Too · It's About Characters, Stupid · Idle Chatter Builds Character · Save Scummer · Get Rid of the Dang Arrows · The Assassins and Templars are Idiots · How to Title Your Stupid Sequel · Black Ops 2 Is Like A Rich Jerk · Humor and Realism Don't Mix · To the Shooters I Treated Badly
2013 - 2017
2013
Q1
The Upcoming (And Pointless) Console War · Seriously, Console Wars Are Pointless · The Death of Mario · Hotline Miami Is Nuts, FTL Is Gambling · Does Online Multiplayer Always Make Sense? · And The Winner IsÉ. · A Game's Replay Value is Like Chocolate Sauce · Ni No Kuni: Wrath of the Confusing JRPG · Real Horror Games Don't Need Co-op · Colonial Marines Developers Should Own Up to Screwing Up · A Storytelling Crysis · Games With Fake Wars Are Stupid · A Quick Time Event By Any Other Name
Q2
SimCity Was Never Meant To Be Online · No, BioShock Infinite's Ending Doesn't Suck · We Really, Really Don't Need New Consoles · Nintendo Needs To Reboot Mario and Luigi · It's Time For Mortal Kombat vs. Everyone Else · Why Exactly Do We Care About Star Wars? · Your Game Music is Bland and You Should Feel Bad · The Glorious PC Gaming Master Race · Metro's Bullets Make A Better Currency · Sony's Not Ready For User-Made Videos · Gunpoint Game Makes For Great Action Movie Moments · Remember Me Could Have Been So Much More
Q3
Killing is Too Easy · Why Can't Comedy Games be Funny to Play? · Why Do We Even Care About Animal Crossing? · When Open World Goes Wrong · Bad Games Can Give You Good Ideas · Of Metaphors and Mario RPGs · Remaking the 90s · Bureaucracy-Em-Up · Coming Around to the Wii U · The Dangers of Dialogue · Your Character Could Be Anyone · Sexy Characters
Q4
A Machine For Pigs: Daddy, Please Don't Kill Me · GTAV's Characters Are Just Bad · Let's Compare Lost Planet 3 to a Good Game · Beyond: Two Souls vs. The Stanley Parable · Wind Waker is Still the Best Zelda, and You're Surprised? · Keeping Batman Original · Assassin's Creed Doesn't Have Much of a Story, Does It? · Complacency in Storytelling · The Design of Consuming Shadow · The Trials and Perils of Returning to PC · Context, Challenge and Catharsis · To Hell With Comments
2014
Q1
Serious Game Fatigue · Of Dragons & Ruined Cities · Hardware is Gimmicks · Why Do We Love Survival Games? · The Magic of Old Adventure Games · The Nostalgia Factor · What Has Nintendo Done Right Lately? · A Beginner's Guide to Dark Souls Ð 7 Steps to Sucking Less · Bad Timing Ð How Clocks in Games Ruin the Fun · People Make Games, Not Development Studios · Thief Would Have Worked Better With a Bigger Sandbox · Lords of Shadow 2 Might Have Been Good, Had Dracula Been Evil
Q2
Dark Souls 2: Of Missing Monsters and Bustling Bases · Triple-A Ain't What it Used to Be · The Totally Hipster Elements in inFamous: Second Son · Ground Zeroes is Only Worth What You'll Pay For It · MMO Adaptation Will Ruin What You Love About Your Favorite Franchise · Taking Lessons From South Park Ð How To Not Ruin an Adaptation · Why Nobody Has the Time to Make Greenlight Work · Collective Guilt and Beauty in Games · Immersion in Games: Are You Into It? · On FMV in Games, Gore and Giving a Middle Finger to Censors · What the Hell Is Going On With E3? · Watch_Dogs: Too Much Sandbox, Too Little Game · Playing Favorites in Wolfenstein's Semi-Branching Story
Q3
Building a Legacy by Standing on the Shoulders of Giants · If You Are Going to Hate on a Game Company, Do It For the Right Reasons · The Lazy Storytelling of Modern Games of Warfare · Is That Castlevania in Your Pocket? · The Sexual Awakening of Ness in EarthBound · Taking On 'Detrimental' Isometric Game Design · Is the AAA Console Games Market Heading for a Crash? · How Firefall Changed My Mind About MMO Shooters · Sacred 3: If Someone Asks If You Are a God, You Say Yes! · The Theory That Will Tie All Video Game Stories Together · Life After Doom Ð Video Games' Visionaries · Should Every Game Allow You to Choose Your Gender? · How to Make The Sims Double As A Corporate Workplace Simulator · Destiny Ushers in a New Era of Blatant Cash Grabs
Q4
What Defines the Games of Suda 51 and Swery65 · Just What Exactly Does the Triforce in Zelda Do? · The Compelling Story Within a Story in Shadow of Mordor · Why Were Shadow of Mordor and Alien Isolation So Good? · Why The Evil Within Fails on Multiple Levels · How Bayonetta's Gender is Relevant to the Game · Sunset Overdrive and Applying The Rules of Comedy · The Latest Scourge of AAA Game Design · Trying to Make Sense of Assassin's Creed: Unity's Main Character · A New Commandment for Developing Games With RPG Elements · Making Faces Ð A Bioware Story · The Grand Unifying Theory of Games: Adding More Depth
2015
Q1
The Honorable and Dishonorable Game Mentions For 2014 · The Talos Principle Comes Out of The Myst and Through a Portal · On the PC Master Race and the Language Police · Five Nights at Freddy's and the Nature of the Jumpscare · How You Can Make a AAA Game Like Today's Developers · Expanding the Game: The Semantics of Standalone · A Review Scoring System That Would Work · Taking On Remastered Games And The Effects of Nostalgia · Why Completing All Objectives And Finding All Secrets Are Meaningless · The Current Trend of The Anticlimax in Video Games · Why the N64 Majora's Mask Could Not Be Made Today As a AAA Title · The Exploitative Nature of Crafting in Video Games · Why You Should Be a Bit Disappointed With Ori and the Blind Forest
Q2
The Annoying Tendency To Mix Styles of Play In A Single Game · Bloodborne May Seem Like A Dark Souls Game, But Be Warned · Will Half-Life 3 Outlive Public Interest Because of Development Time? · Alternatives to the Glut of Metroidvania-Style Platformers · Narrative Continuity of Fighting Games is Convoluted, Especially Mortal Kombat X · Turning to Turn-Based for Stealth and Other Types of Gameplay · The Plight of the Mary Sue Character in Games · Should Games Arbitrarily Withhold Content? · On Being Deliberately Offensive · Did You All Forget To Be On Guard Against E3?
Q3
Here's Whats Wrong With Alone in the Dark: Illumination · Inside the Development of Hatfall · I Never Did Like Yoshi's Island · How Intuitive Does A Game Have to Be? · What if the Godzilla Game Had Benn Good? · Tembo the Badass Elephant is a Bit Desperate, Isn't It? · The Worst Part of Each King;s Quest Game · Upon The Mary Sue Character in Video Games · The Problem With the "Walking Around Simulator" · Gotta Love Metal Gear Solid · The Perfect Generic Game is Mad Max
Q4
How to Make A Slasher Video Game · The Super Mario Apocalypse Will Never Arrive · Undertale May Be This Year's Best Written Game · Assassin's Creed is Officially Running on Fumes · AAA Games Have Stopped Innovating · Rise of the Tomb Raider Feels Like A Second Origin Story · Battlefront is Barely Multiplayer At All · Why Is Every AAA Game Hero Suddenly Your Dad?
2016
Q1
Get Out of Your Comfort Zone for 2016 · Assassin's Creed Needs to be Interesting, not Trendy · Xenoblade Chronicles X Actually Uses the Wii U Gamepad Well · Gravity Rush Indulges the Need to Fail at Flying Around · Early Access Isn't Right for Every Game · Stardew Valley's Relationships are Really Rather Off-Putting
Q2
Are Games Losing My Interest, or Is it Just Me? · Why Do Branching Storylines Never Deliver on Their Promises? · Remaking Old Games is a Fool's Errand · How to Pass the Time While Waiting to Play A Game · Pondering Adventure Games and Gameplay in Modern Gaming · Enough of Making Video Games into Movies Already · The Highs and Lows of Gaming in Virtual Reality · Interactive Narrative Means Choosing How Invested You Really Want to Be · Investigating Overwatch's Stingy Loot System