Latest news with #IdSoftware


The Star
23-05-2025
- Entertainment
- The Star
The monster-slaying game you can play almost anywhere
You're a space marine. The mission is to shoot your way through a monster invasion unfolding on the moons of Mars. And the monsters? They come from hell. When Id Software – six mostly 20-somethings at the time – pitched this gleefully unhinged premise to prospective recruits in 1993, millions answered the call. The technically masterful, thrillingly glib video game that Id released online crashed Carnegie Mellon University's network within hours because so many students were playing. Two years later, actual Marines were using a version of it for training exercises, and it had purportedly been downloaded onto more computers than Windows 95, the newest PC operating system. The game was called Doom . Sequels, prequels and offshoots inevitably followed, including this month's Doom: The Dark Ages , with each new title bringing more resources to the pursuit of mass exorcism. But Doom 's most entertaining developments happen in the shadow of the franchise, where fans resurrect the original game over and over again on progressively stranger pieces of hardware: a Mazda Miata, a NordicTrack treadmill, a French pharmacy sign. These esoteric achievements quickly became a meme. Now they look more like a legacy. Doom defined the first-person shooter genre, put computer games on the map and helped ignite a graphics war. But what many hard-core tech hobbyists want to know is whether you can play it on a pregnancy test. The answer: positively yes. Id had programmed Doom to be easily modifiable by players. Four years after its debut, the company took the radical step of releasing the game's source code to the public for noncommercial use; an international community of fans suddenly had access to the guts of the game and could retrofit it to all kinds of hardware. 'It was not only a gracious move but an ideological one – a leftist gesture that empowered the people and, in turn, loosened the grip of corporations,' David Kushner wrote in his book Masters Of Doom . Coders called it the hacker ethic, and it also led to moments of inspired cross-cultural exchange. Doom has appeared on Dutch payment terminals and Australian ticket readers. Someone tracked down and refurbished a laptop from a Friends episode in which the character Chandler Bing refers to Doom , and then put Doom on it. Some fans simply cannot resist the pull of a Doom port – industry lingo for transferring software from one platform to another. Their ambition is not necessarily to play the game on these devices; it is more in line with the beckoning of Everest, or the draw of a Guinness World Record. Even the idea of Doom was itself a kind of port, a way to bring the speed and action of arcade games to a machine made for text documents and spreadsheets. A jaunty metal soundtrack, punctured only by the howls of the undead, drives players forward through industrial settings while they dispatch imps, zombies and Hell Knights. 'Everything in Doom pushes you toward strafing and sprinting, constant movement,' said Dan Pinchbeck, the creative director of the acclaimed games Dear Esther and Everybody's Gone To The Rapture . He compared the inexhaustible pleasure of Doom 's pace to entering a flow state, or performing ballet (with a double-barreled shotgun). 'The genius of it was saying, 'What if we get rid of anything which slows this experience down and we just put our foot to the floor and drive this thing as fast as we can?'' None of this happened by accident, of course. Ports were not incidental to Doom 's development. They were a core consideration. ' Doom was developed in a really unique way that lent a high degree of portability to its code base,' said John Romero, who programmed the game with John Carmack. (In our interview, he then reminisced about operating systems for the next 14 minutes.) Id had developed Wolfenstein 3D , the Nazi-killing predecessor to Doom , on PCs. To build Doom , Carmack and Romero used NeXT, the hardware and software company founded by Steve Jobs after his ouster from Apple in 1985. NeXT computers were powerful, selling for about US$25,000 apiece in today's dollars. And any game designed on that system would require porting to the more humdrum PCs encountered by consumers at computer labs or office jobs. This turned out to be advantageous because Carmack had a special aptitude for ports. All of Id's founders met as colleagues at Softdisk, which had hired Carmack because of his ability to spin off multiple versions of a single game. The group decided to strike out on its own after Carmack created a near-perfect replica of the first level of Super Mario Bros. 3 – Nintendo's bestselling platformer – on a PC. It was a wonder of software engineering that compensated for limited processing power with clever workarounds. 'This is the thing that everyone has,' Romero said of PCs. 'The fact that we could figure out how to make it become a game console was world changing.' Younger gamers, born into a world already consumed by software, may find Doom 's subversiveness appealing even when they lack nostalgia for its original context. In January, a high school junior named Allen Ding stumbled across a version of Tetris that someone had built to run as a PDF. Although he did not have much history with the Doom franchise, most of which preceded his birth, Ding's thoughts immediately ran there. So did a swarm of online commenters. 'There was kind of a large demand to see if it was possible,' Ding said. It took him about 10 hours to make it. (Around the same time, the creator of the Tetris port also developed his own version of Doom in a PDF. The culture of Doom ports is littered with latter-day Newtons and Leibnizes.) Ding posted his accomplishment to a Reddit community where more than 100,000 'slayers' applaud gratuitous new ports. 'It runs poorly and plays even worse,' Ian Walker, a journalist, wrote about Ding's feat. 'But it's a marvel to see in action.' Science fiction writer William Gibson once wrote that burgeoning technologies require outlaw zones: unmonitored spaces where risk-takers can follow their interests and theories to the fullest extent. So when those on the nascent Id team 'ported' their work computers, via the trunks of their cars, to a shared house on weekends to hotwire their new venture in secret, you could argue they were doing it on behalf of gamers everywhere. And they practiced what they preached. When Carmack's boss at Softdisk learned that his star employee had cracked the code to sidescrolling on a PC – the innovative feature that underpinned Super Mario Bros. and other console titles – he encouraged Carmack, then 19, to patent it. Carmack threatened to quit instead. Patents could be obstructive, snuffing out creativity before it had a chance to flower. Ports, on the other hand, were cross-pollinating. Ports were liberating. Ports also provided opportunities to learn. Carmack has said that while he fulfilled a contract to bring Wolfenstein 3D to the Super Nintendo, he discovered a method that drastically lowered the computational burden of rendering the graphics onscreen. The team immediately applied it to Romero's groundbreaking level design in Doom , which was already in development. Sloping floors, cavernous rooms and the illusion of verticality could funnel players through finely plotted spaces at speed, assuming that the game's engine kept up. Like the rigidity of a sonnet, hardware limitations inspired creative solutions. 'We were looking for speed on another platform,' Romero said. 'This was the way to do it.' Everything was downstream of speed. Faster rendering meant more sophisticated lighting and more gruesome carnage. It meant more intricate environments and more adrenalised gameplay. And it enabled a distribution model that made the Doom file ubiquitous on desktops from Little Rock, Arkansas, to Ljubljana, Slovenia. The first episode of the game was released by Id as a free digital download, with a phone number to call if you wanted to buy the rest. Less than 10% of users paid for the full game, but millions engaged with a large enough piece of it to propel Doom 's popularity without a single dollar spent on marketing. ' The Doom shareware version was everywhere in Slovenia, just like everywhere else around the world,' said Marko Stamcar, the head of laboratory at the Computer History Museum Slovenia in Ljubljana, the country's capital. While Stamcar is not an active Doom porter, he thought the phenomenon illustrated the pervasiveness of computers in cars and appliances, in health-care devices and industrial tools. Doom 's meme status has spurred deeper discussions about the penetration of tech into our everyday lives. It is a useful proxy for issues that resonate beyond gaming; the will to Doom abuts long-standing principles like the right to repair. 'It's like an itch,' Stamcar said. 'Why can't I own my own hardware?' In other words, why can't I sit in the John Deere tractor I paid for and use its digital interface to chain-gun some imps? In a world of constant tech encroachment, Doom is often hoisted as a flag of resistance. Optimise exercise? Eat my lead. Enhance productivity? Let it burn. The game's anti-corporate ethos and punk aesthetic give it a level of credibility rarely accorded to the medium. Pinchbeck compared Doom to the metal scene, which its creators idolized. They shared a core tenet: 'Don't accept rules at face value.' Romero founded a series of game studios after leaving Id in 1996 and is working on a new first-person shooter, the genre he and Carmack practically invented. He has no illusions about how it may stack up. 'I absolutely accept that Doom is the best game I'll ever make that has that kind of a reach,' he said. 'At some point you make the best thing.' Thirty years on, people are still making it. – ©2025 The New York Times Company This article originally appeared in The New York Times.


New York Times
21-05-2025
- Entertainment
- New York Times
The Monster-Slaying Game You Can Play Almost Anywhere
You're a space marine. The mission is to shoot your way through a monster invasion unfolding on the moons of Mars. And the monsters? They come from hell. When Id Software — six mostly 20-somethings at the time — pitched this gleefully unhinged premise to prospective recruits in 1993, millions answered the call. The technically masterful, thrillingly glib video game that Id released online crashed Carnegie Mellon University's network within hours because so many students were playing. Two years later, actual Marines were using a version of it for training exercises, and it had purportedly been downloaded onto more computers than Windows 95, the newest PC operating system. The game was called Doom. Sequels, prequels and offshoots inevitably followed, including this month's Doom: The Dark Ages, with each new title bringing more resources to the pursuit of mass exorcism. But Doom's most entertaining developments happen in the shadow of the franchise, where fans resurrect the original game over and over again on progressively stranger pieces of hardware: a Mazda Miata, a NordicTrack treadmill, a French pharmacy sign. These esoteric achievements quickly became a meme. Now they look more like a legacy. Doom defined the first-person shooter genre, put computer games on the map and helped ignite a graphics war. But what many hard-core tech hobbyists want to know is whether you can play it on a pregnancy test. The answer: positively yes. And for the first time, even New York Times readers can play Doom within The Times's site. (Start by hitting the button below. The game is rated Mature for both violence and blood and gore.) Want all of The Times? Subscribe.


Gizmodo
16-05-2025
- Entertainment
- Gizmodo
Doom: The Dark Ages
io9 io9 Reviews 'Doom: The Dark Ages' Is My First Game in the Series—and It Absolutely Rips (and Tears) Id Software and Bethesda Softworks' 'Doom' prequel is packed with aura and hype moments that'll make you go 'hell yeah' from start to finish.


Gizmodo
16-05-2025
- Entertainment
- Gizmodo
id Software
io9 io9 Reviews 'Doom: The Dark Ages' Is My First Game in the Series—and It Absolutely Rips (and Tears) Id Software and Bethesda Softworks' 'Doom' prequel is packed with aura and hype moments that'll make you go 'hell yeah' from start to finish.


New York Times
15-05-2025
- Entertainment
- New York Times
A Frenzied Franchise Takes the Fight Up Close
Within every first-person shooter, there is a little bit of Doom. That 1993 game about a space marine slaying endless swarms of demons started a franchise known for ultraviolence and a broad arsenal of weapons, and also helped usher in a generation of successors. More than three decades later, the arrival of Doom: The Dark Ages effectively reinvents the hellish shooter with a revamped movement system and deepened lore. Players couldn't jump or even look up in the original game as they navigated labyrinthine military bases and turned beasts into piles of flesh. The '3-D' space that made up the game's levels was illusory — sections of each location were staggered in height. After several sequels came a soft reboot also called Doom (2016) and its follow-up, Doom Eternal (2020), both of which rewarded players for mastering aggression, momentum and frantic movement in an entirely new way. For the first time, players could double jump. The Dark Ages takes a striking shift in tone. The celestial, sci-fi brutality of the previous two games is swapped for medieval goth, with the protagonist, Doom Slayer, sporting a fur cape, a heavily serrated shield and spiked pauldrons. Double jumping and dashing are ditched and replaced with an emphasis on raw power and slow, strategic melee combat. Doom Slayer's arsenal features a brand-new tool, the powerful Shield Saw, which Id Software made a point to showcase across its 'Stand and Fight' trailers and advertisements. Used for absorbing damage at the expense of speed, the saw also allows players to bash enemies from afar and close the gap on chasms too wide to jump across. While previous titles allowed players to quickly worm their way through bullet hell, The Dark Ages expects you to meet foes head on. 'If you were an F-22 fighter jet in Doom Eternal, this time around we wanted you to feel like an Abrams tank,' Hugo Martin, the game's creative director, has told journalists. And Doom Slayer's beefy durability and unstoppable nature does make the gameplay a refreshing experience. The badassery is somehow ratcheted to new heights with the inclusion of a fully controllable mech, which has only a handful of attacks at its disposal, and actual dragons. Flight in a Doom game is entirely surprising and fluid, and the dragons feel relatively easy to maneuver through tight spots. They can also engage in combat more deliberately with the use of dodges and mounted cannons. Id is returning to its roots with more grounded combat and movement mechanics, but the game isn't hampered by other quality-of-life changes like dodging and parrying. A feature of timed challenges returns with more opportunities to exercise Doom Slayer's brutality on unassuming imps and zombies. The Dark Ages, which comes with a deep slate of accessibility and difficulty sliders, has a 'choose-your-own adventure' feel because of its diverse collection of weapons. Like in the game's predecessors, players can find secret collectibles and gather resources to improve the depth of their arsenal. One of my favorite additions is the skullcrusher pulverizer. Equal parts heinous nutcracker and demonic woodchipper, the gun lodges skulls into a grinder and sends shards of bones flying at enemies. The animation is both goofy and satisfying. The franchise's approach to narrative has evolved since the original Doom, which told a scant back story through the environment and intermittent onscreen text. The 2016 game introduced an ancient war between hell and other realms in the game's universe. Codex entries such as fiery pieces of paper hovered in secret sections of the game, adding to the richness of a story that explored themes of corporate greed and divine wrath. Since the reboot, the composer Mick Gordon's face-melting soundtrack has been driving the dread home, and this latest entry is again flooded with industrial heavy metal sounds and punchy guitar riffs. The Dark Ages stands out for its creative reinvention. But no matter what, Doom Slayer — a stoic gladiator beset by a demon scourge — sticks to his mantra to rip and tear.