

That perspective being something very fast, very loud, very violent, and very graphic. With that in mind, this new Doom feels like a new translation of the original text, something approaching the gospel from a different perspective. New technology was built specifically to hide all those obvious monster closets from the original games, to make you have to run scared in the dark in a way that maybe id had always intended but never quite came across. It was a translation of what the developers thought Doom was. Id's previous attempt at modernizing the most influential shooter of all time was 2004's Doom 3, a great game that nonetheless proved divisive. There was only moving very fast, and shooting demons. Doom released at the tail end of an era of pixelated abstraction in games, a time when your brain had to do a lot more heavy lifting to fill in the gaps between those big squares of color to see a bright pink demon explode into a intestine-strewn mess, where those bright red blobs were blood, where, as the now-infamous Edge review lamented, there was no talking to the monsters.

It's been demonstrated before that taking the original 1993 release of Doom and repurposing it for a modern audience is hard. Doom (2016) is an attempt at translation.
