But id Software pushed things further by doubling down on all of this: glory kills replenish health, the Chainsaw drops ammo, the shoulder-mounted flamethrower yields shield. There was a similar system in place to replenish guns in DOOM (2016): the Chainsaw would cause enemies to drop ammunition, but it was just an addition in case the player was in a bind.ĭOOM (2016) did not feel complex at all, there was a death dance with demons with occasional glory kills to replenish health. Why is this innovative? For three reasons: Then DOOM (2016) came with an innovative idea that was rarely seen in FPS games (although NecroVision had a similar system): using specific lethal moves in close quarters to kill monsters and replenish player health.
This characteristic has been there since the start of the series and is one of the many reasons for DOOM’s success: prioritizing which enemies to kill, and choosing a weapon that is the best tool for the job. Hugo Martin, Creative Director at id Software, likes to compare DOOM to chess.