Doom has been an iconic cornerstone in the evolution of first-person shooters since the 90s. After Doom 3 came along things took a turn toward modernity and a lot of the identity that helped the FPS stand out so much during the 1990s was lost in a sea of high-end graphics and corridor jump-scares. Well, id Software is getting back into the trenches to revitalize Doom in the upcoming reboot due out for the Xbox One, PS4 and PC. Bethesda is expected to show the game off at this year's E3 and we're likely to get our first glimpse at the gameplay.

Before we see Doom in action at this year's E3, it might be nice to at least throw some wishlist items on the wall in hopes of seeing some of the classic features make a return but scaled up high and mighty for today's generation of gaming technology. So here's a list of 10 features that need to make a comeback in the upcoming Doom reboot.

Doom Guy's Super Speed
255... is a number many old school gamers are familiar with. Why? Because it's the maximum speed the Doom Guy could run using the console or the speed buff in the original Doom games from the 1990s. The Doom Guy has always been notoriously fast. So fast in fact, that there are studies done by the community to measure just how fast he actually is. Why should this return to the game? Because it made the original Doom games absolutely brilliant... brilliantly fast. You could dodge projectiles, circle around bosses at lightning speeds and it's even how the Doom Guy managed to jump, since he didn't actually have a jump button. Yes, he ran so fast that he jumped just based on his forward momentum. How insane is that?
Large Levels For Players To Explore
Believe it or not, in the old games back in the 1990s Doom had fairly spacious environments. I know most people probably assume that since Doom 3 was a corridor-shooter by every sense of the word that the original Doom games were also corridor shooters. That's incorrect. In actuality, there were a lot of corridors but there were also a lot of open spaces, multiple routes and stair-type layers to many of the stages. The environments weren't realistic by any stretch of the imagination, but they were dynamic and mysterious and full of hidden secrets and passageways. The ability to tackle stages in different ways gave them a much broader range of replayability than the checkpoint-style maps in newer shooter games.
Map Puzzles
Believe it or not, amidst all the bloodshed and gore, the older Doom games were well known for their intricate map puzzles. A lot of times this included running around, fighting off demons and flipping switches or pressing buttons; raising bridges, lowering stairs, splitting walls or opening doors... the Doom Guy was doing it all. In Doom 3 the puzzles were replaced with a lot of slow, corridor trekking. But in the older games the large levels combined with sometimes frustrating map puzzles gave Doom a bit more gameplay dynamic than what it sometimes receives credit for. Bringing back map puzzles would be an excellent way to challenge FPS fans with something other than just following checkpoints and killing hordes.
Holding More Than Two Guns At A Time
I know this is kind of moving backwards according to some people, but this is a great way to pay proper homage to the classic shooter. It didn't make any sense but the Doom Guy (much like every other FPS action hero of the 90s and early aughts) could hold up to nine weapons at a time. As silly as it seems, having players go around and collect guns in the Doom reboot could be kind of sexy. The hunt for new weapons was part of the appeal of the older Doom games, and gamers complained about Duke Nukem's limited capacity for holding weapons in Duke Nukem Forever, so hopefully the Doom Guy won't get hit with the same sort of limitation. What's good for Call of Duty and Battlefield isn't always what's best for Doom.
Item Scavenging
In the old Doom games players were encouraged to venture around the maps and explore. Why? Because not only were there map puzzles, as mentioned, but there were also tons of necessary items that players would need in order to survive the hordes of demon spawns. The Cyber-Demon was one of the most badass bosses in all of gaming history and he required absolute concentration and attention in order to beat him. This oftentimes meant scouring through the stage looking for health boosters, armor boosts and extra ammo for either the plasma rifle or the BFG 9000. In most game's out today it's rare players are sent scavenging hunting for particular items unless it's a specific quest in a large-scale RPG. Hopefully id Software brings this feature back to their upcoming reboot of Doom.
Relentless Enemies
Please bring back these tireless foes. One of the staples of the original games was that the bad guys were bad... really bad. While some of the zombified soldiers in Doom were obvious cannon fodder, many of the upper-tier baddies were not. For instance, the Arch-Vile was truly that... vile. He could regenerate fallen foes and even sometimes glitch them so that they could turn invincible and travel through walls. The only way to kill them would be to get them to walk through a door, have it shut on them and then shoot a rocket at the door and hope the after-effect killed them. On Nightmare mode enemies would also respawn after a short time, making each level a desperate and frantic race to the exit. Having this feature make the leap into the upcoming first-person shooter would be glorious.
Monsters Who Attack Each Other
In addition to relentless enemies, how about monsters and enemies who attack each other? Another feature that we oftentimes don't see in newer shooters are enemies who hate each other. This feature was partially present in Borderlands, but it's not something that frequents games often. In the old Doom games you could get an Imp to shoot a shotgun sergeant and they would start attacking each other. Or you could get a Hellknight to attack a Cacodemon and watch the two of them duke it out. This was sometimes as entertaining as it was strategic, because players low on ammo could get enemies to shoot each other and that would help dwindle the on-screen enemy count. Having this feature back in the new Doom could make for some fairly explosive entertainment.
Co-op/Competitive Modes In Campaign Maps
I'm not sure why but multiplayer modes in today's age is either the entire focus or tacked on. Back in the day id Software tried some really unique things with the multiplayer, including having deathmatch, team deathmatch and co-op all intertwined. That's right, you could do the campaign maps in multiplayer modes and they were perfect. The multiplayer supported network play for up to 16 players, and you could actually do 16-players with monsters on the map. Some of you might think 16 people doing co-op is overkill, but if you were playing on Nightmare mode and dealing with limited ammunition, 16 players is far from overkill. Today's technology is more than capable of handling some high-end co-op, but even for the sake of optimization purposes it would be awesome if we could at least see an 8-player co-op option for people who want to tackle the harder difficulties with friends.
Proper Boss Battles
One of the big laments from many old-school gamers is that we've seen the diminishing value of boss battles in many of today's games. Every once in a while a game like Bayonetta 2 or Metal Gear Solid: Revengeance will come along and give us some awesome boss fights, but strategic boss battles seem to be a real rarity. It would be awesome to see players having to battle it out against die-hard bosses that require you to expend your entire ammo supply just to down them. There was a time when fighting and beating a boss was a real achievement and it would be nice to see an evolved version of boss fights in a game like Doom, especially given that the series was iconic for having some of the most grotesque and difficult bosses to fight in gaming back during that time.
Wads is what they used to be called, but now these days we call them mods. It was pretty easy back in the day to make mods for Doom and even to this day there are still people who make mods for the classic title, like the selfie-mod. While a lot of big AAA games these days don't often indulge in the modding culture, it would be a real breath of fresh air if id Software and Bethesda embraced the modding community with open arms. I know there was a heck of a lot of push back about paid mods when Bethesda and Valve tried to recently add premium fees to mods in Skyrim, but for Doom I think the community would just be more than happy to have the ability to crack open the game and add all sorts of crazy cool stuff to the game. Besides, Doom's modding scene could become as big as GTA's modding scene.
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