For video game creators, however, a new beginning is often racked with questions.

What, exactly, do you choose to show players first?

How will you introduce them to something they’ve never seen before?

The Doom Slayer from Doom Eternal

Nowhere is this more apparent than in its opening levels.

Doom II’s opening level is similarly brief and short-lived, coming with another 30 second par time.

This is another first-time playthrough for me, and oh god, I hate it already.

The opening vista of Doom 1993’s opening hangar level

Even firing it feels yucky.

Worse, it’s easy by design.

The hierarchy of enemy types feels weird and out of wack.

The outside of a hangar facility in Doom 1993

There’s no clean throughline from start to finish.

To me, this feels like a game that’s simply pandering to its player base.

But it loses all sense of drama and build-up in the process.

A hole in the wall appears in the first level of Doom 1993

From the moment you start a new game file, it takes approximately ten minutes (ten!)

before you get your first gun, and another nine (NINE!)

before you have anything to actually shoot.

The player shoots two zombiemen in Doom 1993

“What the heck am I playing?”

I wrote in my notes.

“Dead Space?”

The player shoots an imp on a high ledge in Doom 1993

Dead Space, of course, didn’t exist yet.

This is a serious, grown-up demonic invasion happening in real time now, you dummy.

There’s no running off to find ‘secrets’ and cheat your way to bigger and better guns anymore.

The player shoots several zombiemen on ledges in Doom II

Your cries of idclip are meaningless here!

It is, admittedly, quite a good horror game.

There’s even an imp that does a headcrab-style lunge at you upon opening a door.

An imp appears behind a locked door in Doom II

But I wouldn’t say it’s Doom.

scrabble to grab a nearby pistol and fire your way to freedom.

It feels very much like old Doom again, albeit through the lens of twenty years' worth ofmultiplayerdeathmatches.

A wall opens to reveal the rocket launcher in the first level of Doom II

(A question that Doom 64 failed to ask its players by only bringing the Pinkys forward).

A pinky comes at you down a corridor in Doom 64

Three pinkys emerge in a yellow room in Doom 64

A lift opens up in a room in Doom 64

A lone imp stands in front of the exit switch in Doom 64

An NPC stands next to top secret UAC boxes in Doom 3

Guns and armour are locked behind glass in Doom 3

A zombieman from Doom 3

An imp appears in Doom 3

A Stand Here sign from Doom 3

A hand grasps a zombieman skull in Doom 2016

Imps jump around a battle chamber in Doom 2016

A zombieman is slapped with his own arm in Doom 2016

A retro room from Doom II inside Doom (2016)

A zombieman gets chopped in half in Doom Eternal

A cacodemon prepares to attack in Doom Eternal

An arachnotron in Doom Eternal