Not going to disrepage someone for getting enjoyment out of a narrative, but per the above points:aegix drakan said:Between the Slayer's testaments, the nifty codex entries for the monsters, the interesting characterization for the doom slayer (He's a rampaging nut, but not outright a maniac. There's lots of little moments that give him some added depth), and the intentionally cringy holograms that really sell just how insane the UAC became, and how fun Samuel was...There was enough that it kept me interested and wanting to know more. I'd say that's pretty good writing, especially for a game that's a throwback to "Guns over here, demons over there, kill they ass".
-Lots of games have codex entries - that isn't exactly unique to Doom. Now, bear in mind, I actually like codex entries as a way of fleshing out a setting, but they shouldn't be the be all and end all of fleshing out a narrative. The codecies for fleshing out the demons/UAC? Sure. They work. I think the Argent D'Nur/Wraith thing towards the end feels underdeveloped and thrown in at the last moment, like the writers were making everything up as they went along, but maybe it's functioning as sequel bait. However, that brings us to the issue of the Doom Slayer...
-Jim Sterling said that the Doom Slayer, despite never saying a word, is more fleshed out than most FPS protagonists. I certainly agree that he has more character than some FPS protagonists, but I don't think he can be called that fleshed out a character, or at the least, the fleshing out of his character isn't done in a manner I'd call "good writing." Almost the entirety of the Doom Slayer's character is fleshed out retroactively, as in, the characterization comes from reading codex entries about stuff that he's done in the past. There's a saying in writing that (paraphrased) "if you aren't writing about the most interesting time of your character's life, why?" Doom 2016 arguably has a mechanical/branding answer for that (wants in on Mars, with the UAC), but not a narrative one. To quote another saying in writing, "show, don't tell." There's far more 'telling' about the Doom Slayer than what's being 'shown,' in regards to backstory/character development. Because the Doom Slayer certainly doesn't undergo any personal growth in the story. Not that many FPS protagonists do, mind you, but I don't see people singing their praises in the same way as the Slayer.
So, within the narrative itself, what about the Doom Slayer? Well, I can think of three actual moments where he receives characterization. First is at the start of the game, where he throws the screen away when Hayden's talking to him, and thumps out the elevator panel when Hayden talks to him again - his gaze drifts to the UAC employee body at said elevator at the time. Second time is where he punches out the argent conduits rather than following Hayden's instructions. Third is towards the very end, where he saves a backup of VEGA. You can read into these actions how you want, but these are three moments of a ten hour game. THREE. There's all this talk about the Doom Slayer being fleshed out through his actions, but those actions are few and far between. And on the subject of his silence, since Quake Champions confirms that he is indeed the same Doomguy as the original series, why ISN'T he saying anything? I presume Hayden is actually talking English, but while this isn't the fault of the game per se, in retrospect, I'd argue the revelation actually weakens the Slayer in the game.
(Also a pet peave that 2016 is the series's second reboot, because Id can't seem to do anything with Doom's narrative beyond "demons invade Mars, but that's a separate issue.)
-On the subject of the holograms, that's another issue for me, because the game can't seem to decide on what tone it wants to set. At the very start of the game, everything's being treated quite seriously - Mars has 'gone to Hell,' the Slayer has awoken, and in the broader context of things, this is a serious situation. Hayden treats it seriously, Pierce treats it seriously, VEGA treats it seriously, and the Slayer, far as I can tell, is treating it seriously. Yet the holograms keep popping up with moments of "listen to these and laugh!" Except I'm not laughing, because the tone of the holograms is so at odds with the tone of everything else. I'm not saying that a serious story can't have moments of levity (if anything, I think it should), but this is beyond moments, this is in the realm of tonal whiplash. Doom has been both tongue in cheek (Doom 1/2), and serious (3), but 2016 can't seem to decide what it wants to be.