Doom (series)/WMG: Difference between revisions

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Note: This has spoilers from Wolfenstein RPG
 
After Scott escaped I.M. Meen's labyrinth, I.M. Meen swore that he would be back. Eventually, he died and went to Hell, where, with the Harbinger of Doom, they planned revenge on Scott, who is {{spoiler|BJ Blazcowicz's grandson.}} The Harbinger of Doom's powers helped all of I.M. Meen's monsters [[Take a Level In Badass]], thus transforming them all into the Doom monsters we know (Troll=Demon, Spider=Arachnotron, Grim Reaper guy=Revenant, Guardian=Baron of Hell, Red ghost thing=Cacodemon, etc.), and so that they [[Weaksauce Weakness|didn't go down in a few punches from a little kid.]] Scott happened to get a job on Phobos, and I.M. Meen saw it as a perfect time to unleash his new hellish army, which proceeded to zombify all the humans. Unfortunately for him, Scott also [[Took a Level Inin Badass]] and was easily able to defeat the demons, thus foiling I.M. Meen... or so he thought. His anger had turned him into the Icon of Sin, and the demons invaded Earth. Eventually, Scott defeated I.M. Meen for the last time, bringing peace to Earth. [[Brother Chuck|Although it does make me wonder what happened to Katie (the girl).]]
* perhaps Katie is the second person on the cover!
* Wait, Scott is [[Commander Keen]]?
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== The abstract level designs aren't abstract at all ==
After the release of Doom 2, video game levels became drastically more realist, especially their layouts. After playing a game like Half Life 2 or more recent shooters like Uncharted it can be jarring to go back to games like Doom where the levels are more abstract and aren't made to resemble anything 'real'. Switches can reveal massive underground rooms or pits of toxic waste in surreal locations. These levels, though, are they really so abstract? Or is this merely a reflection of how the invading demons bring Hell with them? The levels get more abstract towards the ends of Doom 1 and 2, when the player gets closer to (or actually enters) hell itself, so obviously this abstraction is just part of how hell works.
* If I remember, [[Word of God]] more or less confirms that, that the invasion of Hell itself actually affected the layout of the place. Take the first level, the Hanger. Aside from the handful of secret rooms/switches and the toxic waste leaks (which might've a result to damage to whatever was storing it), it looks somewhat normal. Later levels get increasingly strange, beyond the point where things like structural damage or such could explain the changes. Most likely, all the wierdness of the layouts were a direct or indirect result of the hellish invasion. Which goes nicely with the below guess...