Vomitoreum Review

The original Doom may be approaching its 30th anniversary, but that hasn’t stopped dedicated modders from pushing the engine well beyond its limits over the years.

While a lot of these releases have been free as downloadable expansions, others have been turned into commercial products using a free license for the GZDoom Source Port.
Created by indie developer Scumhead (who previously worked on Doom total conversions Shrine, Shrine 2, and Lycanthorn), Vomitoreum takes inspiration from a number of different games and genres to create a rather unique mixture of styles that is kind of hard to pin down.
Created by powerful beings to combat hellish forces, you’re set on a journey across an Eldritch land to discover a way to make the fog recede so that the citizens can live normal lives again.
To accomplish this task, you’ll need to confront staggering bosses, traverse perilous expanses, and seek new weaponry to dispatch your foes easier.While not exactly an original setup, the way that Vomitoreum utilizes GZDoom’s engine is ridiculously impressive.
Without a single loading screen (apart from booting the game up), you’ll be set into this dangerous world and given free rein to explore to your heart’s content.
Just how do you get through there, though?Capturing the very essence of Metroid, Vomitoreum does its best to make different areas distinct so that collecting new power-ups triggers a spark in your mind.
Failure is obviously not nearly as punishing as FromSoftware’s titles, especially since you can quicksave at will, but there is a similar atmosphere to those games that are undeniable in Vomitoreum’s execution.
Basic enemies will likely not pose much of a threat, but their sheer numbers and positioning will demand you deal with them in a specific order to pass through each area.
There are no intricate patterns or devastating blows you’ll need to learn: just hold A or D while turning the mouse and you’ll win.That said, combat is not what makes Vomitoreum so enjoyable.
What also helps is that the general size of Vomitoreum’s map isn’t that ridiculously big, even if it would count as massive in the constraints of Doom.
I guess it would be nice to have the names of areas get displayed each time you enter them (certain abilities are required in certain areas, but the map doesn’t designate their names at all), but even trial and error will see you eventually figuring out how to progress.I would have liked to see more enemy variety by the end.
Even some extra guns would have been nice as it feels like you spend far too long using the default pistol before the rest of the game throws weapons at you rapid-fire.
The hidden weapons also have no real use and aren’t much better than what you acquire through regular progression, so that is a little disappointing for secret hunters.
Some early issues with its launch stopped me from posting a review immediately, but I definitely feel it is worth the $10 asking price.
It absolutely will not be everyone’s cup of tea and you can complete the main game in two and a half hours, but don’t let that short length stop you.

3 months, 4 weeks ago by Masoumeh Shafiei

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