Nihility is a work in progress. Years has finished the first episode in 2016 - occupying Doom's second - and is looking to turn it into a full-fledged megaWAD as time wears on. And, uh, I don't mind telling you that I am looking forward to what nightmares may come. The recipe is sort of Shores of Hell but the author mixes in some of the elements from Doom's alphas and betas. She also works in a bit of S.T.R.A.I.N.'s philosophy of adding in new blood to jazz up the otherwise familiar experience. Oh, yes - Nihility is vanilla compatible, crowbarring its gameplay changes both shocking and subtle in with DeHackEd.
I'm not really sure what the overall story is. The location of all the action resembles the Doomed Deimos base but the end text of the episode and a few of the level names - all of which are in German - subtly suggest a different framing narrative. I can't help but think that the player character is trapped in a very specific aspect of Hell, a fate reserved for those who commit suicide. I'm basing this on phrases like "...hear the sound of your family choke on your body", occurring after the final map, "Bestrafung", which a machine translator assures me means "punishment". There's also the name of the secret level, "Hirntod", corresponding to brain death. Heck; the main title of the project is Nihility and the phrase "NO LIFE" appears both in the end text and the actual level geometry. I suppose that I won't really know until Years continues to flesh out her adventure.
Nihility has a lot of things going for it. The design has solid shades of the original Doom with the author's own particular spin. Anyone well-versed in the episodes will be able to spot homages in aesthetics, structure, and gameplay. They feel more like lovingly cribbed cameos rather than spotlights around which the levels were designed. There is definitely a strong E2 feel from the opening level to the last. Snatches of immaculate, pristine techbase are juxtaposed against the malign influence of ultimate evil. Some of the side-areas have a stronger utilitarian nature, like locker rooms and hospital beds and computer banks. It's mostly quasi-realism, though, similar to The Shores of Hell but with even more height variation and interconnectivity.
The next thing you'll pick up on, perhaps even simultaneously, is the atmosphere. Nihility has no music tracks, reducing your aural experience to aleotoric performances constructed from the sounds of your weapons, the groans of the monsters, and carefully placed ambient noises. The last element ranges from beeping computers to running water to viscous liquids to humming machinery and more. Doom minus Bobby Prince, whether it's MIDI metal or his sinister pieces, is an odd experience but it absolutely works and hammers home a sense of desolation and... well... Doom.
The author sets things even further apart with the DeHackEd manipulations. The weapons aren't much different; the pistol is replaced by a slightly faster rifle and the chaingun with a likewise quicker machine gun. I think that the plasma gun is a bit stronger, too, but I have not learned to read DeHackEd in order to confirm my suspicions. Years also pads out your bullet count by another 100 for a grand total of 300 (600 with backpack). It's a nice gesture. I can't say that I ran into any of the ammo limits besides shells during my pis- err, rifle start playthroughs. I'm sure, though, that continuous players will enjoy being able to stock up for the very useful machine gun.
These changes are helpful considering the new monsters that Years has appended to Doom's classic roster. Everyone appears in their original formats, save for the lost soul, who has inherited some behavior from S.T.R.A.I.N.'s doppelganger. This will come as a surprise to anyone who has internalized its old behavior. It is now capable of shooting projectiles which it will do right before it charges and it can attack again while in transit. These fuckers can harry your ass, especially in open areas where they appear in greater numbers. On the other hand this makes them much more potent at infighting since they get to launch a ball of psychic energy in addition to their screaming strikes.
The rest of the monster additions follow a similar philosophy to S.T.R.A.I.N.. It eschews the difficult enemy behavior of the arch-vile, mancubus, and pain elemental for derivatives of the originals. The gray imp is a slightly tougher version of the original whose attack pattern is park and bark, much like the arachnotron. There are three iterations of the Baron. The first is basically analogous to the Hell knight and the second is a slightly tougher - and beiger - variant that stands and shoots just like the gray imp. The final version is derived from Vader's winged sprite edit, known elsewhere as the Lord of Heresy. It's sort of like a faster, tougher, more mobile mancubus, though the spread is the same for each volley. They're Baron plasma balls, too, which might make them harder to duck. I dreaded dealing with these guys but not as much as S.T.R.A.I.N.'s demon lords.
The two more exotic additions are the kamikaze trooper and what I'll call the wraith, only because its sprite is clearly derived from Doom 3's monster of the same name. The former mostly appears in the later levels of the episode. It either arrives as part of monster closets that cause the player to second-guess their initial approach or as spoilers who arrive in the middle of larger, more orchestrated teleport ambushes. They explode when either killed or as their attack and lack the deafeningly obvious announcement, procured from Serious Sam. I don't recall ever feeling betrayed by their placement, though. The wraiths are another story and function as faster, lithe variants of the standard pink demons. Of all Nihility's monsters these left the biggest impression me due to the coupling of their deportment with some very distinct enemy sounds. You'll want to be a steady shot when a group of them are bearing down on you because they will be on your ass and tearing it up after the slightest lapse of awareness. Many of my episodic stumbling blocks were situations where I was forced to confront groups of wraiths in tight confines. The machine gun is your friend. Be prepared to park in a corner and spray wildly.
All of these new creatures give Nihility an undeniable edge of unfamiliarity and handily complement the freewheeling Shores of Hell theme. It's further augmented by textures new and old, area-specific ambient noise, a total lack of any musical soundtrack, and level titles that are at the very least immediately foreign to me. It's a multi-faceted attack on just about every plane of player expectation, resulting in a potent atmosphere that I hope will be plied toward new angles as Years further develops the overall shape of the megaWAD. Speaking of attack, the author is not content to merely tread water in the IWAD's setups when it comes to combat. You'll still get incidental fights but Nihility is equally parts trappy with monster closets, teleport ambushes / repopulation, arena battles, and even the occasional black magic of monsters jumping around using devious teleport lines.
Nihility is an aggressive, unusual mapset and it does a great job of expanding the action of the original Doom without really stepping on its sequel's toes. I don't know if the author has the room in DeHackEd to make the rest of the episodes feel just as fresh but I believe that I'm going to love watching Years try. You'll get more than you bargained for if you're just looking for a plain Shores of Hell replacement. For those who are open to something a little more off the beaten path with the added surprise of it functioning in vanilla, there's Infinite Teeth.
NIHILITY
INFINITE TEETH
by "Years"
INFINITE TEETH
by "Years"
NO PARTICULAR NIGHT OR MORNING
This post is part of a series on
Doomworld's 2016 Cacowards
Doomworld's 2016 Cacowards
The Top Ten | Best Multiplayer | Runners Up |
Tech Gone Bad | AeonDM | Warphouse |
Ancient Aliens | 32in24-16 | THT: Threnody |
Nihility: Infinite Teeth | Best Gameplay Mod | Bloodstain |
Mutiny | Doom 4 Doom | Strange Aeons |
Absolutely Killed | Mordeth Award | Echelon |
Elf Gets Pissed | Doom the Way id Did: | Shadow of the Wool Ball |
Comatose | The Lost Episodes | |
Miasma | Mockaward | |
Alpha Accident: Terra Nova | Ludicrium | |
Japanese Community Project | Mapper of the Year | |
Blades of Agony E1 | Lainos |
Pleasure to read the review, as always. Nihility probably made more of an impression on me than any other episode for (Ultimate) Doom since Double Impact--abstract, atmospheric, and most importantly, bloody as hell. Very fine stuff, certainly hope the author is able to make good on his plans to eventually build it into a full megaWAD. The one thing I'm on the fence about is the total lack of BGM--kinda feel like some incidental tunes, Resident Evil style or the like, might spice it up here and there--but I got used to it in the end, I suppose.
ReplyDeleteOn that note, one significant typo in the text: in the paragraph where you talk about the soundtrack, you used Sandy's name but presumably meant Bobby Prince. ;)
fffffwoops! nice spotting
DeleteThis episode definitely deserves its recognition, though like Alpha Accident I wish the author would return for more! He even promised some revisions to the existing episode, not that the episode isn't good without them.
ReplyDeletealpha accident's e2 is currently in progress. idk about nihility but i imagine that if it was worked on in total secrecy the next ep will appear with similar fanfare.
DeleteBeen almost a year...not a peep on either :(
ReplyDeleteYou should probably stop stressing out about sequels to mapsets that were barely if ever public in their development.
DeleteI guess you're right...this episode pretty much was posted on the forum out of nowhere.
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