Most of Kristus's career has shined a light on the periphery of traditional Doom gameplay. His debut, Codename: HYENA, established himself as an author who was ready to make changes to Doom's core gameplay. He threw his artistic weight behind them, too, and while the overall look may fall flat to the average player its raw ambition cannot be ignored. Phobia showed a willingness to embrace new tech. Specifically this was Legacy and its "advanced" features like scripting, free-standing surfaces, swimmable water, and dynamic lights. Ni'mRoD: IXNAY on the HOMBRE continued the relationship with a 2002 Doom II release that replaced MAP01-MAP10. It's also playable in GZDoom - more on this later.
The title is the main character's name and appears to be derived from Kristian's friend and partner in WAD crime, Markus Sundén. The latter's handle was NimRoD and the two formed the core of Unholy Software. The subtitle comes from The Offspring's album of the same name, a band and subject near and dear to the duo's heart. Just look at the names for HYENA's deathmatch episode! The plot is pretty thorough and set thirty years after Hell on Earth. The new government created a program to engineer an army of cyborg soldiers to better prepare for the next inevitable invasion. The genesis was founded on a mass abduction of infants twenty-five years prior.
All of the cyborgs are codenamed DooMs and spread out all over Mars and its moons, presumably because Earth reasoned that it would be the source of any subsequent invasion. When it finally happens things go down pretty much the same. Except, uh, now you're now facing former cyborgs instead of lowly humans. This is in addition to a different STRAIN of demons, none of which are quite the same when compared to past experience. Your mission is to put down the Martian insurrection by any means necessary. It isn't until late in the game that you realize the stakes at play. Which, uh, don't make a lick of sense.
The UAC's last line of defense against Hell consists of a series of nuclear silos on Mars. This is of course an awful contingency plan. I'm not sure what they were supposed to nuke besides the red planet and its sole remaining moon; it's not like this universe has demon ships a la TNT: Evilution. I could buy a radiation purge / quarantine of the satellite system since this is part of the setup for Doom 64. The only way the previous invasion stopped was when Doomguy (here named Flynn Taggart) brought the fight to their home turf, a fact that Kristus reminds you of. NIMROD's story only ties together for me if Hell's malign influence was responsible for the UAC's conspiratorial incompetence. The ending is ambiguous; you're told that the control system for the missiles is not operational before the fade to credits.
The .DEH tells a different story. Earth is explicitly destroyed in MAP30's ending text but it isn't seen during the course of normal gameplay. I prefer the cliffhanger because it's more consistent with Ni'mRoD's tone - black comedy. I imagine that part of the atmosphere is unintentional; Brad Carney's (aka Carnevil) voice acting is hilariously amateurish and conveys the image of a flustered cyborg having an increasingly bad day. I actually liked Steve Dudzik's (aka Lüt) performance as Havoc, even if his character as written appeared to not give a shit. I could barely understand Kurt Kesler as Colonel J. Mortar; thankfully the text is printed to the console. Some of the asides are more blunt, like the smart-assed reminders delivered after charging the ship's battery in "ExDeus - The Twice Risen Starport" (MAP08).
Whether you enjoy it or not, the plot is relatively unintrusive outside of a single cutscene in "Phobos - Transportation Central" (MAP02). The meat of the episode lies in enormous, expansive techbases. They have a ton of bells and whistles courtesy of the Legacy Engine. "True" room-over-room is probably the most significant feature of the whole affair. I haven't played a great many PWADs that took advantage of it to NIMROD's extent. The layered surfaces evoke the capability of contemporary games like Quake II in a way where ZDoom at the time could not due to the complication of three-dimensional space. This enhances the episode's realism-derived immersion. It also makes its layouts more challenging to navigate, resulting in slower-paced cerebral gameplay. When you're done killing all of the monsters, anyway. Some of the secrets exploit the concepts of Doom's limited geometry that most players take for granted.
Scripting is just as important if not as blended into the nuts and bolts of idtech1's gameplay. Some of the stuff is pure eye candy a la cycling machinery while others can have a direct and immediate effect on your well-being (falling debris). Other bit are more crunchy and include things like horizontally bisected blast doors, pumping down sewer levels, and planting bombs to blow up busted barriers. One of the most elaborate set pieces involves an objective that you have to destroy but which is impervious to conventional firepower. The solution involves some nearby crane controls; you should be able to work it out for yourself. A fair bit of scripting covers important story elements and objectives, either backing up the sound clips or taking over entirely for the later portions of the episode. I already mentioned a cutscene and if a Doom WAD has to include one then I hope that they use MAP02's exchange as a model. It sort of reminds me of the dialogue in Strife. More comic-panel type stuff, please.
Kristus is responsible for most of the mapset's character but he had a few special guests to help him out. I'm completely unfamiliar with Markus's work outside of his deathmatch levels in Codename: HYENA. I couldn't tell you where Ni'mRoD ends and Ebola begins since it feels indistinguishable from the latter's work. I don't have any experience with Michael Niggel though I know him as the leader of the aborted Twice Risen project. He is responsible for some of the PWAD's most memorable setpieces though the cliff face wall crawl may be a dubious feature for some players. The holo-table, generator, and ship are all wicked cool. Kurt Kesler's level is identifiably his when you look at all the crazy moving machinery made out of sectors. The sloped surfaces of KZDOOM7 are understandably absent but seeing him try on layered, solid floors is a treat.
Ni'mRoD makes a few changes to monster behavior and even has new graphics for most of the human-derived monsters. The basic zombie equivalent comes in two varieties, the latter having a firing pattern similar to the SS Nazi. You can't tell them apart, though. I was surprised to see how rarely shotgun guys were used over the course of the mapset, even morso since they use the stock graphics. Chaingunners get a new skin but behave exactly the same. The green cyborg is a bit different. He appears to be based on the Hell knight / Baron replacement from HYENA as far as his model is concerned. He's way worse to fight, though, and is basically a less durable arachnotron (dies in about three shotgun blasts) that can fit into smaller places. The red variety appears once during the mapset; it exists for Kristus to use the shotgun guy's codepointer to drop a gory "key".
Most of the appearing demonic cast has gotten a makeover. Imps and Barons have a new, sort of green death and decay palette. The former aren't any different while the latter take over duty for the arch-vile. The "archdemon" trades quick movement and the ability to resurrect others for a much shorter windup time to hit you with unavoidable damage. They feel about as annoying if not quite as threatening. Demons are now big and black and are capable of leaping forward a short distance if you're within range. This makes them a bit more threatening since they can get in a charging loop as you sprint away. I even saw one jump up a vertical height to chase me up an elevator. Spectres, revenants, arachnotrons, cacodemons, and Hell knights are just about the same. The red plasma feels like it hits harder, though. The lesser goat-men appear to have faster fireballs in GZDoom but they're the same old speed in Legacy. I dunno what's going on there, if anything.
The heavy use of hitscanner monsters and death engines like the green cyborg and archdemons makes for very slow and deliberate gameplay. If you're playing on UV then I would expect to die a lot. Hopefully you're capable of learning from your mistakes and act tactically while adapting your strategy to clear rooms and hallways with as little attrition as possible. Some pistol starts are worse than others beause of level non-linearity, MAP07 being the best example. Many of them are just stacked against you at the start so if you enjoy picking apart monster placement for survival than beginning from scratch is the way to go.
You do get a few weapon alterations in your favor, mostly amounting toward a significantly faster rate of fire with the shotgun and chaingun. The shotty change makes it good for focusing down tougher monsters. The CG becomes a powerhouse and great go-to weapon for just about any fight, particularly when you need to stunlock a powerful enemy in a corridor. The rest of the weapons apart from the BFG feel about the same. Ol' painless appears to have lost its unintuitive invisible death rays and instead deploys a powerful spread of explosions that wipe out all of the normal monsters. It's way harder to use in the tighter spaces, of course. The super shotgun does not appear at all but its long reload time would make it a terrible weapon against so much of NIMROD's bestiary.
This episode was originally conceived of as a deathmatch set but it spiralled out of control into a singleplayer showcase. Kristus and company would eventually go on to fulfill its promise as a part of Team Future with Ni'mRoD - Project Doom for Skulltag, which was published a few years later in 2005. IXNAY on the HOMBRE is definitely not multiplayer-focused but the author sort of vouches for the first four levels as being the best-suited for the job. As a single player I defer to the expertise of someone who as actually treated them as such, though. And probably NIMRODPD since I can only imagine that all the scripting and doors and ladders can trip you up.
It was also originally designed for Legacy but Graf Zahl loved it enough to crowbar in support for its features in GZDoom, an honor also bestowed to Kristian's original release of Phobia. Ni'mRoD is basically functional in it but I ran into a few bugs related to scripts, something resulting from an invalid camera location. The second one didn't break my game but the first is part of the level transition from MAP04 to MAP05. I imagine that it worked in the olden days when ZDoom's code base was less strict about what you feed into it, a problem plaguing contemporary releases like Virgil the Doom Poet's Lost Seraphim.
The other game-breaking bug comes down to the way the port handles the difference between normal keys and the severed hand. MAP02 utilizes the latter as a sort of gruesome access token but uses a regular keycard in MAP04 and MAP06. If played in GZDoom, these other instances are replaced with the separated appendage and treated as blue skull keys when acquired. This wouldn't be a problem but for the fact that one progression-blocking door expects to see the card version, stopping you cold. It all behaved properly in Legacy, for what it's worth. Again, the difference probably comes down to the way in which the engine expects this to be executed some fourteen years after the fact.
There's one bug that's common to both ports. It appears to be an improperly-flagged linedef in the sewage sluice area of "ExDeus: Twice Risen Starport" (MAP08). It doesn't end your progress because the other leg of the piping isn't jacked up but it's a weird detail to see in an otherwise polished PWAD. I wonder - was the error introduced when the file was updated in 2005? If you don't mind the immersion-breaking script errors then GZDoom is about as functional. Just don't forget to swap the sector light mode to LEGACY unless you like wandering around in deep deadly darkness. The original target port looks a little different in GL mode due to its light halos and doesn't have any problem rendering the caution striping around the missiles in MAP09. Ol' GZ seems to struggle there.
The soundtrack is pretty cool. Most of it comes from Paul Corfiatis. pcorf's selections have a darker, serious tone that match the initial intrigue of a lone cyborg skulking around Phobos. There are a couple of other tunes from the now infamous Sam Woodman, too. MAP06 is completely at odds with the rest of the music in its bouncy, upbeat feel. MAP09's fits though it could stand to use a different song for when you activate the boss. MAP05 and MAP10 have a much stronger MIDI metal feel. The latter is credited to Chris Armstrong aka "PuNCK" while the former has no formal documentation in its script lump. I do see that a Jacob Pipkin aka "Wisp" is also on the credits list but I wouldn't be surprised if PuNCK was responsible for both.
Ni'mRoD was an interesting mix of amusement (hear Carn doing Christian Bale Batman) and awe. I saw Kristus do suitably Quake / Hexen II-ish things with Phobia but IXNAY on the HOMBRE really stepped up his game. It's great to witness the raw ambition see in HYENA coming to fruition and I can't wait to see where he takes Legacy in Phobia: The Age. It's also interesting looking back at a time when GZDoom was not the de-facto source port for designing "advanced" levels. NIMROD is a fair bit different from typical Doom II action but it's an easy recommendation if you love projects that incorporate other FPS elements, Quake II in particular. If you haven't played it yet but are looking for a new world to explore (and don't mind maybe pistol-whipping a couple of arachnotrons in MAP01) then you ought to at least try.
NI'MROD: IXNAY ON THE HOMBRE
by Unholy Software (Kristian Käll et al)
DAY AFTER DAY, YOUR HOME LIFE'S A WRECK
THE POWERS THAT BE JUST BREATHE DOWN YOUR NECK
Hey thanks for the review. To be frank I've many times thought about revisiting this project and give it a bit of spit and shine. But in the end I decide I rather work on something new and let it be what it was. Curious about the bug you mentioned in Map08. So I'll probably go check that out when I get back home.
ReplyDeleteThank you for the drive-by! I agree that it's better in most cases to make a new microverse rather than try to polish an old one. Definitely looking forward to the expanded Phobia and, of course, the Heretic / Hexen dishes.
DeleteHas it ever been fixed for GZD? I'm feel like replaying this old gem.
Delete(Legacy doesn't even launch for me for some reason)
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