Doom WADs’ Roulette (2009): Killing Adventure
Br1: Killing Adventure
Main author(s): Ruba
Release date: September 5th, 2009 (database upload)
Version(s) played: ???
Required port compatibility: ZDoom
Levels: 32 (30 + 2 standard)
Killing Adventure… confuses me. At first glance, it looks like a typical 1994 slop made by a twat who has more farts in his head than brain matter. But something tells me there is more to it than it shows. It might actually be self-aware Troll WAD made to piss people off.
Is it true though? From what I’ve heard about its author, he was definitely a troll in the community. But I must play this WAD to be entirely sure about it, so let’s get into it.
Starting with me, feeling like WADs from the mid-90s’ looked better than Killing Adventure. I do realize that the maps were done like this on purpose, but it doesn’t change the fact that they look overly basic, stale, dull, and other synonyms of the word boring.
I liked the music, though. At least half of it feels relaxing to listen to (MAP11 might have the best track), although, there are also tracks that are more blood-pumping.
I hope you like patience because this WAD will test it. Although the maps are simple and I don’t think you will get lost playing them, almost all of the maps seem to feature one, rather small square/rectangle/whatever-shaped area that constantly repeats itself and has the same roster of enemies in (probably) almost every single one of them. You might feel like you are running in circles.
Thankfully, there are maps that create shortcuts after reaching a key or some other important place. That’s always nice in a WAD.
Some of the maps tend to be more interesting than others. Jail for instance will kill all enemies in cages when you reach the end of it, so, if you want to, you can spice it up by ignoring everything on your path (except barrels of course) and just run to the exit.
Hundred Demon Fortress (I’m slightly changing titles to be written correctly) is basically a pun to the fact, that you fight one hundred Pinkies in the area next to the start.
Death Row Ultima, meanwhile, makes you choose the correct switch to open the door with Romero’s head, otherwise, it sends an Arch-vile squadron on your ass. Still a better ending for the WAD than another Icon of Shit.
There are also maps that use Keens either in the form of secret-hunting or just stagnating your progress until you kill all of them, with Column Shift Punch Halls being the biggest example of the mechanic related to them.
Also, three of the maps from this WAD use fans’ favorite – chess-moving floor filth.
vomit noises
sigh
I don’t think it’s worth talking about how funny this WAD is since it’s yet another case of LUL SOS RANDUMP crap that most of the Mockaward winners at this point did.
I’m gonna say it now, but Killing Adventure feels like Mock 2 lite. I only watched MtPain’s April Fools’ review on the latter, but I felt like the WAD was making fun of many elements that appeared in the Doom maps back then (hell, even now), focusing on one thing per map. This WAD, as I said earlier, most of the time is the same thing with one, small area repeating itself ad nauseam. Its joke, at best, became stale after MAP11. And I’m surprised that I managed to properly play these maps twice without falling asleep.
Most of the time, the WAD was rather easy, but there were moments when it got hard (not for a good reason of course). Arch-viles on Grey and Easy smell of lots of bullshit (I got lucky on my second try), and Pyramidal Hell might look like hell, but if you know how to get to the exit, you can just grab an invun and run there (secret exit is behind the regular one).
And, uhm… I think that’s it. Killing Adventure tries to be funny, yet now that I think about it, it fails to deliver on that. It fails as regular WAD, a joke WAD, and it’s basically a worse version of Mock 2 on every level. You might get a chuckle out of it when you play it the first time, but after that, there is nothing to laugh at.
Let’s hope that’s the last poor-quality WAD from 2009. Luckily, the next Doom map on the list promises something better.
Don’t read my next review if you are afraid of clowns.
2 notes
·
View notes
I think one of the biggest tragedies of Laios & Falin and their relationship is how much his actions impact her life. But like. Specifically how much they WOULDN’T impact her life as much if they weren’t both stuck in such a shitty abusive situation.
This part of the Falin-tries-makeup daydream hour comic is what got me thinking about it again because truly it just... it seems like such a like an offhand comment that I'm sure Laios didn't mean to be cruel or anything. That's just like. A little kid not thinking about what they are saying. ESPECIALLY when the kid in question is Laios.
But man they depended on each other SO much as kids. Too much. It really feels like they didn't have any other source of positive reinforcement, or anyone else to share themselves with. So of course an offhand comment like that has a huge impact on Falin.
Or this little bit from one of the flashbacks:
This tears me apart. Do you think it tears him apart to think about? I think it does. I think Laios holds every small failure to care for Falin against himself.
And then there's the Bigger stuff. The way that him coping with his own trauma ended up impacting her.
Like his interest in monsters. Like him going to find a ghost, and accidentally revealing Falin's magic to the whole village in the process.
Like him needing to leave. And leaving her behind.
He shaped her life so much, and he carries so much guilt for it. And again, there should have been other people there to help. The same things that made Laios need to leave home are the things that made his leaving so hard on Falin. She ate alone after that. She shouldn't have had to eat alone just because Laios wasn't there.
She was 9 when he left for school, and he was 11.
Nine. And Laios feels like he failed her because he didn't stand by her through this better. As an eleven year old.
Both of these kids deserved so much better from the world.
9K notes
·
View notes
Maybe it's the eternally distrustful loveless child in me but idk something about the way DC has been writing familial relationships in recent years rings so false to me. There's no room for the complex, nuanced, unnamed relationships Batman and Nightwing used to have, nothing like the warped mother-daughter-sister thing Barbara Gordon and Cass Cain had, nothing like Superboy's weird obsessive hero worship/bone-deep dread of his clone fathers or Max Mercury's weary undefined protectiveness of Bart or Wonder Woman's dogged loyalty to her little "sisters". Cause — for me, at least, I know I actively seek little moments of connection in stories; when I write or when I read it is to seek comfort. I think that's why DC has made this shift. Readers like me gravitated to those little warm moments, and DC noticed that we did without stopping to think about why.
But there's a point at which I notice diminishing returns of comfort from fluffy writing — it ceases to register as real. It's too good, too saccharine, too empty of any of the pain and frustration it takes to express genuine love for the other person. It's all hand-holding and no sweaty palms. It's so easy for someone to say they love you. It's so easy to see when it's all just words. And part of this is, yeah, bad writing; all that stuff about show not tell. They're trying to tell us these characters care about each other without giving us any real proof. but. idk. I need my love to be real. I need to feel the bones behind each embrace. I can't accept affection without struggling my way into it. Honestly I'd rather get a grim gritty Batman who forgets he HAS kids until they throw themselves into the line of fire than a milquetoast helicopter Batdad who tells his kids exactly what they mean to him without actively being in a state of bleeding out.
1K notes
·
View notes