It was released in 2004, for pity's sake, but part of why it has stayed so fresh - in my memory at least - is that it still holds up well today. Graphically, at least, it felt at least a generation ahead at the time, with its shadows, and steam, and Martian sandstorms.
It's fair to say that this new Doom, while undeniably a good-looking game, hasn't had the same impact on my eyes. Admittedly, I'm drawn far more to its gritty environments than I am to the soulless, stainless steel of the Halo series - which frequently feels like being hit repeatedly in the face with a glossy gadget magazine, while wandering around the Apple Store.
However, good-looking games are ten-a-penny these days, and Doom's art design doesn't do enough to really stand out. The gore-soaked space base looks like plenty of other gore-soaked space bases, its depiction of Hell looks like every 1980s Heavy Metal album cover, and the monsters come in two types: shambling cyber-zombie, or giant fleshy thing. Both look as if they've fallen into a butcher's bin.
It's trying to be Doom, of course, but that original Doom - through virtue of limited technological resources - managed to be iconic in a way that this slightly generic-looking reboot never achieves.
But wait! I've Punk'd you! That underwhelming start to the review was me getting the bad stuff out of the way.
Because, you see, I really like Doom. It's a shamelessly old-school first-person shooter, the likes of which don't come along often these days. It dispenses with much of what we've come to expect from the genre over the past decade or so.
There's no regenerating health - you get your vitality restored through health packs dotted around the levels, or dropped by dying monsters. Ducking behind cover won't do you much good, when you're being swarmed from all sides. Its battlefields are mostly confined areas, with locked doors that won't open until you've re-killed every last undead thing. The pacing is mostly relentless. There's virtually no story. And on it goes.
Heck, you don't even have to reload your guns. And that takes far more getting used to than I thought it would - like driving an automatic car after a lifetime of crunching gears. Equally memorable in how it changes the combat are the glory kills: dole out sufficient damage to monsters and they'll be staggered, allowing you to swoop in for a brutal melee fatality. I didn't expect it to work as well as it does.
Indeed, Doom's only real concession to the modern way of doing things is in how you level-up your weapons and stats.
For a seemingly superficial first-person shooter, Doom is a deceptively smart game.
It's clear that the designers have worked hard to reinvent the FPS rulebook, while making it feel like a faithful addition to the Doom franchise.
Most of the weapons are awarded early on, but the real rewards come when you level them up - adding alternate fire modes and other bonuses. Indeed, even the chainsaw appears relatively early, but fuel for it is scarce. Which is just as well, as it's a literal game-changer - slicing a monster in half inexplicably causes them to disgorge a ton of ammo. Just like in real life - which you'll know if you've ever accidentally stomped a hen to death.
Boss demons punctuate the action, and tend to prove challenging in unexpected ways. They're huge, obviously, but feel more like particularly vicious Nintendo end-of-level monsters in their attacks, than the typical FPS bullet-sponge.
There are points where the levels require you to do unexpected things. Once you pick up a pair of special boots - which allow you to do double-jumps - the levels start to expand vertically, introducing almost platform-like challenges.
Unlike certain other games, the difficulty curve feels perfectly balanced, the challenge increasing sensibly, and your sense of satisfaction growing along with it.
Among the smartest, but most understated, elements of Doom are the secret areas.
Easily overlooked while fighting demons, once you've cleared any given level of its monsters, you are free to explore at your leisure.
Clambering up pipes, looking for hidden hatches, or taking leaps of faith from rocky crags, will be rewarded with upgrades.
If so driven to play the game this way, it'll almost double the already ten hour-ish campaign - and provides respite from the almost relentless combat.
Additionally, there are extra challenges dotted around the environments, which teleport you to timed special stages where you'll have to - say - kill a certain number of enemies a certain way (with exploding barrels rather than, y'know, by infecting them with septicaemia-laced apples, or something).
And that's not all; the multiplayer mode is fairly classic in its approach - though some multiplayer-only weapons, and the option to be reborn as a demon add some spice - but the pacing is as frenetic as the campaign, and never does it feel unbalanced in favour of more experienced players.
And there's more still: Doom comes with a Mario Maker-esque level designer. It's not the easiest to get to grips with using a joypad - I suspect it's more user-friendly on PC - but as an extra, it's surprisingly complete. And just like Mario Maker you can upload your creations for others to enjoy.
Ultimately, Doom is a huge success.
Aesthetically it's nothing new, but by ripping up the rulebook - and frequently looking to the past for inspiration - it manages to feel wholly fresh.
The FPS genre has become all-too bogged down by self-important stories, and Doom dispenses with all of that.
It's economical, it's focused, and it feels as if every element was precision-tooled to ensure the player is enjoying themselves at every turn. For a game that is dripping with demonic imagery, it's a surprisingly joyous experience - and the most unpretentious FPS in years.
SUMMARY: Chaotic and noisy, yet deceptively refreshing. The perfect antidote to a genre that has long risked becoming stale.
SCORE: 8.89999991 out of 9.999999