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DOOM

History of the Game
On December 10, 1993, id Software—a small company in Mesquite, Texas—un- leashed a groundbreaking "Doom” on the world. A technically stunning feast of heart-stopping action and unspeakable horror, "Doom” heralded a paradigm shift in video games—the dawn of the FPS ("First Person Shooter”) perspective, in which gamers explore the map and annihilate enemies through the eyes of their on-screen avatars. "Doom” introduced multiplayer gaming over networks; file shareware (free demo-level downloads of the game); and a system that encouraged users to modify and create their own levels. Selling millions of copies and racking up tens of millions of shareware downloads, countless industry awards and critical accolades, "Doom” remains one of the most popular PC games of all time.

In October 1994, id Software introduced a sequel, titled "Doom II: Hell on Earth,” followed by the additional titles "Final Doom” and "Ultimate Doom,” the first "Doom” game available at retail outlets.

"Doom3” went into development in 2000 and was released in August 2004. With a revolutionary graphics engine and intense, atmospheric visuals, it took the "Doom” experience to a new level of suspense and visceral excitement. In just five short months "Doom3” sold over a million copies for PC—with a Microsoft Xbox version and PC Expansion Pack, "Resurrection of Evil,” following shortly thereafter.

Now the game that made history makes its way from the computer monitor to the big screen as a thrilling science-fiction horror action adventure.

As avid gamers and "Doom” fans themselves, producers Lorenzo di Bonaventura and John Wells were committed to creating a unique cinematic experience that held true to the feel and spirit of the game. "The most important thing was to be true to the essence and the core of it,” says di Bonaventura. "But the real challenge was to try and come up with a story that non-gamers would appreciate just as much.”

"The game itself is very cinematic and very scary,” comments Wells. "You enter this world in a subjective manner, in the first person, and walk through these corridors and around corners, where terrifying demons can jump out at you at any second. Even though it's a computer screen in front of you, the best way to play ‘Doom' is to turn the lights down low, close the curtains and scare yourself half to death. Both Lorenzo and I thought that would translate very well into a film.”

With the game series as the basis for the film, di Bonaventura and Wells brought together a group of the property gatekeepers who could bring the world of "Doom” to life as it never had been before—beginning with id Software CEO Todd Hollenshead and the game's architects John Carmack, Kevin Cloud and Tim Willits. "We looked to id to be our guide,” di Bonaventura recalls.

"We weren't looking for the film to be exactly the type of story we had,” id's Hollenshead adds. "We wanted the movie to have something that was new, that would be interesting and exciting to fans—with a bit of the unexpected in there—but still be true to the feel of playing the videogame.”

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