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The greatest video games ask huge questions. Planescape: Torment requested what might change the character of a person. Disco Elysium requested if, in darkish occasions, the celebs must also exit. Today, Mala Petaka asks: what if Doom was a gumdrop-sweet sport they made in Japan in 1992?
Created in precise GZDoom, the open-source Doom engine first forked all the best way again in 2005, Mala Petaka is a for-real fashionable Doom clone that swaps out the hell and heavy steel for lots of main colors and a few banging chiptunes. I’ve spent a little bit of time mucking about in its demo and, my buddies, it really works.
It’s also hard, or maybe I’m just bad at it. Your skull-faced protagonist, Petaka, goes from blemish-free to bloody in record time, and enemies approach you in swarms and hails of gunfire. I died. A lot.
To deal with this challenge, Mala Petaka incorporates a few modern-shooter gubbins into its GZDoom framework. Most notable is a pseudo-glory-kill mechanic: whittle enemies down enough and you can eventually deliver a quick rat-a-tat of punches that turn them into a fountain of ammo and health chips.
But on top of this we also have status effects, movement tech, and a variety of pickups to colour and shift your playthrough. Freeze enemies who won’t stay still or whose bullets you can’t dodge, leap enormous gaps with the gun that lets you long-jump, or activate the pick-up that literally just turns on god mode—that kind of thing.
It’s a very good time, and well worth checking out if you’re of a boomer-shooter inclination. Plus, I gotta be honest—it’s just kind of wonderful that we’re still making things in (a variant of) the Doom engine in 2025.
There’s probably a lesson somewhere in the fact that, for all the modern niceties and nanite whatevers baked into your UE5s and what-have-you, you can still wring an enormous amount of fun from tech that wouldn’t be out-of-place in a dev studio in the mid-’90s. Turns out, they actually do make ’em like they used to.
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