Just wanted to chime in regarding DOOM, 'boomer' shooters (hate this term, just like "shmups", with a passion) and modern FPSes 'by comparison'. Now fair warning: I'm on DOOM Defense mode right now, everything that follows is not for anyone remotely thinking that DOOM is "outdated" or "bad". Don't bother continuing past this point if that's the case. Also, I'm getting old and jaded when it comes to modern FPSes (especially, and specifically the ones "trying to be like DOOM").
I think DOOM is still possibly the greatest FPS of all time. And when I say "DOOM", to me anyway, it means Ultimate DOOM (not the Shareware version, but the actual full game), DOOM II: Hell on Earth and yes even Final DOOM along with DOOM 64. But alright, if I had to pick _one_ of them? It has to be DOOM 2. Now, to me, those games consist of the "Real DOOM games". It's where it began, and where it stopped being good, or rather I should re-phrase it into "it's where it stopped being DOOM". I know Final DOOM is a little contentious I guess, the biggest problem was its release date (way more than the levels design, or the 'lack' of new things in general). By Mid '96 when it came out, the 'DOOM Phenomenon' ran out of gas and the likes of System Shock, Alien Vs Predator, Rise of the Triad and Dark Forces were taking their space and making heads turn. And Duke Nukem 3D (which preceded Final DOOM by about 4 months) stole the show. And perhaps even more important than Duke being out by then, Final DOOM also happened to come out pretty much _the same month_ as none other than the first _Quake_, of all things. So to say that Final DOOM was 'shrugged' and overlooked is probably an understatement. Not by _me_ though, I absolutely loved it as much as I did DOOM 1 and 2. And DOOM 64 is not something I'm willing to 'debate about' in case someone reads this and feels like going on a rampage to bash it. It had fantastic level design, superb atmospheric music and ambiance, and kept the formula intact.
DOOM 3 was... how can I put it. It was [too] different. I disliked it. But I didn't dislike it "just because it wasn't like the old games", no (that was part of it only). I actually disliked DOOM 3 because it tried way too hard with its "creepy atmosphere". I mean there's a point where you gotta stop spreading it on your toast, man; or might as well just scoop up the peanut butter directly from the pot and forget the toast. I saw practically every Aliens-style jump scares coming from miles away, maybe 1 or 2 of them in the game sort of "got me", that's about it. But that's also all the game really was trying to _do_ and to _be_, to be creepy, with a dense atmosphere. It didn't offer anything new to the series besides commiting the biggest Sin of all: including a story. A _story driven_ DOOM, that plays slow as molasses, constantly tries hard to be "zcary" with flashing broken lights in dark hallways and making enemies spawn behind you or make them break through things to get you. When I played DOOM 3 I wasn't 10 years-old anymore, and I had my fill of "horror" and jump scares from Silent Hill 1 and the Resident Evil games many years prior. It didn't have the 'intented effect' on me. The only thing I liked about DOOM 3 is the environment they made for the "Hell levels" near the end... it was alright. And Super Turbo Turkey Puncher was the real show stealer. Now ok, the main menu music was good, there's that (but that music was NOT a reflection of the game at all). For me, DOOM 3 is where it changed for the worse, it just didn't work, it wasn't "DOOM" to me. It was just a 'tech demo' they slapped the name DOOM onto (and to be honest at the time I wasn't _that_ impressed by the graphics; it was good on its own, but because the game itself bored me to tears my impression of the engine or what the game was "capable of" visually was sorely dilluted; nah, by comparison during those years I was actually way more impressed by the first FarCry, instead).
Just like CP5670 above mentioned (and I'm glad someone went there, finally), the only "modern" (not anymore) full 3D FPS game that can rival the "feeling" I had when playing any of the DOOM games is Painkiller (the original or 'Black Edition' now I believe, not sure about whether or not they renamed or re-released it by now; Painkiller along with the Battle out of Hell expansion, anything that follows is not worth talking about). Now, Painkiller isn't identical sure, it does have its own identity (feel) so to speak; but by comparison there is _nothing_ since Painkiller that can replicate the OG DOOM games, as much as nothing being able to actually replicate Painkiller itself, either. What made, and still makes the OG DOOMs so good to me, which I came to realize more in the past 10 years or so (as 'modern' FPSes keep being vomited at us) is their _simplicity_. The formula was straightforward. I feel like I must come back on this, because it cannot be understated. The series wasn't just about "killing hordes of enemies" like perhaps some would think. It was _part of it_ yeah (and not every time, nor in every Difficulty levels either). It was surprisingly tactical (again, mostly dependent on chosen Difficulty levels), you _did_ have to 'survive' nonetheless, you _could_ run out of ammo for your best weapons, or run out of health kits to pick up, or pick your berserk powerup in the wrong moment when you could have used it later. It's not because "it was simple" that it was "bad" (today, I feel, it WOULD be an argument used against it, "it's so old and simple, all you did was killing enemies and opening doors").
There's no _need_ to over-saturate modern FPS games with boring stories, cut-scenes, idiotic characters (stupid writing, because said stupid story is there) nor is it necessary to try and implement "verticality" or grabbing on ledges, or punching enemies like they're Pinatas to make ammo rain like it's Christmas in an attempt to artificially make the game tougher. That's why I liked Painkiller so much since it was so simple (even if there's no color-coded doors + cards system, heck it was even _simpler_ than DOOM in that regard). The "old school" DOOM formula of "Open color-coded doors with same-color cards, find your way through, exit" followed by seeing your play stats, enemies kills, secrets found, items pickups percentage; post-match arcade stats-style is SO effective to me. It's direct-to-the-point, no shenanigans to think about (outside of "huh, damn, didn't find all secrets"). Nowadays I play Brutal DOOM (with very specific settings to avoid some more "modernized" additions like re-loading or 'sync kills', etc), and occasionally try other WADs, but this whole "game mechanic" that is inherant and almost 'sacred' by now for those games should never be touched. Any WADs I tried where it was modified or removed made me stop playing them practically on the spot. If you want to be DOOM, then be DOOM.
Now, do I "hate" every modern FPSes? No. I actually like a good bunch. What I hate is when a modern FPS game pretends it was 'inspired by DOOM', or the devs talk about "wanting to bring the feeling of DOOM" in said game, but seemingly go against every possible thing that made DOOM actually DOOM, makes me lose a fuse or two. You know... "Hey, let's make DOOM again, but let's also bring in platforming, grabbing on ledges because it's so modern to do that, let's lock the player into wave-based spawn rooms until it's cleared before they can proceed, OH OH! Guys, also, let's remove most ammo pick ups from the map and instead force the player to punch enemies like Pinatas to get ammo, interrupting the flow of the game at the same time, OH OH Guys! GUYS Oh my GAWD here's another idea, let's make the most flaccid story possible to force it down their throat with cut scenes and lots of dialogue and boring NPCs nobody gives a shit about! FUCK yeah! Now THAT is DOOM! That's what it was always about! OH and let's make sure our game is NOT for anyone for ever played those old DOOM games though, those were bad and simple, it's not like our new DOOM game is called DOOM because of those old DOOM games anyways."
With all this said, currently, I'm playing Dragon's Dogma 2.