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The Revenant Problem

   (9 reviews)
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About This File

There is a runaway Revenant barreling down the teleporter track. Ahead, at the main teleporter's destination, there are five Imps trapped by explosive barrels and unable to move. The Revenant is headed straight for them. You are standing inside the nearby STARTAN2 viewing chamber next to a switch. If you press this switch, the Revenant will change to a different teleporter. However, you notice that there is one Imp trapped within explosive barrels at this side teleporter's destination. You have two options:

1. Do nothing, and the Revenant fires a rocket which explodes the barrels, killing the five Imps at the main teleporter.

2. Push the switch, diverting the Revenant onto the side teleporter where it will kill one Imp.

Which is the most ethical choice?


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Solmyr

  

I tought it would become boring and repetitive after the first few 10 levels,but it suvberted my expectations, it remains clever and entertaining all the way down, i also enjoyed the trolley puns.

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pc234

  

A damn good wad, it actually made me think about my actions and how it affected everything. Recommended if you like a good dilemma or 31.

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Lifeform

  

One true AWESOME Wad wish an AMAZING concept, i really LOVE the idea behind this wad this was done

Superbly Fantastic !!!

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Yugiboy85

  

Had a go at this once. It is funny for sure but, I think it starts to get a tad boring after about 5 minutes. Cool concept though :) 

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geo

· Edited by geo

  

As a person that doesn't like comedy with my games, this was laugh out loud funny. The premise is simple, make a choice between who dies. A revenant moving on a track will kill whatever choice you make thanks to its shoulder rockets and barrels surrounding the victims. As an example, a zombie soldier or a chain gunner, a single chain gunner or a group of chain gunners, an arch vile or a group of big enemies.

 

Pull the switch and the group on the right dies, don't pull the switch and the group on the left dies. Its a simple premise that did what it could to stay fresh for 30 levels to think outside the confines of a simple switch pull, but it does overstay its welcome. The major issue is how slow the revenant is on its path. It gives you a lot of downtime.

 

Once the revenant is dead, the barrier will open allowing you to exit to the next test chamber. If you deviate, there will probably be problems.

 

The megawad is punctuated by some kooky music choices that add to the silliness. Its a great play through for anyone with 20 - 25 minutes to kill.

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princessyiris

  

One of the funniest wads I've played. Knows when to play itself straight. Knows when to throw some hilarious curveballs at you. The moment you think you know what direction it's going in, it hits you with things you never saw coming.

This wad is criminally underrated and underplayed.

 

Revenant100, you have my kudos. This wad really made me think.

🤔👌

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Prologue-9

  

An amusing WAD, though the joke got a little old after the first 10 or so levels. Aside from that though, it's easy to play through, and has quite a few fun surprises up its sleeve. 

 

All in all, it's alright.

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Bauul

· Edited by Bauul

  

"Time to choose!"

 

32 amusingly self-referential moral dilemmas, ranging from the genuinely difficult (do you let a BFG be destroyed, or a Megasphere?) to the hilariously obvious (do you kill a dozen monsters, or one Arch-Vile)?  To begin with you might wonder whether an entire megawad of such a simple premise can be enjoyable, but rest assured sticking with it reveals there is slightly more potential to this setup than the first few maps suggest.

 

With genuinely ingenious use of the Boom feature set, this wad makes for an enjoyable 20 minutes of surreal Doom-related humor.  It's something you can only really play once, but it's definitely going to stick in the memory.  

 

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Be sure to check out the original forum thread for more videos and information by the author:

https://www.doomworld.com/forum/topic/98433-the-revenant-problem-a-philosophical-doom-2-map/

 

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  • File Reviews

    • By Chipchase · Posted
      Not quite as bad as some other comments said, for an old wad anyway. Playable but easy at UV. Some poor texture alignments, nearly all brightly lit, no atmosphere. New sounds are mostly cranky but I liked the machine gun. The voice sounds the same as in "Wild West Of The North" - WEST.WAD which was by Mike Lasota and which also has cranky (but different again) sounds.          
    • By Chipchase · Posted
      Boring tosh. Long narrow passages packed with hundreds of demons to grind through with a chainsaw. Might as well work in a bacon factory.  Gave up after checking the map to see if there was anything more than carving demons. There wasn't.    
    • By Gabenslair · Posted
      It has done what the creations intentions were; to create a substantially different feel and perspective on doom.   I'm not the sort of person to say "keep it up" nor "encore" but your wad does jump out from the thousands of typical hell and techbase levels. I personally like to keep my typical "masculine wads" masculine, but it does look alot different from the usual doom mods. Sort of like that "youtube-friendly" doom wad yet unironic and serious.   The content itself is very lacking as if you were supposed to enjoy the wad like it was a gulp of water. All you can do is pet the dog thing and water the plants. You could go up the steps but they just lead back down.    The style of the wad is vastly contrasted with our usual wads, resorting towards handdrawn and crayola drawings and if needed, ameteaur ms paint drawings added onto that. The author/illustrator has cleary shown that she/he/xe/they/A.H. doesn't demonstrate professional skill on the likes of eviternity, so they taken the route of making everything childlike to mask their lack of drawing to promote a child game.    I usually expect something like this from either a father making a small wad game for his little daughter or that apple advertisement wamyn that casually says "Whats a computer?".    I cant find any aspect to improve upon this due to it's jarring identity in contrast to the typical fps "masculine" wads out there. 
    • By chowbar · Posted
      Possibly my favorite Ultimate Doom megawad. Although its first half feels like DTWID, it quickly becomes a much more twisted and demented take on the familiar techbase/hell aesthetic. Expect well hidden secrets, tight corridors, and some tough encounters in large, complex levels. In keeping with Ult Doom's tone, NaturalTvventy layers the atomphere on thick to create levels that feel genuinely hostile and evil, even more so than in the original.    If you have a soft spot in your heart for the original Ultimate Doom, this megawad is a must play. NEIS makes you realize how rock solid the original Doom formula is, even without the SSG and revenants. 
    • By whirledtsar · Posted
      An odd wad in which you play a Hexen class while fighting Heretic monsters in Heretic-textured levels. Surprisingly, it works pretty well, and is an interesting change of pace from either game. It retains Hexen's hub design, although it's not at all puzzley, just a "go and collect 3 items and return to the hub" quest. It's very combat-focused (there's almost 400 enemies in the final level), but unlike some Heretic maps, it doesn't end up feeling like a slog. Perhaps Hexen's weapons are just more powerful than Corvus's. The level design is very good, besides a couple of sore spots (the cramped areas of the lava level, the metal maze in the final level). The boss, D'Sparil, is much easier to kill than he was in Heretic; he probably should've been modded to have a better chance against Hexen's warriors.
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