Let's Replay TNT Evilution #30: Into the Baron's Den we Tread
Environmental storytelling is those subtle touches that link places together without relying on vast swathes of text. The names of levels, scenery and even item placement go a long way to tell you where you are, why it is how it is and what will logically follow on from there. When done well, it enhances the finished product and draws those experiencing it further in. When done poorly, it often jars those same people out from their immersion.
The early commercial Doom games generally do a really good job with this, the first two especially. Final Doom jumps is a little more disjointed, but there's understandable considering demonic influence and teleportation. Could there be a little more? Absolutely, but what's there shows the level of care and attention to detail the map makers had and I for one thank them for it.
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