diff --git a/content/post/2023/12/doom-turned-thirty.md b/content/post/2023/12/doom-turned-thirty.md index 1ab3645d..50eff675 100644 --- a/content/post/2023/12/doom-turned-thirty.md +++ b/content/post/2023/12/doom-turned-thirty.md @@ -16,7 +16,7 @@ But DOOM was more than a grown-up version of id's previous first-person shooting Compare that pixel gore to this picture-perfect rendering of an outside scene in Eternal: -![](../doom-eternal.jpg "DOOM Eternal (20020), rendered on the PC.") +![](../doom-eternal.jpg "DOOM Eternal (2020), rendered on the PC.") The depth of field and quality of the texture work is amazing. I even cheated by including a DOOM port, recently re-released for the Nintendo Switch, meaning the first screenshot's decorated black borders weren't there because of the odd 4:3 VGA resolutions back in the nineties, and the unusual crispness of the pixels need to be blurred drastically if you want to imagine how it was like playing DOOM in DOS [on the 80486](/post/2020/09/reviving-a-80486/).