>>11838151I don't think it necessarily is, which is why I argued against his point.
You can make the case that fast run and gun action isn't easily conducive to horror tension, in that a situation is always going to be less scary if the player has ready means or opportunity to fight any and all threats. However, that doesn't mean that there can't be any tension at all or that you can't have a good horror mood.
Classic Doom ultimately manages to achieve, in my own opinion, a pretty good horror mood at times. E2M6 is the best example in the first game, because the dark wooden maze area is hard to see in, cramped, and crawling with nasty fuckers hard to see, not just Pinkies/Specters, but also a few Barons on the way back from the Red Key room, which you might have to use Rockets against in closer quarters than you'd want, it's quite oppressive.
Doom 3 falters a lot in the horror because the surprise ambushes are rarely deadly or oppressive, it's never the stronger and meaner monsters popping out of a wall compartment really sudden with "Oh fuck, gotta think quick!", it's only the low tier trash monsters which do little damage and which you can effortlessly delete with just a few rounds of low tier ammo.
Doom 3 doesn't have any encounter like the dark maze in E2M6, and it's a shame because it would easily have been doable.
Mind, I still quite like Doom 3, and it has some pretty fucking excellent horror sound design, but there's things it just doesn't do as good as it should.