Let's Sperg JAIMAS PLAYS A DEMO: Total Chaos - The saga of a mod turned standalone game

  • 🔧 Actively working on site again.

Jaimas

BIG AMERICAN FREEDOM
True & Honest Fan
kiwifarms.net
Joined
Jun 27, 2014
Ambition can be an amazing thing, Kiwis. On its wings, we can ascend to greater heights than any of us ever thought possible, and that is absolutely the case for today's entry, which consists of two versions of one game, and a hell of a story to go along with it. Today we discuss the story of the infamous Total Chaos, a humble little horror game with a very unusual origin point.

Total Chaos is a bit of an anomaly: it's another one of those games essentially helmed up by one dude, and it first rose to prominence back in like 2015, before finally becoming available and playable in 2018. Essentially playing like someone got S.T.A.L.K.E.R.: Shadow of Chernobyl and Condemned: Criminal Origins into a room and encouraging them to fuck over a PS2, it was a very novel game at the time, both because of how effective it was for its era, and another, far more incredible reason:

Screenshot_Doom_20250225_073804.pngScreenshot_Doom_20250225_073845.png

It was running on Doom II's engine. Yes, I'm completely serious. I have no idea how any of this shit was done, barring sorcery, but even back when it first launched, it was considered downright incredible, more so when you factored in that it played and handled nothing like Doom at all. A true testament to what was possible with the engine, though it also came with it some issues; older rigs notoriously could not run it because the game was never designed for shit like this. The dev eventually made a scaled-down version similar to its earlier releases for running better on older hardware, but the fact remains that this game was absolutely pushing an engine from 1994 to its fucking limit, and then some. It also won a 2018 Cacoward the year it came out, for completely understandable reasons.

Cacoward-2018.png

The game was developed by Sam Prebble of Trigger Happy Interactive, who you'd probably know better from his work after Total Chaos, namely Turbo Overkill, an exceptional fast-mover boomshoot that released to critical acclaim. Total Chaos was seemingly left behind, a footnote of technological wizardry done with an engine never designed for it, and so things were until 2024, when it was revealed that the game was getting a full standalone release and remaster done with Apogee's new in-house engine, and with all the bells and whistles. Total Chaos was coming back, and now, it had a demo on Steam.

So let's check in, and see how things changed from the original version done in Doom II:

20250225082706_1.jpg
The biggest and most obvious change is the new intro. In the original Total Chaos, the initial story blurbs were handled mostly in text. In the new version, you actually get to optionally see the storm that brings the boat down, and amusingly, when starting a new game, the game gives you the option to skip it entirely if you've seen it before or want to get right into it. The new scene's nice, but it doesn't really give you anything the original didn't have, and it's solely set dressing, so let's get right into it.

20250225082947_1.jpg20250225083025_1.jpg
Fort Oasis has changed. The layout is functionally the same, but the lighting is way better, the environments way more detailed, and the overall presentation much cleaner (if such a thing can truly be applied to the monument of urban decay that is Fort Oasis, at least). The gameplay is fundamentally the same, but there's a lot of changes that effect how the game handles - movement is a lot snappier and quicker, physics are much more reactive, and the game has a much smoother handling.

I feel like some of the original game's textbook Doom II Engine jank added to the game's horror in a few ways, including the way that it made the UI significantly clunkier, but there is zero question that the game handles better in its new form than its old. In the original enemies had a certain choppiness tothem that did make them feel more unearthly and unsettling, but also made it so you often didn't feel like you had anything to do with the fuck-up when one landed a hit on you. In this one, their movement is smoother and the "how the hell did that even hit me" issues of old are gone, but many of the enemies have new tricks (one of them used by the most common enemy in the game caught me by surprise the first time).

But I'm getting ahead of myself. What is this game about?

20250225083903_1.jpg
In Total Chaos, you are a member of the Coast Guard. One day, you receive a distress signal from a damaged boat, and head out to investigate, only for a massive storm to sweep up your boat. Ultimately, the boat comes to rest on the shores of Fort Oasis, an island-based mining colony that dated back to the war. After mostly fixing their boat, the protagonist realizes someone is trying to actively contact them, and that something dark is calling to them in this place. Unlike the original Doom II TC version, however, we now can actually hear the transmission. The voice that called us is saying that what we want most can be found within the island's depths, and like a siren's call, the player sets out to investigate.

20250224194702_1.jpg

Fort Oasis is the very model of structural decay, a massive facility being reclaimed by nature and rusting from disuse, yet the facility itself sprawls through the island like a concrete tumor. The place looks - and feels - profoundly unclean, with graffiti and old notices covering the war, broken floor tiles and spots of plants bursting up from the ground festoon the floors, and rust and grime covers every surface. It quickly becomes apparent that dark shit went down here, with a lot of the labor being forced and whatever group responsible for the excavations getting fast-and-loose with safety.

Now, inhuman things dwell down here, protecting a darker secret. The player must dig through this shithole and ultimately, work their way through this nightmare to find out what lurks beyond.

Screenshot_Doom_20250225_073833.png20250224192307_1.jpg

The game is a very forthright survival horror game with a focus on exploration, survival mechanics, and scavenging. The player will need to find weapons, ammo, medical supplies, and food, most of which will rarely be in particularly good condition. Melee weapons degrade and break with use, firearms have limited ammo, so a fundamental mechanic of the game is choosing your encounters where possible. Rather notably, the very first weapon you find (a pickaxe) is in terrible condition and will break almost immediately, which means avoidance is the best strategy until you can repair the damn thing. The game is trying to teach you that you should pick and choose your encounters where possible, not spend resources you don't have to, and fight smarter, not harder. This is especially important because the enemies in Total Chaos do not fuck around. The basic ones are extremely strong in close-combat, with the more unearthly things you'll face later being the kind of shit you do not want to get anywhere near. In addition to regular damage, enemy attacks can cause bleeding; bleeding in Total Chaos does not work like it does in other games (where it causes damage over time); instead, it's a debuff; the more bleeds you accrue, the less healing items will actually restore for you. Bleeding is treated with bandages, which can be found or crafted.

Fortunately, the game also gives you some advantages; when a weapon breaks (such as a pickaxe), you keep the head, so all you need to find is a new handle and something to secure it with. Find yourself a workbench and you just turned your broken weapon into a fully restored usable one. The new version of Total Chaos gives you the option of equipping certain items as throwables, including bottles, rocks, and bricks - you can throw these at enemies to do damage and stun them, or, in the case of things like flammable liquids, soak them in the shit so that getting near a source of fire sets them ablaze. Good times.

One big difference between the versions of the game is that the original, being a Doom II TC, let you save anywhere. The new demo changes things to give you save points (in the forms of record players). This also chains into a big area the two diverge, which is that this new version of Total Chaos is much closer to earlier versions of the mod than the final version people are familiar with. In the later versions of the game, you have to keep an eye out for potential radiation exposure, but in earlier versions, there was a seemingly-rarely-used Sanity stat. In the new version of Total Chaos, it returns as the Madness stat, with the Radiation stat seemingly nowhere to be found - and this time, it works very differently than you'd probably expect: In this case, it's caused directly by medications. The miners at Fort Oasis were assigned special medicines to aid their recovery, but these medicines also caused violent hallucinatory episodes that the miners called "The Brain Shivers." In-game, there are areas where you can use this medication to "leave things behind," and when the madness gets high enough, you can see things like holes open up in the terrain in an entirely impossible manner, allowing the player out of what is otherwise a sealed and unescapable area.

20250224202045_1.jpg

However, it also makes shit get insane (quite literally) and will cause you to encounter shit you otherwise wouldn't and probably shouldn't be sticking around for. The good news is that the record players you use to save your game will reduce madness when used for the first time, allowing your stay in crazytown to be a temporary visit, rather than a prolonged excursion. Good thing, too, because sanity is one of the rare places where that thing won't try to eat you.

20250224194623_1.jpg

It amuses me greatly that the Demo covers, more-or-less, the same areas that early versions of the Total Chaos Doom II TC did. It remains to be seen if Trigger Happy Interactive will stick the landing, though I generally had a decent time with it and am reasonably optimistic. As I said, there's a number of areas I feel the original nailed the atmosphere better on, but also a lot of areas where the new demo comes across as a better experience. Either way I beat the demo in about an hour and a half and I recommend it for anyone interested. If you liked Gloomwood's demo, you can probably find something to enjoy here, and it's not like the asking price is too high.

However, I do suggest going in knowing full well that the game was originally a Doom II TC, because this accounts for many oddities of its game design and how it plays. It was in development as early as 2012, and as a result many of the design ideas that went into it reflect that. It has rather linear design, owing to the way the game's individual setpieces are laid out (this was true of the TC as well). It does that shimmer-shine thing on items, because the game generally lacks a player-controlled light source. Interestingly, the bulk of the game is substantially brighter than the original, though when the new version gets dark, it doesn't fuck around.

20250224194532_1.jpg

What does strike out at me most is the pedigree of the dev that went into this. Turbo Overkill was awesome, so seeing the same dev come back and give this game some love is kind of neat.

I kind of feel like we have another David Szymanski here, albeit one who shitposts significantly less. And on that thought, I leave you, if only for now.
 

I hate to aykchyually your post here, but Total Chaos runs on GZDoom specifically, which is a Doom source port with a huge number of features the original Doom engine was not capable of, such as true 3D rendering. in fact, Total Chaos is the project that made people start looking at GZDoom as a multifarious game dev environment rather than just a Doom engine. its rise in exposure roughly coincides with GZDoom developers joining the commercial boomer shooter genre at large with games like Hedon, Supplice, Selaco, and Divine Frequency. that might be an interesting data point to put in your post there.

it is technically a WAD for Doom II, but that only means it uses Doom II's file structure as a framework. it is not possible to run the game in anything other than GZDoom, much less strict source ports like Chocolate Doom, or the Doom engine itself through DeHackEd.
 
I hate to aykchyually your post here, but Total Chaos runs on GZDoom specifically, which is a Doom source port with a huge number of features the original Doom engine was not capable of, such as true 3D rendering. in fact, Total Chaos is the project that made people start looking at GZDoom as a multifarious game dev environment rather than just a Doom engine. its rise in exposure roughly coincides with GZDoom developers joining the commercial boomer shooter genre at large with games like Hedon, Supplice, Selaco, and Divine Frequency. that might be an interesting data point to put in your post there.

it is technically a WAD for Doom II, but that only means it uses Doom II's file structure as a framework. it is not possible to run the game in anything other than GZDoom, much less strict source ports like Chocolate Doom, or the Doom engine itself through DeHackEd.
Well, there ya go, something I didn't know. Enjoy your informative and thanks for the insight on that.

You don't know how much I struggled to not do a "Thanks Retard" or "Thanks, I'm Retarded" joke, thank you for such a hilarious username
 
Interesting, I'll put it on my backlog. Shame that nowadays being associated with the doom engine is a... mark of shame.
 
  • Feels
Reactions: Jaimas
Interesting, I'll put it on my backlog. Shame that nowadays being associated with the doom engine is a... mark of shame.
havent been following whats the shitfit this time i only vaguely know about the shitty reskin mods people make
 
havent been following whats the shitfit this time
Probably being associated with Doomworld and the troonery implicit therein. It has a whole community thread now.
 
havent been following whats the shitfit this time i only vaguely know about the shitty reskin mods people make

the drama is overblown. doomworld has attracted a crowd of non-contributing retards who just take up space with their cringe reddit posting. since everything must eventually become part of the culture war, this has resulted in random malds online associating gay doomworld drama with the doom community at large. in truth, most actual WAD makers are not involved in that shit and only post constructively in WAD threads. many have moved to moddb simply to avoid the stigma. troons unfortunately make up a noticeable cohort of boomer shooter fans, but this is another instance where they're not actually involved in the development of the hobby, they are simply consoomers, and also the most vocal, shitty, retarded, drama whoring faggots in the scene. common troon L.
 
  • Informative
  • Like
Reactions: Pancor and Jaimas
and so things were until 2024, when it was revealed that the game was getting a full standalone release and remaster done with Apogee's new in-house engine, and with all the bells and whistles. Total Chaos was coming back, and now, it had a demo on Steam.
Wait what?, i knew he was remaking his own mod on a new engine, but i thought he was using UE5, first time i hear that nuApogee made their own engine, and i can't find anything about it.
 
Wait what?, i knew he was remaking his own mod on a new engine, but i thought he was using UE5, first time i hear that nuApogee made their own engine, and i can't find anything about it.
Yeah, I did research, I thought it was a new engine they had, but I was wrong about that, like Turbo Overkill it's running on UE.
 
Screenshot_Doom_20250309_071941.png

I decided to go back through the original Total Chaos, as I realized I haven't actually played the Director's Cut release (the final version of the game). I've played through previous versions of the mod, but not the current one, so I decided to do a bit of an analysis on how it contrasts to the original, and what I'm most interested in about it. I'm also going to cover the original game's plot, for those who either want to or don't care about spoiling themselves (or who are merely curious).

20250309111931_1.jpg

The original Total Chaos is solid, but a challenge, and it wears its S.T.A.L.K.E.R. inspiration proudly. Parts of it are a little jank and don't feel quite like you'd expect. The Director's Cut version is both darker (in lighting, not tone) and a big foggier, while the remake focuses on using its graphic muscle to make everything sharper and more distinctive without being as murky. There's more color on display, with a lot of colored lighting, and a lot less invisible walling than there was in the GZDoom original. There's also a lot of foreshadowing for what's really going on, something that someone who played the original fully is going to pick out immediately, but someone who's never played it before absolutely wouldn't get.

Screenshot_Doom_20250225_074234.png1741532736058.jpeg

But it's actually mechanics where things change the most. Total Chaos was a mod running GZDoom, so you could save anywhere. The new game is running on UE with a much different setup, and you have specific items you can save at. The original had more than your hunger and health to manage; you had to worry about bleeding (which would cause residual damage) and radiation as well. The remake keeps some of the above, but also seemingly does away with the radiation mechanic from the later releases of Total Chaos, bringing in a whole new madness mechanic (which was in the original releases but severely underutilized). Here it's part of a core mechanic, where you actually need to use it at times to progress.

20250309105240_1.jpg

Enemy behavior is smoother and significantly less bullshit in the remake; In the original, almost every enemy was capable of dropping your ass in seconds, and most of them had a self-buff ability (usually signified by them making audible creaking sounds) that would allow them to hulk out and become so much faster with their attack follow-through to the point where generally the dodge wasn't that useful for evading them, and the only way to counter it was to either hit them with a ranged weapon or use a reach weapon to hit them before they could hit you. The remake gives them much smoother behavior cycles and makes the self-buff happen way less often, and makes it so dodging them is actually quite possible. One area that really highlights this is the first panic sequence of the game; there is a sequence where you run from a bunch of Brutes (the main common enemy of the game), and the game expects you to flee. In the GZDoom original, it is hilariously easy to die because one or more of the enemies has activated rage mode, making it basically impossible to kite them out of the door and into the room because their reaction time in rage mode is measured in nanoseconds. In the remake, their melee attacks require more than just a Doom-style distance check, so kiting them or range heckling them is very doable.

One unusual change that drives the above home particularly hard is actually a quirk with the very first weapon you find, and how the remake uses it to change pacing.

20250225083903_1.jpg

In both versions of Total Chaos, a pickaxe is your first weapon. In the GZDoom original, If you're very cautious about how you use it, it is very possible to save enough durability in the opening area to have it during the first Brute encounter, or even during the first Drifter encounter. In the remake, this weapon is set up so it will break on one of the barricades, leaving you completely unarmed for your first few enemy encounters and establishing that you need to control the flow of encounters that much more. The game is teaching you how to kite, teaching you how to avoid enemies, and teaching you how to think on your feet, which are things you will need to know here. However, in both versions of the game, you will keep the pickaxe head after the weapon breaks, so all you need is a new handle and a way to attach it and your bonking stick is good as new.

Screenshot_Doom_20250309_075739.png20250309123534_1.jpg

Throwables are changed a bit. In the original, rocks, bricks, and empty bottles could all be thrown as projectiles, making them useful for emergency ranged attacks. The real fun stuff you could craft yourself, like combining fuel oil, a rag and a bottle to make a molotov cocktail and teach the locals who they're fucking with. In the remake, full bottles of booze are added to the list of throwables; you can pitch brandy at an enemy who's near a fire source and turn them into a fucking inferno. Good times. Relatedly, another big change is crafting itself. In the GZDoom original, you could do it anywhere. In the Remake, you need to find workbenches. These benches were in the original, earliest releases of the GZDoom version, so it's kind of neat seeing them come back like this as something other than a setpiece. It's very clear that the dev intends to change things up to match the new presentation; we may even see a reoccurrence of the game's scariest regular enemy.

Screenshot_Doom_20250309_124201.png

If you know, you know.

But I'm actually most interested in any changes the game may make to the story of Total Chaos, because even with a story that's already been told, there may be new ways to tell it or in with new twists or revelations. It's one of the reasons I enjoyed the Resident Evil remakes and more recently, the Silent Hill 2 remake. You can never truly replace the originals, but the remakes that lean into that lack of replacement to do cool new things with it or find interesting ways to get across new stories absolutely deserve praise if they can stick the landing, and so on that note, I'll give you the story of the original Total Chaos if you want it:

All right then, don't say I didn't warn you.

Parts of the story don't make sense at first - namely, that the game purportedly starts in 1972, only for you to find articles from the 1980s on the island itself. The voice over the radio increasingly seems to know way too much, and yet it actively seems to want to push you towards a singular objective. It's only after you get multiple notes - maybe 4 or 5 - before you realize they're not isolated occurrences, they're all conversations with the same few people, and they're things like prescription notes and talks about medicines - seemingly about how there was shit going on at Fort Oasis behind the scenes that doomed the facility.

The truth comes out as you explore deeper; all the notes are addressed to someone named Tyler. Some bad shit went down with his life personally, and he grew more and more isolated. His wife left him because of the isolation of the facility, the mine itself went dry, and what little was left of the island's facility was abandoned. Darkest of all is that Tyler wound up with lung cancer owing to his continual exposure to the mines.

The dark truth is that the radio voice is you, and thus, Tyler is the main character. What follows is a harrowing look into mental illness, suicidal ideation, and isolation. The voice on the radio is trying to guide you into the mines, so things can finally end: By suicide. And if you listen to the voice all game, that dark note is where the game truly ends.

However, there is another path. If you continually defy the voice when it tells you to specifically do things - like ignore an area, or kill a certain enemy- you will gradually be able to find enough pieces of the puzzle to help Tyler fight this - helping him remember why his wife left, why he first agreed to go to therapy, maintaining the social connections that actively fought his own isolation, and refusing to lose himself in that darkness. He doesn't have much time left, but you can make sure that he doesn't spend what's left of it in despair, and despite the abrupt nature of this ending, getting it was probably the most narratively fulfilling thing I'd seen in a horror game in a surprisingly long time.

I'll be keeping my eyes on this one, and also talking about anything else I notice.
 
Back