Doom Guy
Life in First Person
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Narrated by:
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John Romero
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By:
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John Romero
About this listen
The inspiring autobiography of video game designer and DOOM cocreator John Romero
Doom Guy: Life in First Person is the long-awaited autobiography of gaming’s original rock star and the cocreator of DOOM, Quake, and Wolfenstein—some of the most recognizable and important titles in video game history. Credited with the invention of the first-person shooter, a genre that continues to dominate the market today, he is gaming royalty.
Told in remarkable detail, a byproduct of his hyperthymesia, Romero recounts his storied career—from his early days submitting Apple II code to computer magazines and sneaking computers out of the back door of his day job to do programming projects at night in his garage to a high-profile falling out with his id Software cofounder John Carmack, as well as his continued role in the gaming industry today as the managing director of Romero Games Ltd.
His story is truly one of a self-made man, founding multiple companies after a childhood filled with violence and abuse drove him to video game design where he could create new worlds and places to escape to. An alcoholic father, a racist grandfather who did not approve of Romero’s parents’ mixed-race coupling, and a grandmother who once ran a brothel in Mexico combine for an illuminating story of his youth—a story that has never before been revealed.
After years in the gaming spotlight, Romero is now telling his story—the whole story—in his own words.
©2023 Alfonso Romero. Published in 2023 by Abrams Press, an imprint of ABRAMS, New York. All rights reserved. (P)2023 Blackstone PublishingListeners also enjoyed...
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- Length: 8 hrs and 56 mins
- Unabridged
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IDEO, the widely admired, award-winning design and development firm that brought the world the Apple mouse, Polaroid's I-Zone instant camera, the Palm V, and hundreds of other cutting-edge products and services, reveals its secrets for fostering a culture and process of continuous innovation.
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This is an old book!
- By EPR review on 01-05-17
By: Tom Kelley, and others
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No Better Time
- The Brief, Remarkable Life of Danny Lewin, the Genius Who Transformed the Internet
- By: Molly Knight Raskin
- Narrated by: Christine Marshall
- Length: 6 hrs and 22 mins
- Unabridged
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No Better Time tells of a young, driven mathematical genius who wrote a set of algorithms that would create a faster, better Internet. It's the story of a beautiful friendship between a loud, irreverent student and his soft-spoken MIT professor, of a husband and father who spent years struggling to make ends meet only to become a billionaire almost overnight with the success of Akamai Technologies, the Internet content delivery network he cofounded with his mentor.
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An Overlooked Hero of 9-11
- By Jean on 05-27-16
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The Innovation Secrets of Steve Jobs
- By: Carmine Gallo
- Narrated by: Sean Mangan
- Length: 8 hrs and 24 mins
- Unabridged
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In The Innovation Secrets of Steve Jobs, best-selling author Carmine Gallo reveals the qualities that make the Apple co-founder the most innovative leader in business today. Each principle is backed with research, quotes, and first-person interviews with experts and business leaders, as well as specific ideas for applying those principles to every business, large or small.
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awful
- By Thomas on 10-15-11
By: Carmine Gallo
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Group Genius
- The Creative Power of Collaboration
- By: Keith Sawyer
- Narrated by: Jonathan Marosz
- Length: 8 hrs and 4 mins
- Unabridged
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In this authoritative and fascinating new audiobook, Keith Sawyer, a psychologist at Washington University, tears down some of the most popular myths about creativity and erects new principles in their place. He reveals that creativity is always collaborative: even when you're alone. Sawyer's audiobook is filled with compelling stories about the inventions that changed our world.
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Worth reading
- By Glenn on 12-29-10
By: Keith Sawyer
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Joy, Inc.
- How We Built a Workplace People Love
- By: Richard Sheridan
- Narrated by: Tim Andres Pabon
- Length: 7 hrs and 28 mins
- Unabridged
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Joy, Inc. offers an inside look at how Sheridan and Menlo created a joyful culture, and shows how any organization can follow their methods for a more passionate team and sustainable, profitable results. Sheridan also shows how to run smarter meetings and build cultural training into your hiring process. Joy, Inc. offers an inspirational blueprint for listeners in any field who want a committed, energizing atmosphere at work - leading to sustainable business results.
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Hey Menlo.
- By Stacey Colón on 03-25-16
By: Richard Sheridan
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The LEGO Story
- How a Little Toy Sparked the World’s Imagination
- By: Jens Andersen
- Narrated by: Peter Cross
- Length: 11 hrs and 50 mins
- Unabridged
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It’s estimated that each year between eighty and ninety million children around the globe are given a box of LEGO, while up to ten million adults buy sets for themselves. Yet LEGO is much more than a dizzying number of plastic bricks that can be put together and combined in countless ways. LEGO is also a vision of the significance of what play can mean for humanity.
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Great book! Don't miss this
- By hgpilot - MM on 04-27-23
By: Jens Andersen
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Who Was Steve Jobs?
- By: Pam Pollack, Meg Belviso
- Narrated by: Rob Shapiro
- Length: 1 hr and 2 mins
- Unabridged
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Steve Jobs, adopted in infancy by a family in San Francisco, packed a lot of life into 56 short years. In this Who Was...? biography, children will learn how his obsession with computers and technology at an early age led him to cofound and run Apple in addition to turning Pixar into a groundbreaking animation studio. A college dropout, Jobs took unconventional steps in his path to success and inspired the best and the brightest to come with him and "change the world".
By: Pam Pollack, and others
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Total Focus
- Making Better Decisions Under Pressure
- By: Brandon Webb, John David Mann
- Narrated by: Johnathan McClain, Brandon Webb
- Length: 7 hrs and 38 mins
- Unabridged
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Over his four deployments as a Navy SEAL sniper, Brandon Webb learned all about performing while experiencing heart-pounding stress. After returning to civilian life, he started his first business venture - and failed miserably. He realized that his big mistake was neglecting to apply what he already knew about focus under pressure. By drawing on the lessons of his SEAL training and early business struggles, Webb went on to build a second business, a media network called Hurricane.
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Biography/ sales pitch.
- By Dennis on 01-10-18
By: Brandon Webb, and others
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Electronic Dreams
- How 1980s Britain Learned to Love the Computer
- By: Tom Lean
- Narrated by: Mark Meadows
- Length: 10 hrs
- Unabridged
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In Electronic Dreams, Tom Lean tells the story of how computers invaded British homes for the first time, as people set aside their worries of electronic brains and Big Brother and embraced the wonder technology of the 1980s. This book charts the history of the rise and fall of the home computer, the family of futuristic and quirky machines that took computing from the realm of science and science fiction to being a user-friendly domestic technology.
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Awesome outline of electronic history
- By Johnny on 09-28-17
By: Tom Lean
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Mentor to Millions
- By: Kevin Harrington, Mark Timm
- Narrated by: Kevin Harrington, Mark Timm
- Length: 5 hrs and 30 mins
- Unabridged
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Kevin Harrington, one of the original "sharks" of the TV hit Shark Tank, and serial entrepreneur Mark Timm take you on a journey that radically redefines what it means to truly succeed - at work, at home, and in every area of life.
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Listen at 1.4x
- By Mark Fry on 09-26-20
By: Kevin Harrington, and others
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Trade-Off
- Why Some Things Catch On, and Others Don't
- By: Kevin Maney
- Narrated by: Dennis Holland
- Length: 6 hrs and 58 mins
- Unabridged
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In Trade-Off, Kevin Maney shows how these conflicting forces determine the success, or failure, of new products and services in the marketplace. He shows that almost every decision we make as consumers involves a trade-off between fidelity and convenience between the products we love and the products we need.
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No Trade-Offs for Reading Trade-Off
- By Joshua Kim on 06-10-12
By: Kevin Maney
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Over his four-decade career, Sid Meier has produced some of the world's most popular video games, including Sid Meier's Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier's Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry.
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Grand Theft Auto is one of the biggest and most controversial videogame franchises of all time. Since its first release in 1997, GTA has pioneered the use of everything from 3D graphics to the voices of top Hollywood actors and repeatedly transformed the world of gaming. Despite its incredible innovations in the $75 billion game industry, it has also been a lightning rod of debate, spawning accusations of ethnic and sexual discrimination, glamorizing violence, and inciting real-life crimes.
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Kushner Writes Well, Verner Drops the Ball
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Sid Meier's Memoir!
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Over his four-decade career, Sid Meier has produced some of the world's most popular video games, including Sid Meier's Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier's Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry.
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With all the whiz, bang, pop, and shimmer of a glowing arcade, volume 1 of The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. Starting in arcades then moving to televisions and handheld devices, the video game invasion has entranced kids and the young at heart for nearly fifty years. And gaming historian Steven L. Kent has been there to record the craze from the very beginning.
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Misleading title for an otherwise excellent book
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Not All Fairy Tales Have Happy Endings
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Sierra On-Line was one of the very first computer game companies and at one time dominated the industry. The author, Ken Williams, founded Sierra On-Line with his wife Roberta who went on to create many of the company's best-selling games. Sierra grew from just Ken and Roberta to over 1,000 employees and a fan base that still exists today, despite the fact that the company was torn apart by criminal activities, scandal, and corruption that resulted in jail sentences and the collapse of Sierra.
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a fitting ending to Sierra
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Think Like a Game Designer: The Step-by-Step Guide to Unlocking Your Creative Potential
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Do you love gaming? Do you have ideas for games of your own and want to learn how to produce them professionally? Longtime game designer Justin Gary has the answers you seek. After 20 years in the gaming industry, creating such games as Solforge, Ascension, and the World of Warcraft Miniatures Game, Justin is now sharing all his secrets in Think Like a Game Designer. Best of all, Justin’s secrets are really simple, practical, and common sense steps you can take yourself.
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Do you like quotes?
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Blood, Sweat, and Pixels
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Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes listeners on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius.
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Behind the Scenes
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Jason Schreier's groundbreaking reporting has earned him a place among the preeminent investigative journalists covering the world of video games. In his eagerly anticipated, deeply researched new book, Schreier trains his investigative eye on the volatility of the video game industry and the resilience of the people who work in it.
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Audio Quality is Inconsistent
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Long Live Mortal Kombat, Round 1
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To politicians and parents, Mortal Kombat was a menace to society. To gamers, it was a way of life. From dedicated hustlers who put thousands of miles on their odometers driving coast to coast to challenge the top players in arcades, to fans who devote their free time to collecting action figures, setting world records, and plumbing the depths of its lore, the Mortal Kombat franchise has topped sales charts for thirty years, and its popularity shows no signs of waning. But before Mortal Kombat offended politicians and sold over 12 million units, executives at Midway saw it as filler.
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Reggie Fils-Aimé, retired President and Chief Operating Officer of Nintendo of America Inc., shares leadership lessons and inspiring stories from his unlikely rise to the top. Learn from Reggie how to leverage disruptive thinking to pinpoint the life choices that will make you truly happy, conquer negative perceptions from those who underestimate or outright dismiss you, and master the grit, perseverance, and resilience it takes to dominate in the business world and to reach your professional dreams.
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Engaging Autobiography
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Play Nice
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For video game fans, the name Blizzard Entertainment was once synonymous with perfection. The renowned company behind classics like Diablo and World of Warcraft was known to celebrate the joy of gaming over all else. What was once two UCLA students' simple mission—to make games they wanted to play—launched an empire with thousands of employees, millions of fans, and billions of dollars. But when Blizzard cancelled a buzzy project in 2013, it gave Bobby Kotick, the infamous CEO of corporate parent Activision, the excuse he needed to start cracking down on Blizzard's proud autonomy.
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Bobby Kotick Has No Soul
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Service Games
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New Edition! More content, images, and corrected text and facts. Monochrome edition. Starting with its humble beginnings in the 1950s and ending with its swan-song, the Dreamcast, in the early 2000s, this is the complete history of Sega as a console maker. Before home computers and video game consoles, before the Internet and social networking, and before motion controls and smartphones, there was Sega.
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The Story of the Fall of Sega
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Fight, Magic, Items
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The Japanese roleplaying game (JRPG) genre is one that is known for bold, unforgettable characters; rich stories; and some of the most iconic and beloved games in the industry. Inspired by early Western RPGs and introducing technology and artistic styles that pushed the boundaries of what video games could be, this genre is responsible for creating some of the most complex, bold, and beloved games in history. In Fight, Magic, Items, Aidan Moher guides listeners through the history of JRPGs.
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Excellent history of the JRPG genre
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Gamedev
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The book guides you through a step-by-step process of making a commercial game. It teaches you how to learn all the necessary skills and covers various aspects of game development: mindset, preproduction, funding, business, law, development, marketing, PR, publishing, distribution, as well as pre-launch, launch, and post-launch strategies.
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The bible of modern game development.
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What listeners say about Doom Guy
Average customer ratingsReviews - Please select the tabs below to change the source of reviews.
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- volodymyr gerasimov
- 12-29-23
Must read
Even if you read Masters of Doom, this book is 100% worth it. It follows life of John Romero, glimpsing into some of its dark childhood and career after closure of Ion Storm - things that developed him as a person and designed. And its narrated by icon of sin himself ;)
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- Vlad
- 01-21-24
A Must Read for any 90's PC games Fan
Very Good Book. Great Nostalgic and Interesting stories about some of our favorite 90's PC games, like Commander Keen, Doom and Quake. It was Great to hear so many Behind the Scenes stories about the creation of these games. This book is not only for Gamers, there are actually many Business advices and lessons here as well. I think this book could have been edited better and be 25% shorter. There Are many lengthy "personal life" parts, especially at the beginning and the end of the book, which are too long. But you can fast forward a little bit each time you feel that the personal stories drift you from the main narrative. The Narration is very good and personal.
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- Kara
- 02-26-24
Read by Romero!
So great to hear Romero reading his own work. He's one of my biggest heroes. Truly inspiring!
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- Jaker
- 09-18-24
Story about the development of the games from my childhood.
Very good book, and a peek behind the curtain of what it took to build the games from my childhood. Recommend.
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- Anonymous User
- 07-19-23
We're not worthy
For me, this is the best version of this book I could have imagined. It tells the whole story, including important hard-hitting parts that I didn't know about even as a fan. It's an honest and daring look back at the early games industry by the ideal person: someone with an unusually good memory who was right in the middle of the action. Any book read by the author is always a huge plus to me, regardless of performance, but Romero is actually good at that, too.
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- Anatoliy Rakhman
- 07-28-23
Thank you John
Could not stop listening. Thank you for sharing and inspiring. Can not recommend this enough.
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- Cole
- 08-13-23
Gaming's Rock Star
Like a lot of id games, I could not put this down! Romero goes through his rough up bringing that will leave you in tears, to his passion on computer games that will inspire you. Instead of just hitting the successes, he goes into all of the challenges and failures he overcame and the lessons learned. Hard work to an obsessive degree and an unwavering desire to learn propelled him to create some of the greatest games of all time. There is something to say about having like-minded people around and the early id software team was lightning in a bottle which changed the FPS genre forever and made them icons. Masters of Doom is one of my favorite books on gaming, but this one is written and narrated by Romero himself. He focuses on the positive and sets the record straight. After finishing, I immediately wanted to hit reset and start all over again.
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- Brian
- 09-13-23
Romero’s Story as a Technical Pioneer is Endlessly Enjoyable
For years now I’ve heard bits and pieces of the revolutionary work done at id Software in the early 90s. I’ve also heard tales of the the drama and division that led to John Carmack and John Romero heading down different paths in the gaming industry. Being able to hear this story as Romero himself describes it is a wonderful experience, as Romero makes the whole experience seem human and relatable. The id period is central to this story, but Romero’s work goes much further than his years working on Doom and Quake, and it’s fascinating hearing how this icon of game development has worked in several corners of the industry.
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- Rusto424
- 10-06-23
Perfect!
I've always been a doom fan! I grew up with doom and still enjoy playing it today. Going into this book my first fear was that it would be too similar to masters of doom. Let me assure you, my fears were put to rest! I enjoyed my time with this book immensely! It's hard to beat having the story told by the guy himself. Not only does it add to masters of doom but it clarifies some of the events depicted in masters. I couldn't recommend this enough!
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- A. Glenn
- 01-08-24
Required reading for any DOOM fan
DOOM GUY may not be as exciting as the rockstar-esque rise and fall story told in Masters of Doom, which I've read or listened to close to 20 times by now, (I'm not exaggerating. I fucking love that book), but it is the more true-to-life history of id Software, Ion Storm, and John Romero. It's a great read that fills in a lot of gaps, and corrects a lot of misinformation covered in Masters of Doom, and other sources over the decades. Romero's recounting of his departure from id and the failure of Ion Storm, really sheds new light on both situations. It's easy to say Romero fucked this up, or Carmack fucked that up when viewed from the outside, but he does a great job of helping the reader understand how and why things weren't so black and white in reality. He also makes sure to properly credit several people who's contributions to his and id's histories haven't been adequately acknowleged up until now. If you're a Doom fan, or a fan of the video game industry's history in gerneral, this is as much required reading as Masters of Doom is.
I listened to the audiobook version even though I own a copy of the hardcover, because if there's an opportunity to hear an author's story narrated by themselves, I'll always take it. Romero clearly isn't a professional narrator, but he did a good enough job, and I'd rather hear how he recalls a conversation sounding than a random actor's take on it. Part of the book's goal was to clear up decades of assumptions made about him, and so I think only he was qualified to read it. Definitely worth a listen!
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