Chords for DOOM: Behind The Music Part 1
Tempo:
102.25 bpm
Chords used:
F#
D
A
E
A#
Tuning:Standard Tuning (EADGBE)Capo:+0fret
Start Jamming...
[D]
[G#] [N] Doom [F#] carries a really, really, really strong legacy.
Doom set such a high bar when it originally came out.
It set the trajectory for modern first-person shooters that we know today.
When [C#m] you're dealing with such a strong legacy, it's really important to treat that with the utmost respect.
[E] That original E1M1 riff is [E] iconic.
It is Doom.
I wanted to find a way to kind of make that bigger and [A#] bolder.
[F#] The first thing I did was made the riff a little bit lower.
[D] When you play the riff back lower, it feels more aggressive already.
[G]
[F#] But I kind of felt that it needed to be lower [D#] still.
I got [F#] a hold of a nine-string guitar to go even lower.
[D#] Then what I was able to do was reconstruct [D#m] E1M1 using [F#] the nine-string guitar while still
incorporating those four [N] original notes.
[D] [A] [D]
[D] [N]
[D] Doom is here.
It's claustrophobic.
It's aggressive.
It's brutal.
It's tactile.
It drills into your face.
It's piercing.
It's at you.
[A#]
[N] The music in Doom really just tries to capture that complete lack of restraint.
It's up close and personal.
You have your hand down the throat of [D#] the demon.
You're not hiding behind cover and running away scared.
[A]
[B] [A] [A#]
[B] [D] The MIDI soundtrack of the original Doom did a brilliant job of combining technology with metal.
I was inspired by that to kind of see where we could take electronic music in [C] 2016.
[N]
[F#] [F#m]
Doom's gameplay is a really dynamic [Am] experience.
You go from fighting [F#m] demons in close-quarter combat [F] environments to fighting hordes of
demons [A] in massive, vast [F#] areas.
As you're playing, the music changes to reflect the situation that you're in.
[E] [F#]
[Em] [F#]
[G]
[F#]
[Em]
[G#] [N] Doom [F#] carries a really, really, really strong legacy.
Doom set such a high bar when it originally came out.
It set the trajectory for modern first-person shooters that we know today.
When [C#m] you're dealing with such a strong legacy, it's really important to treat that with the utmost respect.
[E] That original E1M1 riff is [E] iconic.
It is Doom.
I wanted to find a way to kind of make that bigger and [A#] bolder.
[F#] The first thing I did was made the riff a little bit lower.
[D] When you play the riff back lower, it feels more aggressive already.
[G]
[F#] But I kind of felt that it needed to be lower [D#] still.
I got [F#] a hold of a nine-string guitar to go even lower.
[D#] Then what I was able to do was reconstruct [D#m] E1M1 using [F#] the nine-string guitar while still
incorporating those four [N] original notes.
[D] [A] [D]
[D] [N]
[D] Doom is here.
It's claustrophobic.
It's aggressive.
It's brutal.
It's tactile.
It drills into your face.
It's piercing.
It's at you.
[A#]
[N] The music in Doom really just tries to capture that complete lack of restraint.
It's up close and personal.
You have your hand down the throat of [D#] the demon.
You're not hiding behind cover and running away scared.
[A]
[B] [A] [A#]
[B] [D] The MIDI soundtrack of the original Doom did a brilliant job of combining technology with metal.
I was inspired by that to kind of see where we could take electronic music in [C] 2016.
[N]
[F#] [F#m]
Doom's gameplay is a really dynamic [Am] experience.
You go from fighting [F#m] demons in close-quarter combat [F] environments to fighting hordes of
demons [A] in massive, vast [F#] areas.
As you're playing, the music changes to reflect the situation that you're in.
[E] [F#]
[Em] [F#]
[G]
[F#]
[Em]
Key:
F#
D
A
E
A#
F#
D
A
_ _ [D] _ _ _ _ _ _
_ [G#] _ _ [N] _ Doom [F#] carries a really, really, really strong legacy.
Doom set such a high bar when it originally came out.
It set the trajectory for modern first-person shooters that we know today.
When [C#m] you're dealing with such a strong legacy, it's really important to treat that with the utmost respect.
[E] _ _ _ That original E1M1 riff is [E] iconic.
It is Doom.
_ I wanted to find a way to kind of make that bigger and [A#] bolder.
_ [F#] The first thing I did was made the riff a little bit lower.
[D] _ _ _ When you play the riff back lower, it feels more aggressive already.
_ _ _ [G] _
[F#] But I kind of felt that it needed to be lower [D#] still.
I got [F#] a hold of a nine-string guitar to go even lower. _
[D#] Then what I was able to do was reconstruct [D#m] E1M1 using [F#] the nine-string guitar while still
incorporating those four [N] original notes. _ _
_ _ _ _ _ _ _ _
[D] _ _ _ _ [A] _ _ [D] _ _
_ _ [D] _ _ _ _ [N] _ _
_ _ _ _ [D] _ _ Doom is here.
It's claustrophobic.
It's aggressive.
It's brutal.
It's tactile.
It drills into your face.
It's piercing.
It's at you.
[A#] _
_ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _
_ _ _ _ [N] _ _ The music in Doom really just tries to capture that complete lack of restraint.
It's up close and personal.
You have your hand down the throat of [D#] the demon.
You're not hiding behind cover and running away scared.
_ _ _ _ [A] _ _ _
[B] _ _ _ _ _ [A] _ _ [A#] _
_ [B] _ _ [D] _ The MIDI soundtrack of the original Doom did a brilliant job of combining technology with metal.
I was inspired by that to kind of see where we could take electronic music in [C] 2016. _
[N] _ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _
_ _ [F#] _ _ _ _ _ [F#m] _
_ Doom's gameplay is a really dynamic [Am] experience.
You go from fighting [F#m] demons in close-quarter combat [F] environments to fighting hordes of
demons [A] in massive, vast [F#] areas.
As you're playing, the music changes to reflect the situation that you're in. _ _ _ _ _ _ _
_ [E] _ _ [F#] _ _ _ _ _
_ _ _ _ [Em] _ _ [F#] _ _
_ _ _ _ _ [G] _ _ _
[F#] _ _ _ _ _ _ _ _
_ [Em] _ _ _ _ _ _ _
_ [G#] _ _ [N] _ Doom [F#] carries a really, really, really strong legacy.
Doom set such a high bar when it originally came out.
It set the trajectory for modern first-person shooters that we know today.
When [C#m] you're dealing with such a strong legacy, it's really important to treat that with the utmost respect.
[E] _ _ _ That original E1M1 riff is [E] iconic.
It is Doom.
_ I wanted to find a way to kind of make that bigger and [A#] bolder.
_ [F#] The first thing I did was made the riff a little bit lower.
[D] _ _ _ When you play the riff back lower, it feels more aggressive already.
_ _ _ [G] _
[F#] But I kind of felt that it needed to be lower [D#] still.
I got [F#] a hold of a nine-string guitar to go even lower. _
[D#] Then what I was able to do was reconstruct [D#m] E1M1 using [F#] the nine-string guitar while still
incorporating those four [N] original notes. _ _
_ _ _ _ _ _ _ _
[D] _ _ _ _ [A] _ _ [D] _ _
_ _ [D] _ _ _ _ [N] _ _
_ _ _ _ [D] _ _ Doom is here.
It's claustrophobic.
It's aggressive.
It's brutal.
It's tactile.
It drills into your face.
It's piercing.
It's at you.
[A#] _
_ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _
_ _ _ _ [N] _ _ The music in Doom really just tries to capture that complete lack of restraint.
It's up close and personal.
You have your hand down the throat of [D#] the demon.
You're not hiding behind cover and running away scared.
_ _ _ _ [A] _ _ _
[B] _ _ _ _ _ [A] _ _ [A#] _
_ [B] _ _ [D] _ The MIDI soundtrack of the original Doom did a brilliant job of combining technology with metal.
I was inspired by that to kind of see where we could take electronic music in [C] 2016. _
[N] _ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _
_ _ _ _ _ _ _ _
_ _ [F#] _ _ _ _ _ [F#m] _
_ Doom's gameplay is a really dynamic [Am] experience.
You go from fighting [F#m] demons in close-quarter combat [F] environments to fighting hordes of
demons [A] in massive, vast [F#] areas.
As you're playing, the music changes to reflect the situation that you're in. _ _ _ _ _ _ _
_ [E] _ _ [F#] _ _ _ _ _
_ _ _ _ [Em] _ _ [F#] _ _
_ _ _ _ _ [G] _ _ _
[F#] _ _ _ _ _ _ _ _
_ [Em] _ _ _ _ _ _ _