<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Reboot on Locodigital</title><link>https://locodigital.com.br/en/tags/reboot/</link><description>Recent content in Reboot on Locodigital</description><generator>Hugo</generator><language>en-US</language><lastBuildDate>Wed, 13 May 2026 09:00:00 -0300</lastBuildDate><atom:link href="https://locodigital.com.br/en/tags/reboot/index.xml" rel="self" type="application/rss+xml"/><item><title>DOOM 2016: 10 years of the FPS that resurrected the Slayer</title><link>https://locodigital.com.br/en/games/doom-2016-at-10-the-fps-that-resurrected-the-slayer/</link><pubDate>Wed, 13 May 2026 09:00:00 -0300</pubDate><guid>https://locodigital.com.br/en/games/doom-2016-at-10-the-fps-that-resurrected-the-slayer/</guid><description>&lt;p&gt;There's one scene that stuck in the memory of everybody who played DOOM in 2016: you wake up in a metal sarcophagus, tear off the arm of a demon that tried to hold you down, grab the shotgun mounted on the wall and start running. No tutorial. No ten-minute cutscene explaining the story. No cover mechanic. No regenerating health waiting for you to crouch. Just you, the hell on Mars and the obligation to kill everything before it kills you. Ten years ago today, on 13 May 2016, id Software released the game that saved DOOM — and redefined what an FPS could be.&lt;/p&gt;</description></item></channel></rss>