Before I begin, I should probably point out that this will be more of a “first impressions” article than a full review of “VeryHard“. I’ll explain more later in the article, but I felt like this was important to point out first.
As usual, I played (some of) this WAD using the “ZDoom” source port. Interestingly, this WAD actually requires version 2.8.1 of “ZDoom” – which, by delightful coincidence, is fairly similar to the version (a slightly old experimental version that was obviously a precursor to version 2.8.1) that I use.
Anyway, let’s take a quick look at “VeryHard”:
“VeryHard” is a set of seven “Doom II” levels. As the name suggests, these levels are meant to be evilly, fiendishly, diabolically difficult.
This is a WAD for people like myself who find borderline-unfair levels to be somewhere between absolutely hilarious and brilliantly fun. If you’re a new “Doom II” player, don’t even think about playing these levels. But, if you enjoy WADs like “Stardate 20X6“, “XXXI Cybersky“, “Swim With The Whales” or “Infernal Fortress” then you might enjoy this one.
From my experiences with this WAD, level one is actually beatable but level two appears to be (probably) impossible – not because of the quantity of monsters, but because an essential key seems to be nowhere to be found. Hence why this is a “first impressions” review, rather than a full review.
So, let’s start with level one. This level begins outside a giant underground train station and, once you are trapped in the station, the monsters start pouring towards you:
Of course, you’ll soon find yourself in a larger room that is filled with more monsters and several small kiosk-like rooms, which contain buttons that you need to press. Sounds pretty easy, right?
Once you’ve managed to run, dodge and fight your way through this room and press the required switch, it’s time to get the blue key. This key is at the end of another corridor that contains, you guessed it, three arch-viles and virtually no cover!
When you’ve managed to press the button and hide behind the pillar, you might notice that – between cautious pot shots at the arch-viles – the pillar is descending. Once it’s descended fully, you’ll be able to grab the blue key.
The only problem is, of course, you won’t have any cover left. Likewise, the corridor takes more than three seconds to run away from. And, as any “Doom II” player will tell you, three seconds is about the amount of time it takes for an arch-vile to incinerate you.
So, after dying and restarting more times than you can remember, you’ll end up waiting for that one lucky moment when the arch-viles are too distracted by the monsters from the room you left earlier (and vice versa with the monsters) to bother attacking you.
But, when you’ve sneaked out of the corridor, you’ll be faced with a choice. You can either go back to the room with the blue switch the way you came from, or you can take advantage of a newly-opened shortcut near the station entrance….
After a lot of trial and error, plus some clever strategy, you’ll finally use the blue key on the blue switch and open a gate behind the room. Wow, what an exciting level! What? It isn’t over yet? That was only…. the easy introductory segment?
Yes, the rest of the level is significantly more difficult. It’s a little bit reminiscent of the train station level from “Painkiller“, but with literal armies of revenants, tens of arch-viles and more than five times your recommended daily allowance of Vitamin C(yberdemon).
Interestingly, this part of the level is also beatable. But, you’ll need a lot of determination, a willingness to experiment with different strategies, a habit of saving very often, a good knowledge of the “rules” of “Doom II” and perhaps a bit of luck too.
All in all, the first level is an absolute blast. It’s just about fair, despite looking extremely unfair at first glance. It’s an example of modern “slaughtermap” level design at it’s finest.
This level contains so many areas where good strategy and fast reflexes are more important than whatever weapons you happen to be carrying at any one time. Despite the often claustrophobic locations and the generic standard textures, it’s an utterly epic level that will have you quite literally cheering with joy when you finally manage to beat it.
The second level, on the other hand, isn’t so sophisticated. Sure, you’ll get to hear the soul-shaking sound of 10-20 cyberdemons roaring simultaneously. Sure, you’ll get to use the BFG a lot. You’ll even get to crowdsurf over six different armies of Hell Knights and Barons…
.. In order to progress past the starting area of level two, you need to find a red skull key. Despite repeated replays of this area, using different strategies and lots of careful searching, I still haven’t been able to find this skull key. It might be there somewhere, but I certainly haven’t found it. In fact, it even eventually made me abandon this WAD out of pure frustration.
All in all, I’ve only played maybe just under a quarter of this WAD and, yet, the first level is absolutely spectacular. Yes, it certainly isn’t for everyone. But if ludicrously “unfair” levels make you laugh, or if you want a real challenge, then the first level of this WAD is absolutely perfect! It’s just a shame about the second level though.
If I had to give what I’d played so far a score out of five, it would get five for the first level and two for the second.