Although I had planned to review a “Doom II” WAD, I ended up finding something that interested me even more – a classic official “Doom” game which I hadn’t played before 🙂
Yes, I had a Nintendo 64 when I was younger (albeit slightly after the console’s heyday) – but “Doom 64” (1997) wasn’t one of the few games I had for it. Likewise, quite a few years ago, I tried playing a WAD – either from the creator of “Brutal Doom” and/or inspired by it – that aimed to re-create this game too. Still, I didn’t ever expect to play the actual game.
However, when checking GOG during the summer sale in June, I was astonished to find that a DRM-free edition of the official PC port of this game from 2020 was not only on the front page of the site, but had been reduced to just 99p as well 🙂
I should probably apologise for the slightly lifeless screenshots in this review though – the game does not like Windows 10’s built-in screenshot tools when running in fullscreen mode. So, I had to take screenshots when there wasn’t much going on, since it’d give me time to sort out the inevitable glitches (by switching to windowed mode and de-activating Xbox Game Bar). The actual game is a lot more fast-paced and action-packed than these screenshots make it look. Sorry about this.
Interestingly though, the port itself – since it uses Nightdive Studios’ “Kex Engine”, rather than a modern Doom source port – seems to require Windows 10. Not an issue for me now, but I imagine that this would have utterly infuriated me back when I was using an old Windows XP PC during most of the 2010s…..
Anyway, let’s take a look at “Doom 64”. The game itself contains a PHOTOSENSITIVTY WARNING (due to occasional rapidly-flickering lights).
Again, I never expected to actually play THIS 🙂
As for the story, it’s a classic “Doom” game. There are demons and you have to fight them. Yes, I think it’s technically more complex than that – something involving the Doomguy being asked to return to hell in order to battle a new boss monster – but who plays “Doom” games for the story?
One of the first things that I will say about this game is that it is excellent 🙂 It is something that will be both very familiar and very unfamiliar to classic “Doom” fans. Unlike many console versions of “Doom” (1993) or “Doom II” (1994) from the 1990s, this isn’t just a simple port of the original game. It is its own game – with new levels, new graphics, a new weapon, new monsters, better lighting etc…
Seriously, this WAD… Sorry, this actual full official game…. has some really cool graphics. Yes, they’re “old” sprite-based graphics, but this makes the game look WAY more timeless than mid-late 1990s 3D graphics would…
And, yes, it really does feel like a different game in a lot of ways. Seriously, the best way I can describe “Doom 64” is that it is like what would happen if “Doom II” was put in a blender with both “HeXen” (1995) and “Quake” (1996)… and maybe a tiny sprinkling of the Build Engine too.
It has the kind of gloomy industrial horror genre atmosphere that you’d expect from the original “Quake”, but with the kind of dark fantasy and puzzle elements you’d expect from “HeXen”. Again, it really does feel like it’s own game.
Seriously, this early-game room is pure “Quake” (1996). The later parts of the game reminded me a lot more of “HeXen” (1995) though.
Still, for the most part, the gameplay is what you’d expect: fast-paced, challenging 1990s-style first-person shooter goodness. Like with the other classic 1990s “Doom” games, the Doomguy can’t jump and vertical aiming is also handled automatically too.
The game is designed around this so, even if you’re used to modern source ports, you’ll probably forget these limitations are even there after a while.
Again, the whole game is designed around these limitations well enough that you won’t even notice the lack of jumping or vertical aiming after a while.
Talking of limitations, one of the interesting things about “Doom 64” is its level design. The new levels, whilst occasionally inspired by the classic levels, often seemed slightly smaller than I’d expected. This was probably due to the limits of the Nintendo 64. And, surprisingly, it is actually a good thing here.
The designers actually worked with these limitations rather than against them. Instead of adding more size to the levels, they added more complexity. These are dense intricate levels where you sometimes have to search carefully for switches and even solve actual puzzles too. Again, the game feels a bit like “HeXen” (1995) in terms of puzzles – albeit mildly more forgiving thanks to the smaller levels. Plus, the game occasionally breaks up a run of complicated puzzle/maze levels with a more mindlessly enjoyable arena-like level too.
Whilst I got “stuck” a few times – and even had to check a walkthrough twice – this added complexity really helps to make the levels feel more substantial than you might expect. It also makes the game feel a bit more like a classic “Build Engine” game from the 1990s than you might expect too. Plus, on the normal difficulty setting (“Bring It On“), the game has a reasonably decent difficulty curve too – gradually becoming more of a challenge than you might initially expect 🙂
Seriously, you’ll blaze through the first few levels relatively quickly and start to worry that you should have chosen a higher difficulty setting. However, don’t let the game lull you into a false sense of security…
Literally my only major criticism of “console limitations” here is the game’s map screen. It looks a lot more “zoomed in” than you might expect if you play modern source ports on the PC. I couldn’t find a “zoom out” button – meaning that it isn’t as useful as you might think. Still, in a cool touch, not only does the PC port of this game have the “Duke Nukem 3D” (1996) style option of switching between a textured and wire-frame map screen, but – like in that game – you can also occasionally find CCTV monitors that show you other parts of the level.
Interestingly, this modern PC port also includes a six-level expansion called “The Lost Levels”. These levels are definitely fun but – literally one puzzle aside – they are very similar in design to the type of “traditional” levels you’d expect to find in something like “Final Doom” (1996) or a modern “Doom II” WAD. Again, they are really fun – but don’t expect the kind of “compact, but complex” levels you’ll find in the main game.
Another good thing about this PC port is the inclusion of a traditional “save anywhere” saving system 🙂 Just like a proper PC game 🙂 And, given that the game also seems to include a vestigial password system, I dread to think what it must have been like for Nintendo 64 players back in the ’90s, who had to write down and enter lots of lengthy codes just to load a game. Too funny!
That password is sixteen characters long! Sixteen!… Ha! I am SO glad that I’m playing this on PC and can save my game normally 🙂
Still, in a slightly annoying modern touch, this port includes “achievements”. Seriously, old games didn’t need little text boxes to give the player a sense of achievement – they did this via challenging difficulty instead!
You felt a sense of achievement by beating a tough level, rather than the game telling you that you that you’ve “achieved” some random thing that you were going to do anyway.
An achievement… in classic “Doom”?!?!?! Sacrilege! Back in my day…
But, one of the good things about the GOG version is that although the main menu includes a “Bethesda.net” option… you can just leave it alone. No need for log-ins or anything in this DRM-free edition 🙂
The game’s new graphics are better than I expected as well. Initially, I missed the cartoonishness of the original “Doom” games, but the amazing multi-coloured lighting (evocative of horror movies like “Suspiria” (1977) at times) quickly grew on me. Not to mention that all of the new monster sprites definitely look a bit more fearsome and add to the “ominous” atmosphere of the game too.
Plus, as mentioned earlier – there are two new monsters – a translucent blue “nightmare” version of the imps and a new final boss. This new boss makes the Cyberdemon look weak and harmless by comparison!
Yes, I took this screenshot after getting killed by the new final boss. It happens… a lot… when you encounter THIS monster!
Still, the game includes a weird mix of monsters – with many “Doom II” monsters showing up, but no Chaingun Zombies, Spider Mastermind, Revenants or Arch-viles However, the final boss’s attacks are like a mixture of souped-up Revenant missiles and toned-down Arch-vile fire – so I’ll let it slide…
Plus, whilst the game also includes a new weapon – the unmaker – it is definitely a bit of a mixed bag. On the one hand, the sprite work for the weapon is amazingly cool-looking. On the other, and I didn’t know this when I played the game, it can apparently be upgraded into something seriously useful if you find the secret levels.
However, in its basic form, it is hilariously underwhelming – yes, it’s like a slightly more powerful slow-firing hitscan version of the plasma cannon – but the animation for it is literally just a pathetic-looking little laser beam, rather than the sort of thunderous or explosive thing you’d expect from a cool-looking weapons like this.
This is a demonic weapon forged in the parts of hell that everyone knows from their favourite heavy metal album covers. It looks ferocious… but when you fire it in its basic form, it just shoots one thin red laser beam with a “pew pew” sound effect. Underwhelming, but also kind of hilarious too.
The weapon animations and presentation is a bit of mixed bag too – but it’s mostly good. One stand-out classic weapon is the chaingun, which is so much better in this game! Yes, it’s as powerful as usual but it sounds louder and the screen literally judders with recoil when you fire it. It feels more powerful than in the other classic games. However, the super shotgun lacks the wonderfully kinetic reload animation it had in “Doom II” though.
As for sound design and music, the game is definitely creepier. Not only does everything sound a bit more ominous and/or dramatic, but the awesome heavy metal-inspired MIDI music from the classic PC games has been replaced with the kind of eerie ambient soundtrack which is very evocative of the mid-1990s Playstation 1 port of “Doom” (1993), mostly because it was created by the same musician – Aubrey Hodges.
In terms of length, this is a full-length 1990s first-person shooter game. In addition to the six new levels, the original game has at least 25 levels (I missed some secret levels though). Given the “save anywhere” saving system on the PC port, this is the sort of game that is equally well-suited to casually playing for ten minutes or binge-playing for a couple of hours. As such, despite its length, I ended up blazing my way through it in just a few days.
All in all, this game is excellent 🙂 It will be familiar to classic “Doom” fans, but it also contains enough new stuff to really feel like its own thing at the same time. I’m still amazed that this game is available on PC and, if you like the classic “Doom” games, you’ll probably really love this one too. Yes, it has a slightly different atmosphere and more emphasis on puzzles, but it was an even better game than I expected it to be 🙂
If I had to give it a rating out of five, it would get a five.