Well, every three or four years or so, I suddenly find myself interested in taking another look at the famous “Brutal Doom” mod for the classic “Doom” games again. And, although I’ve already reviewed an older version of it way back in 2013 and also reviewed the new levels that were included with a slightly less old version in 2016, I thought that I’d take a look at what was the most current version at the time of writing – “Brutal Doom V.21 Gold“.
I used version 3.4.1 of the GZ Doom source port to play through my favourite official IWAD (“The Plutonia Experiment” from “Final Doom” 🙂 ) with this mod and, sometime after I wrote the first draft of this review, “Ultimate Doom” too. This mod will also apparently work with “Vanilla” fan-made WADs too. However, all of the screenshots here will be from my playthrough of “The Plutonia Experiment”.
Since I am using Intel HD 2500 integrated graphics, I had to turn the settings down a little (eg: using the game’s software renderer instead of Open GL etc…) and this mod will probably look slightly better if you have an actual graphics card. Likewise, the mod file itself is also compressed using the “rar” format for some bizarre reason – so you’ll have to download everyone’s favourite 40-day trial if your want to play it.
Likewise, the mod will also apparently work on the Zandronum source port too – and looking at the options menu and other reviews on Youtube, this source port actually allows the mod to do a few extra things (such as the option to include a female player avatar on the HUD) too.
Anyway, let’s take a look at “Brutal Doom V.21 Gold”. I should probably warn you that this review may contain some cartoonish and unrealistic GRUESOME IMAGES, but I’ll try to keep them to a minimum.
“Brutal Doom V.21 Gold” is an incredibly extensive mod for the classic “Doom” games that includes new weapons, sounds, enemies, gameplay mechanics, sprites/animations etc… and also makes some fairly significant changes to the gameplay, pacing and balancing of these classic games too. Although it still looks very much like classic “Doom”, the actual experience of playing this mod is almost like playing a totally different game – and this is probably why it is so interesting to return to every few years, since – like any good mod – it can really make a classic game feel “new” again.
In general, the gameplay in this mod is a lot faster and more intense. This is mostly achieved by heavily altering the balancing of the game – although the monsters are now significantly weaker in some ways (eg: Cacodemons, Revenants and Hell Knights can now be felled by a single well-placed super shotgun blast), this is counterbalanced by the fact that many of the monsters either have more powerful attacks and/or behave a lot more aggressively. When this is at it’s best, it makes the game feel incredibly thrilling – with both monsters falling before you more easily and the suspenseful feeling that you are only one or two mistakes away from death.
Seriously, THIS is how to make a FPS game fun. There’s no “regenerating health” or anything like that here!
But, although these balancing changes make the classic “Doom” games feel like totally new games, the levels in these classic games were designed for… well… the classic games. As such, expect some significant changes to the difficulty of certain moments when using this mod.
Sometimes this can make the levels more enjoyable, but it can – especially when there are large numbers of chaingun zombies quite far away from the player – make certain moments more difficult than they probably “should” be. If you’re a skilled player, then this won’t be too much of an issue – but it can be a little disconcerting and may occasionally feel “unfair”.
Plus, although the new explosions may look more dramatic, their larger size can make them more dangerous than they should be.
In terms of the new weapons, they are really good and include things like a railgun, a LMG, throwable grenades, a couple of enemy weapons, a SMG, a rapid-fire shotgun etc… Most of these weapons feel suitably powerful and have thunderously dramatic firing animations.
Yes, some are more useful than others – with, for example, the novelty value of the rapid-fire shotgun wearing off when you realise that the long reload times and lower damage per shot mean that you’re better off just using the super shotgun – but the fact that they are there helps to add some extra variety to the gameplay and gives the player more options during combat.
But, the most striking improvements to the weapons are probably the changes to the “classic” weapons. Not only do many of them now have alternate firing modes, but they have also been rebalanced slightly too.
The plasma cannon is slightly less powerful because you now have to reload it every fifty shots (but it can also be dual-wielded if you find another one), the basic shotgun fires more rapidly whilst using iron sights, the pistol now has a burst-fire mode, the rocket launcher now has backblast and reloading mechanics, the chaingun feels more powerful but less accurate and the super shotgun has been transformed into an even better weapon than before.
Yes, it possibly seems to take slightly longer to reload, but the spread is now wide enough to obliterate crowds of low-level monsters in just one or two shots. There may be lots of new weapons in this mod, but you’ll probably just be using one most of the time…. just like in “Vanilla” Doom II and Final Doom 🙂
Pictured: One reason why “Doom II” and “Final Doom” are slightly better than “Ultimate Doom”. The other reason is, of course, Arch-viles 🙂
In terms of the new monsters, the amount of them varies a lot depending on which IWAD you use. In “Ultimate Doom”, there are a surprisingly large number of new monsters – including axe-wielding scientist zombies, blood-spattered prototype Revenants, a souped-up version of the Mancubus, a new boss for “Thy Flesh Consumed” and what possibly appears to the be the Arachnotrons from “Ancient Aliens” 🙂 But, in “The Plutonia Experiment”, I didn’t notice much in the way of new monsters.
However, many of the monster changes in this mod are behavioral and/or weapon changes. Not only will many monsters attack more aggressively and sometimes have some extra types of attacks, but some monsters (such as the zombies) will have variants with different weapons. Likewise, the Pain Elementals now explode much more forcefully upon death – making them a much greater threat to the player. All of this helps to keep the gameplay of the classic “Doom” games feeling fresh and unpredictable.
Of course, this mod is most famous for the fact that it also turns the classic “Doom” games into the most violent games you will ever play. In addition to adding ludicrous amounts of blood spatter during combat, this mod earns it’s “brutal” reputation thanks to the addition of things like headshots, “Mortal Kombat”-style fatalities (if you find certain power-ups) and a ridiculous number of gory death animations.
Luckily, the Cacodemons have blue blood in this mod – so I can show you an example of this mod’s “brutality” that isn’t too gross.
Although this mod still includes “difficult to watch” scenes of drawn-out suffering in the aftermath of combat, at least it has toned down the level of sadism very slightly when compared to earlier versions that I’ve played. In other words, if you kill a wounded monster with certain attacks, you are no longer rewarded with a (rather tasteless) +5 health “cruelty bonus”, but they will now just silently drop a +1 health bonus instead. So, it is thankfully now more of a hidden gameplay mechanic than a somewhat disturbing reward for cruelty.
But yes, especially if you are a new player, this is a mod that can sometimes be much more disturbing than you might initially expect it to be. Not to mention that this is the kind of mod that may – if you play it for extended sessions – also leave you feeling tense, jittery and/or nervous for a while afterwards. So, use your own discretion before playing!
On a slightly lighter note, this mod also includes some well-placed moments of dark comedy too. Whether it is the fact that you can sometimes spot Revenants picking up weaker enemies and swinging them around, whether it is the sloshing animation that plays when you pick up a toxic waste barrel, whether it is how the Imps sometimes duck and cover their ears if you miss them with certain weapons, whether it is the fact that – after performing a fatality – you can occasionally hurl the Cacodemon’s giant eyeball at other monsters or even some classic hang-overs from previous versions, such as the hilarious animation that plays if the player gets eaten by a Cacodemon, this mod’s sense of humour may be a bit on the ghoulish side of things – but it is still often absolutely hilarious and helps to balance out the “grim” atmosphere of the game slightly.
I spy, with my giant green eye….
Then there are all of the numerous subtle details that really help to add occasional “Wow!” moments to the game. The best example of this that I found was when, after fighting an Arch-vile, it dropped a power-up that quite literally transformed me into a Revenant for a couple of minutes. This caught me completely by surprise and I was absolutely amazed.
So THIS is what it’s like to be a Revenant. I still can’t get over how hilarious the claws are.
Plus, not only does version 21 of “Brutal Doom” enhance some of the extra features from previous versions (eg: you can now find chaingun and plasma cannon wielding helper marines too) but one fascinating feature of this version is that – if you play it with an official IWAD – there will sometimes be lots of subtle visual changes to the levels too. For example, in the earlier levels of “The Plutonia Experiment”, there is a lot of extra foliage and/or rain that really helps to make these levels look even more like ancient ruins 🙂
Plus, this mod adds a proper visible bridge to level two. Seriously, this is SUCH an improvement 🙂
Not only that, the very best level in “The Plutonia Experiment” (Level 29 – “Odyssey Of Noises” 🙂 ) not only has a really cool post-apocalyptic makeover… but you can also find a fricking tank that you can actually drive around the level and fight the monsters with. Yes, this makes this enjoyably challenging level a bit easier… but it also makes an extremely epic level even more epic.
Three! Two! One! Let’s jam!
The changes to “Ultimate Doom” are, from what I’ve seen so far, a lot more extensive and – although these changes are mostly cosmetic (eg: new skyboxes, decorative sprites, wall textures etc…) they really help to add a bit of extra atmosphere and horror to these classic levels 🙂
All in all, this is modding at it’s best. It turns a familiar game into something that is radically different, yet still recognisable. Whilst it certainly isn’t the “definitive” way to play the classic “Doom” games and the changes can occasionally mess with the difficulty of some “official” levels, it is still an incredibly impressive mod that not only makes the gameplay feel excitingly new but is also crammed with all sorts of fascinating and cool details too. Yes, it isn’t for the squeamish, but it can occasionally be a fun supplement to a session of “Final Doom” or any of the other classic games.
If I had to give it a rating out of five, it would just about get a five.