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Kämpfen Sie gegen die infernalischen Horden, um die Mutter der Dämonen zur Strecke zu bringen und die Invasion der Hölle zu stoppen. Dabei helfen Ihnen verbesserte Waffen und Geheimnisse, die sich auf dem Weg durch über 30 actionreiche Levels entdecken lassen.
Systemanforderungen
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU: Intel Core i5-750
- GFX: R7 240 | GTX 660 | Intel HD 530
- RAM: 8 GB RAM
- Software: Windows 10
- LANG: Deutsch, Englisch, Französisch, Italienisch, Spanisch
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU: Intel Core i5-2400 | AMD Phenom II X6 1075T 3.0 GHz
- GFX:vGTX 780 | R9 290X
- RAM: 8 GB RAM
- Software: Windows 10
- LANG: Deutsch, Englisch, Französisch, Italienisch, Spanisch
Steam Nutzer-Reviews
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405 Std. insgesamt
Verfasst: 07.12.20 20:39
GAMEPLAY IST SUPER !!!!!
EINES DER BESTEN GAMES !!!!!
NEGATIV IST DAS EIN FREELOOK (SCHWENKEN MIT DER MAUS) NICHT MÖGLICH IST!!!
UND DIE ERRUNGENSCHAFTEN SIND NICHT ZU SCHAFFEN OHNE ZU MOGELN
POSITIV IST GRAFIK UND GAMEPLAY!!(GRAFIK KARTEN ABHÄNGIG)
MACHT ECHT LAUNE FÜR FRIENDS DER Ü30 GENERATION
LEVEL TEILS ZU SCHWER UND MIT SINNLOSEN RUM GELAUFE GEFÜLLT!
FÜR DOOM FANS EIN MUSS ! FÜR ANFÄNGER(ROOKIES) ZU SCHWER UND FÜR PROFIS ZU LEICHT!!!
TROTZDEM DAUMEN HOCH AUF JEDEN FALL..
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426 Std. insgesamt
Verfasst: 28.11.20 22:40
Dieses Spiel war damals auf der Konsole schon genial und als indirekte Fortsetzung zu DooM II endlich auch auf Steam erhältlich. Die Grafik ist eine super Mitte zwischen den alten Kultspielen und den heutigen DooM-Teilen, was hier also weiterhin für nostalgischen Spielespaß sorgt. Sound und Unterhaltung sind hier wie gewohnt ebenfalls vorhanden und besser noch, Errungenschaften! Von mir hier tolle 8 / 10 Hellknights wert!
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260 Std. insgesamt
Verfasst: 10.11.20 14:14
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67 Std. insgesamt
Verfasst: 09.07.20 08:43
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54 Std. insgesamt
Verfasst: 19.03.22 18:07
So far this is my favourite CLASSIC DOOM by a mile
But
I'm having this weird bug were the game just keeps randomly switching my weapons (It only started happening after I got to the 3rd level), even when I'm not pressing anything. It is honestly making it unplayable right now and if they can patch it then I can recommend it. (Also I have tried fixing it my self and have not been able to).
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1008 Std. insgesamt
Verfasst: 19.03.22 08:56
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815 Std. insgesamt
Verfasst: 24.02.22 05:53
id's 1993 powerhouse legend had and will continue to grow each and every day since its release, eternally. once the tools were out there, it was only a matter of time until others would begin to match and outclass the work of id with respect to the foundation they laid. doom 64 strays a bit from the level design philosophy of id's original 2 games, and benefits from it. each map is dense, consice, and consistent throughout, which unfortunately cannot be said for doom 2. it's a bit more methodical than what id ever had to offer. it's still doom, but a different, slower, denser take on it. switch and linedef puzzles for days. keyboard only and no mid level saves is the way to go.
this port is a continuation of decade of work done on doom 64 TC, a doom 2 total conversion, and doom 64 ex, an engine that required a dump of the data stored on the nintendo 64 cartridge to function. the latter seems to be a very early version of this port's codebase, and has mostly been the way i've played doom 64 in the past. avaliable commercially for the first time in over 20 years, and adjusted to bring it as close to possible to the logic present in the n64 code. as far as bringing the intended experience to current hardware goes, it's on point unless you've lost your mind and are utterly convinced that the virtual pigment used to denote healing materials strays from the initial intended experience to the point of censorship.
my only complaints:
the binding menu does not tell you how to unbind. you have press the key you want to unbind when go to bind a key on the function you wish to unbind it from. it's convoluted as hell.
and while it does have texture filtering that matches the n64 hardware, i still don't like it at all. so i like to play with it off if i have the choice. when texture filtering is off, it seems that the sky textures are not affected by that option, making it clash with everything else, especially in outdoor areas.
fuck hectic
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354 Std. insgesamt
Verfasst: 12.02.22 22:57
Nonetheless, Doom 64 is a strong entry in the Doom canon, and kudos to Nightdive to bringing this game back from the grave.
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436 Std. insgesamt
Verfasst: 02.11.21 19:54
This one was Midway’s take on the franchise. It is more inclined to horror, with the OST focusing on ambient noise rather than the metal from the classics, and labyrinthine levels.
To be honest, these changes weren't really my taste. The levels were confusing to me, switches that I'd activate but have no idea what they did were a common occurrence. This combined with the dull ambient noises made some levels tiresome.
Aside from the nitpicking in the above paragraph, I liked the game. It has as much Doom as the first two, with it's own little twists.
You definitely should play this if you like the other Doom games. Use the guide below so you don't have to sit through 2 minutes of intro every time you open the game.
https://steamcommunity.com/sharedfiles/filedetails/?id=2146176046
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1575 Std. insgesamt
Verfasst: 30.10.21 00:56
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62 Std. insgesamt
Verfasst: 21.10.21 23:13
It was built from scratch using an entirely different engine. It also features its own unique levels and does not reuse or remake what was offered in any of the original dooms. Same weapons though. It's unlike any of the previous games in the series. Check out some of the videos and compare to get what I mean. It is almost more similar to Quake.
Excellent addition to the DOOM franchise and when on sale is an excellent bargain. Even at it's current list price of $4.99 USD is pretty good.
I highly recommend checking this one out!
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15 Std. insgesamt
Verfasst: 31.08.21 18:27
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687 Std. insgesamt
Verfasst: 18.08.21 04:00
If you're looking for a great classic FPS you can't really go wrong with this game. It holds up VERY well despite being a 1990's game, with fair and balanced gameplay, an awesome array of weapons, creative enemies, and full of secrets to explore. And it's super cheap, too!
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993 Std. insgesamt
Verfasst: 14.08.21 19:32
There are only two things I don't like. First is that the puzzle solving thing is not very DOOM and the second is that the difficulty is way too easy even on the hardest. I guess the difficulty thing is that after all it still is a console (controller) game you play with the mouse and keyboard.
But still a must try for any DOOM fan.
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478 Std. insgesamt
Verfasst: 13.08.21 09:02
This is a very good port of the version of Doom which was released on the Nintendo 64 gaming console. While its environments are not nearly as big and the enemies are not nearly as numerous as those in the first Doom or in Doom 2, this is still a fairly nice and creepy retro game with pretty good level design. PC gamers interested in every Doom game which has come out should definitely play this through at least once. While it is a fairly short game (it took me only 8 hours to play through), at only 5 USD it is well worth the price and can often be gotten on sale for even less.
+Great use of what were evidently extremely limited Nintendo 64 hardware resources. Good level/puzzle design. Still feels like a classic Doom game.
+As in prior Doom games, there are several difficulty levels.
+Fairly responsive controls which can be rebound to any keys.
+The light levels seemed just fine on a modern 1080p computer monitor. Did not seem too bright or too dark to me, but stayed true to exactly how I remember it looking on the Nintendo 64 (except now the game has even better resolution).
+Nice lighting effects.
+I didn’t notice any bugs or errors. The game ran perfectly for me.
+/-This game has some extremely, unbelievably creepy ambient “music” but it isn’t really fun to listen to like the first two Doom game’s soundtracks could be.
+/-The sound effects work well, with every single sound having a particular meaning but the sounds are of fairly low quality and tend to sound a bit muddy.
+/-Doom 64’s levels are usually smaller than those found in the first Doom and Doom 2 and usually have fewer enemies as well. There’s not as many different types of enemies as in Doom 2 either (except Doom 64 has a unique boss monster). This was all probably due to the severe technical limitations of the Nintendo 64 game console for which Doom 64 was designed. However, the levels are still well made.
+/-Rather than focusing on being as action-oriented as Doom or Doom 2, this game focusses on being creepy and often succeeds (thanks in large part to the amazingly creepy ambient music). Doom 64 also has some rudimentary colored lighting effects which the first Doom games did not have (they hadn’t been invented yet when those games were first released). The result is an odd, creepy game with some interesting lighting which retains the classic Doom retro gameplay style.
+/-The new weapon, the “Unmaker” seems almost too powerful even in its default, non-upgraded state. Once you get it, the plasma gun and the BFG 9000 (which you get almost immediately beforehand) become almost totally obsolete and so go mostly unused for most of the game since they all use the same type of ammo. There’s also almost never enough enemies around to justify the large ammo costs of firing the BFG 9000.
-This is a fairly short game, taking about 8 hours if played through casually.
-No alternate endings (other than dying). The game’s ending is also nonsensical. Your character chooses to remain in Hell?! WHAT. What is your character, some sort of militaristic reincarnation of Jesus with guns?!
-The first two Doom games had a cooperative mode so you could play it with others (in addition to a player versus player mode) but Doom 64 apparently does not. The absence of this seems odd.
-As in Doom 1 and Doom 2, this game has a few secret alternate levels to find and explore but I think actually doing so would be fairly tedious (I found one). I wish all the secret levels were also accessible from a menu after the game is beaten on any difficulty level but they’re not. Game developers shouldn’t hide their hard work.
-Why are the minimum system requirements so high?! There is no way the now very, very old Nintendo 64 had the equivalent of 8 GB of RAM or a GTX 660 yet this port claims to require something equivalent to this. Doom 64’s graphics are actually a few steps below those of the PC version of Quake 2 (an even earlier game) and yet the system requirements for Doom 64 are greater. This game’s requirements should be far more flexible so as to work on a far greater variety of machines. It should be possible for the same, fairly low-end game to be set to different preset speeds so it can work with radically different processor clock speeds.
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109 Std. insgesamt
Verfasst: 07.08.21 16:19
Well, to start with the positives, it’s nice to see the ID tech 1 engine in its final form, with lots of fancy features that we didn’t see in the original DOOM games. It’s also nice that we got one last hurrah of classic-style DOOM before we moved on to DOOM 3. It’s also incredible that we’re finally able to play a DOOM game on PC that was until now (fan mods aside) locked to the Nintendo 64. Personally, I was very excited to learn that DOOM 64 wasn’t a simply yet another port of DOOM as the name might suggest, but a whole, brand-new DOOM game!
But as to the game itself… There’s a lot I didn’t like about it. To start with what I see as the game’s biggest issue, the complete shift in focus as to how the levels are designed compared to the original DOOM games. A lot has been said about DOOM 64’s focus on puzzles and traps compared to the original, but in reality, 95% of these “puzzles” all involve hitting switches. Enter a new room but can’t see how this new room helps you progress in the level? Surprise! There’s a hidden switch you need to press! Most likely, on one of the many pillars in the room!
But by far, the worst of these switch “puzzles” are the ones that involve hitting a switch which opens up a room God knows where, because it’s usually on the other side of the map and you can’t see or hear where this door is. So, your only choice is to hit the switch, then wander aimlessly around the level until you stumble upon an area that looks new. The game uses this “puzzle” CONSTANTLY, often multiple times in the same level. It creates a lot of backtracking, and it feels like blatant padding. People often complain about classic DOOM's levels being too maze-like, but the amount of wandering around and backtracking in DOOM 64 ends up creating similar levels of annoyance. Similarly, are the switch puzzles that also involve timing, where the door will close again if too much time has passed. While the original DOOM games used this type of switch puzzle too, it was only ever for secret areas, as opposed to DOOM 64 which uses them as part of progressing the level.
As to the infamous traps, to be honest, they feel cheap at the best of times. You’d expect them to be punishment for failing or maybe getting greedy, but in many cases, you’re required to trigger them in order to progress the level. And a lot of them involve simply confining the player then spamming them with projectiles until a timer runs out. How much damage you wind up taking being a total roll of the dice. They are sorta neat, in that we never really saw anything like this in the original DOOM, but overall, they’re more annoying than anything else.
Another big change that I’m not a fan of is a reduced focus on combat. There are now far fewer enemies compared to the hordes of demons in the original, with a much significantly larger percent of the level is now spent on wandering around. There’s only one point in the game that I can recall anything close to the scale that was in the original DOOM, and that’s literally in the last level just before the final boss battle.
In terms of design and gameplay, I swear it looks like the DOOM 64 devs chose to focus on the weakest part of the original DOOM. That is, wandering around an empty level with no enemies to kill because you can’t find the thing you need to open the next part of the level.
Another big change that I’m not a fan of is the presentation. Yes, the game is more technically-impressive compared to the original DOOM, but a lot of the design choices are a backwards step. While the modelling and detail on DOOM 64’s weapon sprites do look nice, (most of the time, an improvement over original DOOM’s weapon sprites), the animations and sounds make DOOM 64’s arsenal feel weak and puny compared to the originals. For example, original DOOM’s shotgun didn’t feel powerful just because it did a lot of damage, but because the animations and sounds sold its power. The firing animation showed it kicking like a mule, accompanied by a mighty “BOOM!” and crisp “KA-CHUCK!” as Doomguy pumped it. The animation depicting this action, of course, shows Doomguy fiercely slamming the pump back because this is a beast of a weapon that needs to be wrangled like a wild stallion!
DOOM 64’s shotgun by comparison barely moves when it’s fired and pumped, and the sound it produces is more of a sad muffled fart than an explosion. It still takes down enemies just as well as the original, but it doesn’t “feel” powerful like the original shotgun. Pretty much all of DOOM 64’s weapons suffer from this issue, which makes me wonder if this truly was what the designers intended, or if it might have been a limitation imposed by the Nintendo 64. Weak muffled audio is definitely a common problem with the N64 at least.
And speaking of the audio, it’s not great here either. While some of the sound effects are the same as the original DOOM, the ones they used for the replacements aren’t really improvements. For example, the health pickup is that generic sci-fi “VWOOM” sound effect that was used EVERYWHERE in movies and games from the late 90s. And while I respect their decision to use ambient music in service to enhancing DOOM 64’s dark atmosphere, it’s a tough act to follow considering how great original DOOM’s music was!
But back to the new replacement sound effects, the new monster sounds are rather samey. It’s not like in the original DOOM where each monster (well, save for processed soldiers and shotgun guys) had their own, very distinctive sound associated with them that let the player know exactly who was around and what they’re currently doing. Also, for some baffling reason, they did reuse the “monster spotted player” effect from original DOOM, but it’s now used for “monster idling”. Not only does this make no sense (the monster stands around constantly roaring) but it’s needlessly confusing for players of the original DOOM.
And on the topic of monsters, the new CGI sprites really don’t look great, with them often looking like they’re made from clay. Which is rather ironic, since a number of the monster sprites in original DOOM were digitized photos of actual clay models. The animation also looks stiff, and the monsters don't move very much. Which is again, ironic, since a number of original DOOM’s monster sprites were based on clay models.
In conclusion, while DOOM 64 is based on classic DOOM’s DNA, which should make it an awesome game, the changes they decided to make hurt the game more than they improve it. And I don’t think that’s simply me as a “boomer shooter” pish-poshing because they changed stuff from how it was in classic DOOM. As I said at the beginning of my review, these changes feel like they were made by focusing on the weaker aspects of classic DOOM, which is the exact wrong way to go about improving on a game. Maybe if you’ve never played any of the original DOOM games and you were unaware of these differences, your experience with DOOM 64 might not be tarnished. I’ve heard the game is popular with people who never played any of the original games. If that’s you, by all means! Try the game out, you might love it!
But fans of the original DOOM probably won’t be head-over-heels for DOOM 64. It’s worth playing for one final serving of a game that’s pretty similar to classic DOOM (I finished the game after all) but overall, I felt the game was a disappointment, that was far more steps backwards than it was forwards.
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538 Std. insgesamt
Verfasst: 02.08.21 05:40
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671 Std. insgesamt
Verfasst: 17.07.21 21:56
If you played the original or if you are new to the franchise i can only say:
PLAY. IT. NOW!!
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43 Std. insgesamt
Verfasst: 15.07.21 11:18
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41 Std. insgesamt
Verfasst: 08.07.21 20:29
Buy it. Do it. Pussy. Just kidding, I actually like you.
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696 Std. insgesamt
Verfasst: 04.07.21 17:53
Doom 64 took me by surprise. Growing up I never owned a Nintendo 64 (I was a PlayStation kid), so for years I operated under the belief that no such conversion of id’s classic first-person shooter had made its way onto Nintendo’s console. By the time I learned of its existence, my interest was best described as “indifferent”. I just casually assumed it was Doom all over again, not caring to dig any deeper into Midway Games’ title.
What a putz. Doom 64 is no mere remake of the original game, but a sequel to the events of Doom II: Hell on Earth. And, curiously enough, a more compelling and interesting game than id’s own Doom 3, which followed some years later. You may boo and jeer me all you wish, but it’s true.
For starters it’s a far creepier game than Doom 3, creating a pervasive sense of quiet unease without ever laying it on too thick (there’s no ludicrous villainous laughter or any comical jump scares, for instance).
We start our war against Hell’s relentless evil in a sealed UAC base, long since left dormant. Here the game echoes with traces of Alien 3’s dread and isolation, its horror far more acute than the original games. But then I never considered those games horror per se, and now, having played the entire series, I feel like only Doom 64 and Doom 3 can lay claim to being proper horrors titles.
That’s not to say Doom 64 is some kind of survival horror, though. It’s as action-packed and brutal as you’d expect from a Doom game, with a host of ghastly demons intent on pulverising you with balls of flames and sizzling orbs of energy. Unfortunately they’re not nearly as confounding as the game’s plethora of repetitive puzzles.
Whilst I loved the bizarre and unsettling architecture of the world – especially Hell itself, with its great walls of fire and crackling violet thunderstorms raging above desolate sierras – they aren’t easy to navigate. You’re going to need to find keys to progress, but that involves pressing buttons to open doors and clear obstacles. The problem? It’s often a mystery as to where these doors are, meaning you’ll spend a lot of time racing around the map looking for whichever door has opened. It’s an in inelegant and frustrating piece of design.
But beyond that you have a thoroughly enjoyable Doom game, brimming with atmosphere and the kind of gory, white-knuckle combat you’ve come to expect from the series. Sure, it was a little outdated even for the time, relying on the tried-and-true Doom formula, but I see little point in marking it down for that.
It’s Doom, and that formula was more than good – it was revolutionary. Kudos to Nightdive Studios for bringing it to PC, enabling players who missed out the first time to play it anew.
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298 Std. insgesamt
Verfasst: 04.07.21 00:07
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304 Std. insgesamt
Verfasst: 27.06.21 14:41
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3401 Std. insgesamt
Verfasst: 31.05.21 14:53
Played 64 EX pretty much religiously until this version came out.
Captures the feel of the originals while having a nice touch of horror in its level design and music.
Much better than any modern title no doubt.
Love the Unmaker which is arguably the best weapon next to the Bio Force Gun 9000.
DOOM 64 is where it's at.
Play this if you haven't and play it more if you have.
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514 Std. insgesamt
Verfasst: 30.05.21 14:16
Otherwise it's sure is DOOM and kicks some hell crack open! Enemies and guns have gotten some visual redesign, but it's not off putting, Unmaker with all upgrades sure makes anything on it's way go boom, splurt, wackylacky.
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248 Std. insgesamt
Verfasst: 19.05.21 14:13
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488 Std. insgesamt
Verfasst: 18.05.21 17:40
I am happy with pretty much everything as its just a nice simple fast pace 1st person shooter with great monsters and great weapons and decent levels.
However the only negatives is that im not as much of a fan of the more puzzle like levels and of how silent the game feels at many times unlike the older dooms. It feels like it's trying to be a bit more scary which can appeal to other people, but not me personally. I also would have loved a coop mode too but sadly that's not a thing
6/10 - nothing special, but pretty enjoyable
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523 Std. insgesamt
Verfasst: 16.05.21 11:04
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758 Std. insgesamt
Verfasst: 24.04.21 16:26
+Classic Doom from the N64 ported to PC. Runs fine and has great settings and good controller support as well
+Only $5
+25 levels with 14 types of demons
+Game isn’t that challenging even on the hardest difficulty
+Tons of save files I love especially how you can save mid-level and won’t have to restart an entire level if you die
+Numerous power-ups and weapons to use with plenty of ammo
+Lots of secrets
+5 secret levels
+6 new levels as part of the re-release that has lore the ties into the reboot series and the final level is badass
+Cheat codes you can enter to access any level and give yourself full inventory of items
+Cheats
+Weapons actually have ranged damage aka the shotgun will do less damage from farther away
+Unmaker
+Hidden upgrades for the Unmaker
+Steam Cloud
-The pain elemenetals and lost souls as a whole fuck them
-Have to use a Bethesda account and other dumb stuff regarding that even though it isn’t even online
-Berserk looks so similar to the medkits as well as there isn’t any indication when it ends
-I really hated the platforming you had to do in this essentially running and building up speed to loop around or to walk over a gap since there’s no jumping just felt like a lot of times I had to get lucky for it to actually work
-Level 15’s puzzle to get the blue keycard felt inconsistent. I would always be able to see where the supercharge went to and would press the corresponding button yet, I would never get it and would have to redo. Eventually I just picked a random button and I got it. The circular room in level 18 as a whole lol. Also level 23’s puzzle where you had to press random colored buttons 3 times over a pit like bruh.
-Lots of the doors and lifts blend in so well with the walls makes it hard to realize that there’s actually a door there
-Mother Demon’s homing fire balls are kinda bs as even hiding behind cover occasionally they still hit you and deal so much damage
-Wished that the plasma gun used a different kind of ammo than the bfg/unmaker making it not that useful when I’d rather use the other two instead when I have ammo for them
-Several of the power-ups are super bright and make it so hard to see sometimes also will just constantly keep having the screen flash so for an epileptic person this would be a lot of fun
-Lost levels had such little ammo and health in the first few levels making it really challenging and frustrating as I constantly had to keep backtracking to find some sort of ammo and would die so much more than usual with the more consistent spawning of high level enemies in small rooms and lack of health items. Not only that but there is a massive amount of RPG ammo everywhere making it like your primary weapon. Also there's a ton of energy cells but, unless you are able to find one of the secret locations you pretty much won’t have any use for them until the later levels as you don’t get any weapons that use energy cells until the end
-Could not find for the life of me find the way to access the secret level 40. There are no guides are blogs that explain how to access it and practically every YouTube video with it has no comments to little explanation
Of course I don’t expect Bethesda to alter the game and fix the “problems” I had with it but, just wanted to point out things I disliked about the game. Overall I really enjoyed trying a classic Doom game for once and playing through it entirely. Glad they gave this away for free with the pre-order as well as porting it to PC and consoles after so many years. Very fun classic doom game with tons of secrets and new levels only $5 just overall a short and sweet game.
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976 Std. insgesamt
Verfasst: 20.04.21 04:07
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967 Std. insgesamt
Verfasst: 10.04.21 07:13
All in all, this is a must play for any fans of classic Doom!
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1346 Std. insgesamt
Verfasst: 09.04.21 17:05
Zitat:
???? “My PC can't run DOOM Eternal right now, so I am playing this to satisfy my DOOM addiction.”
???? Overview
Zitat:
???? Merits
✔️ Bosting port
✔️ Decent map design
✔️ Horrific theme
✔️ The Unmaker
✔️ New Enemies
✔️ New Levels
???? Flaws
❌ Bemusing key-bindings configuration
❌ Animations downgrade
❌ Lack of a permanent progression showcasing option
❌ Limited save slots
❌ Lack of new modes
???? Introduction
Back in 1997, DOOM 64 was surrounded by 2 blockbusters: Quake which was already rocking, and GoldenEye 007 which was a few months away. What exacerbated the competition more, was its repression due to N64's unpopularity and insubstantial capabilities; back then, this made people not batting an eye on the new sequel of DOOM—there is a reason for calling this game the DOOM game you've never played. As a matter of fact, it is the only DOOM game that was not developed by ID Software but was made under their supervision by Midway Studios. Nearly 23 years later, Nightdive Studios bought this relic into life for DOOM fans to rip and tear in HD.
https://steamcommunity.com/sharedfiles/filedetails/?id=2278761699
???? Analysis
????️ Technical Quality
Zitat:
Played on the following ????️ specs:
OS | Windows 10 Enterprise 64-bit | [/tr]
---|---|
CPU | Intel Core i5 4460 @ 3.20GHz | [/tr]
GPU | NVIDIA GeForce GTX 760 (2.0 GB) | [/tr]
RAM | 16.0GB Dual-Channel DDR3 @ 798MHz | [/tr]
HDD | WD Caviar Black 2TB @ 7200 RPM | [/tr]
???? Never forgotten
True-hearted fans of DOOM 64 did their best through modding and emulating to bring it under the radar; their remarkable effort was enough for it to run on other platforms but was inadequate in optimizing it. Thanks to Nightdive Studios, DOOM 64 runs on modern hardware in HD like a cutting knife in a block of butter. A vital handicap in the original release is the dim lighting; the player can hardly see anything in certain areas of the game. In the re-release, the illumination is improved; however, the player may need to crank up the brightness in some parts of the game.
???? Weird yet delightful
I like the nostalgic control scheme of FPS classics, despite it being weird. For those who aren't familiar with this style, in brief, the vertical movement of the weapon is restrained, and the player must rely on the protagonist's movements to have the enemies in range. By words, this sounds arduous, but in action, it's a lot better. I can assuredly say that the controls are very fluid and perfectly abolish most of the drawbacks of the aforementioned control style. Sadly, navigation can get a bit irritating in tight situations, especially while doing timed, pitch-perfect platforming. I find the key-bindings option in the menu vexatious; the reason for this is the unification of gamepad and keyboard controls in the same menu.
???? Shackles of demotion
Due to N64 hardware limitations, the turning wheel got stuck in terms of visual aggrandizement. this lead to the diminution of DOOM 64 among the ambitious titles in that time. The irony is that nowadays, this serves the game quite well in terms of triggering a wistful smile by presenting retro graphics through HD display. The visual style in DOOM 64 sway away from being DOOM to being Quake; it has the foundation of DOOM and the tone of Quake—this may upset some fans. Fortunately, its gory and dark visuals serve its atmospheric setting.
???? Chilling echoes
The sound design in DOOM 64 doesn't differ a lot from its predecessors but with minor enhancements like hearing empty shells hitting the ground after firing the shotgun despite the missing animations of reloading the super shotgun and cocking the ordinary one. Also, new enemies come with their unique sounds. To match the creepy environment and increase the bone-chilling factor, DOOM 64 soundtrack took a different path from the heavy metal style to a more ambient approach.
???? Single-player
???? Devoted to the convention
As a DOOM game, it stays loyal to the tradition by including a plot to fill the space. The entire story is presented through cool text on different slides between some levels after completing them; the game doesn't go far from the classic narration of stories in video games. In short, there are no twists or anything interesting that can capture the player's attentiveness. Anyway, who cares! It's a DOOM game, where your shotgun is the story and its bullets are the twists.
???? Run, gun and have a ton of fun!
Armed with a ruinous armament, all the player has to do is kill everything first and kill everything later. The customary is well-preserved in DOOM 64 by having the same mechanics as the originals. In terms of brutality, it stands on a higher stage compared to its predecessors. The Unmaker is a new weapon in DOOM 64 that fires laser beams and shares ammo with the BFG9000 and the Plasma Rifle. The weapon has 3 artifacts that the player can collect to unlock its full potential. Piece of advice, be sure to know the exact levels that have the artifacts, as if you miss an artifact, you have to go back to that level where you missed it to collect it and move on from that particular level again. Keep in mind that the final level of DOOM 64 is very insane without the 3 artifacts.
https://steamcommunity.com/sharedfiles/filedetails/?id=2284270428
???? Proper utilization of resources
The main theme of DOOM 64 levels lean toward being dark, atmospheric, and grim. It blindly follows the same route as the originals in terms of level design; in contrast, they only differ in the main theme. Low resources in the game are well-utilized by dispensing brilliant map designs in addition to adding distinguishing combos of strategically allocated enemies with bosses to plummet the boredom factor. There isn't a genuine level select option in the menu, but there is a hidden level called Hectic; after completing this level the proper way, a new option will unlock in the main menu of the game called the Features Menu. This option unlocks all the levels of the game, all maps, all weapons/ammo, and all cheats.
https://steamcommunity.com/sharedfiles/filedetails/?id=2278761725
???? Secrets everywhere
The preponderance of replayability in DOOM 64 is in digging secrets, playing hidden maps, and finding Easter Eggs. In the re-release, Nightdive Studios included a set of missions called The Lost Levels; these levels act as a link between DOOM 64 and DOOM 2016. Including a multiplayer mode or any other new mode could've remarkably pumped up the replay value, especially that this is a repackage. An option of showcasing the player's progress within the game instead of the temporary one we get after completing a level would've been great. Lastly, I don't see any excuse for the limited save slots.
⚖️ Verdict
The re-release of DOOM 64 is set to be a sterling example of experiencing the past in HD. After being free from the chains holding it in the Nintendo's exclusivity, it's a decent opportunity to have the complete collection and the total experience of the DOOM universe. Sadly, some aging wrinkles of DOOM 64 were hard to patch by Nightdive Studios. In summation, they did a splendid job!
???? Score
Zitat:
???? Aspects
Aspect | Multiplier | Score | [/tr]
---|---|---|
Technical Quality | 60% | 8.7 | [/tr]
Single-player | 40% | 7.8 | [/tr]
???? Overall
Zitat:
8.3
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693 Std. insgesamt
Verfasst: 08.04.21 14:12
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507 Std. insgesamt
Verfasst: 26.03.21 16:27
yeah it's fucking great, my favourite of the classic doom games, I'd highly recommend it. It's not very long and not too hard, just a quick fun lil distraction
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1815 Std. insgesamt
Verfasst: 16.02.21 16:30
That final boss SUCKS on Watch Me Die but here's how I finally did it:
[spoiler] If you can lure her behind one of the buildings that's in the area her homing rockets will all hit the walls to her left and right. You're welcome LOL [/spoiler]
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1094 Std. insgesamt
Verfasst: 15.02.21 22:16
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708 Std. insgesamt
Verfasst: 15.02.21 06:40
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130 Std. insgesamt
Verfasst: 14.02.21 23:10
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796 Std. insgesamt
Verfasst: 03.02.21 16:04
I really liked the fact the game actually offers you 3 API's to pick between: Vulken, DX11 and OpenGL
Now about the game itself, Its the often forgotten yet really solid entry in the franchise and the 1st time they really started to go for the more horror and atmospheric experience which was then continued with Doom 3 and RoE before going back to the more as I describe heavy metal feeling (which im down for as well lol)
I do find this one a bit more on the easy side but has its gotcha! moments too, Players on the younger side that grew up on more modern shooters may have less fun with this given these days you get your hand held more in where your supposed to go and this game will not tell you where you are supposed to be going or what you are supposed to be doing. It also still has (and as I recall the last Doom to have) the keycard system that was big in the 90's
I would still recommend checking it out however as the 1st time to officially play it since the original N64 release, for nostalgia nuts or people who enjoy older styles of games. This should be on your list to buy and play especially at the very reasonable price point it gives you! Also for those who have Doom Eternal, this game can unlock some items in that game via your Bethesda account!
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683 Std. insgesamt
Verfasst: 25.01.21 02:25
With one last addition in the form of the Lost Levels, the story is now completely connected with 2016 and Eternal, and it only makes it feel all the more epic for doing so. At $5 or less, 64 is a gem, and any fan of Doom owes it to themselves to go through it at least once. Walk the path of perpatual fun, a path through DOOM 64!!!
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28 Std. insgesamt
Verfasst: 09.01.21 07:38
It's a game of muted colours, shadowed hallways, and incredibly creepy ambient music. It's a potent mix that creates a deeply oppressive vibe, but it strips a lot of the raw fun that typified Doom 1 and 2. It's surprising that such a quiet and unsettling game was released solely on the N64 - a console known more for the light-hearted tone of its games more than anything else. But if you're looking for blistering speeds and raw energy, then that's where this game stands apart. For some that may be a good thing - it allies itself in that sense with Doom 3, a game I love. But I do find that, with the simpler visuals and gameplay, there is slightly more room for boredom to set in. You're not ripping through levels to empowering tunes, you're skulking through levels with an overwhelming sense of...well...doom. And the greys and browns that permeate the hallways lend their colour to the mood of the game, in sense.
Doom 64 is very well made, but it's a marathon rather than a sprint.
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749 Std. insgesamt
Verfasst: 30.12.20 12:51
I really love tonal switch up from blasting demons away to heavy metal, to trying to survive the horrors of hell. The gothic imagery is superb and the ambient, distorted soundtrack creates such an unsettling atmosphere. It's such a great tone for DOOM that I honestly don't know which I like more. Both are great.
Gameplay is just as good as ever. Great weapon variety and the guns feel and sound so impactful. The new weapon; The Unmaker is absolutely devastating and with the Demon Key upgrades, it even makes the BFG seem underpowered. I also prefer a lot of the weapon designs in this game.
Level design is mostly great. It feels more like DOOM 1 with it's endless corridors and tight spaces. But it also has DOOM 2's more open levels thrown in for good measure. One annoyance I did have was trying to find where to go. DOOM's levels have always been labyrinthine-y. But 64 has too many switch scattered about that aren't too clear on what they open. There's also traps which, unless you have the power of foresight. Will end up getting you in rather cheap ways. Enemy placement for the most part is fine. A few cheeky Hell Knights behind a door, but I've come to expect that from DOOM. I feel they do overdo it a bit with Hell Knights and Barons. It's like one of the most common enemy in the game and you get sick of fighting them in small spaces.
The maps visually have this really nice progression in theme as you go through the game. It starts with the classic sci-fi Phobos base levels from DOOM 1 but goes more gothic and disturbing as you enter hell. As mentioned before, the game has some really amazing gothic imagery. DOOM has always had gargoyle faces on the walls, but 64 takes those few gargoyles and really goes in on that horror aesthetic. Coupled with the soundtrack creates such a creepy atmosphere.
Enemies designs is just as good as DOOM 1/2's. The sprite work is incredibly done, with each enemy being very distinct from each other. Making it easier to track with enemy to priorities in fights. This to me is essential in a DOOM game and 64 does a great job. The designs themselves is honestly personal preference. They more or less follow the original designs but with some changes. Overall, I prefer 64's Imps, Pinkies and Cyber-Demon (Which is basically the same sprite but higher res) But a lot of the charm and character of a lot of Demons are lost to fit with the horror theme. Cacodemon and the Pain Elemental just don't do anything for me.
A few enemies were changed for 64. There's a new Imp called a Nightmare Imp. Which is basically a more powerful Imp with some added Spectre in there. Mancubus now fire rockets instead of flameballs. And the Pain Elemental got the biggest (and most annoying) redesign by far. They don't resemble the DOOM 2 version at all and instead fire 2 Lost Souls at once. Lost Souls are also way more deadly, as they charge quicker and end up constantly hit you if you're not paying attention. Aside from that, every enemy more or less is the same. Also Chain Gunners, Arch-viles and the Spider Mastermind have been cut from the game. (And nothing of value was lost)
TL;DR DOOM went through a goth phase and it was actually really, really good. If you like DOOM 1 and 2. There's no reason not to pick this one up.
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90 Std. insgesamt
Verfasst: 26.12.20 18:06
Classic Doom Gameplay With a Darker Tone
As it was mentioned, the gameplay from Doom 1 & 2 has remain unchanged; if you've enjoyed those, you'll enjoy this.
While it has a smaller enemy roster, it (in my opinion) has the best level design out of all classic doom games. Similar to Doom 1 in its design, it prefers a smaller roster, and enemy count utilizing more intense close quarters traps and combat encounters.
64 Takes on a more muted color palette, with more horror designs for its demons. Along with its haunting soundtrack the game will give you a vastly more unique atmosphere of loneliness and a general sense of being somewhere you shouldn't.
For the port: it works well. Decent video options, key bindings, all that nice stuff.
The major annoyance however is having to sit through almost a minute of logos you can't skip, and for some reason you're asked to log into Bethesda's system. (Which you can back out of, thankfully)
Put -skipmovies into your launch commands. It'll be a god send.
As for the new levels, I'll have to edit this review once I've gotten to them.
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317 Std. insgesamt
Verfasst: 29.11.20 19:23
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163 Std. insgesamt
Verfasst: 27.11.20 09:12
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666 Std. insgesamt
Verfasst: 12.11.20 09:16
For some reason, with vulkan and opengl I have sluggish movement, but directx11 runs the best for me with no lag; I think it may vary for others, so test which one is better for you
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143 Std. insgesamt
Verfasst: 07.11.20 23:26
A well-respected gaming website gave this game a score of 4.8 out of 10, which might had been a fair rating for the original Nintendo 64, but it doesn’t do justice to this refreshed version from Bethesda. DOOM 64 looks just like any old DOOM game, but with Quake’s gameplay. It immediately rang a bell when I got the super shotgun and started killing the hellish monstrosities like I used to do in Quake. It didn’t feel like the classic double-barrelled shotgun from DOOM II, but it was quite amusing nonetheless.
One thing I wouldn’t miss from DOOM 64 are the “puzzles”, though. The eighth level in particular has a gotcha to obtain a certain yellow key that wasn’t fun at all to go through. Perhaps the devs tried to bring a bit more variety to the gameplay, but DOOM is fundamentally all about mowing down hordes of hellish spawns and that’s what the audience expects, anyway.
Putting that unfortunate design choice aside, the action in DOOM 64 is appropriate and it is definitely worth to try out if you’ve played the original MS-DOS titles but didn’t have a Nintendo 64 to try this exclusive at the time. It is a strange time travel in the game’s saga, because while it is still a DOOM game, it plays quite differently from the first titles. I would say that it feels like an intermediate between DOOM II and DOOM 3, where the action feels like the former but there’s a grim aspect that somewhat resembles the latter. But don’t worry: you won’t need to decide whether to use a flashlight or a gun. :)
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118 Std. insgesamt
Verfasst: 20.10.20 07:17
Seriously though its a good ass game, especially at $5. Lots of improvements compared to the original, although the dark aesthetic might be a turn off for some.
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1232 Std. insgesamt
Verfasst: 17.10.20 10:59
Doom 64 is fantastic game even I enjoy it more than Doom II because i don't like most of Doom II level design and it's basically just Doom 1 with added super shotgun and new type of enemies while Doom 64 is almost completely brand new game and better level design. It's a bit bummer that there is no shotgun hand reload animation and my favorite enemy Revenant is absent from this game. I'm not really into the music of this game, i mean the atmospheric ambient music is cool and fit perfectly for most levels but listening to this kind of music all the time is kinda boring and also i understand that it for the sake of bringing the horror atmosphere in the game.
It's really nice that the developer manage to add 6 new levels and 1 fun level for Doom Eternal Tie-in. in the end it's a great classic shooter whether you're fan of Doom or not, it's not a perfect port but it's playable and fun.
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496 Std. insgesamt
Verfasst: 10.10.20 19:41
But to be honest, I never thought there would be a game that would make me wander there more than a well-known piece of art from Kojima (I think everyone will understand what I mean). Towards the end of the game I understood the main rule of this game, if you do not know where to go, go to the very beginning of the level.
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782 Std. insgesamt
Verfasst: 29.09.20 11:11
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1474 Std. insgesamt
Verfasst: 24.09.20 09:23
The formula from doom 1 and 2 is still here, but all of the graphics are redone, and theres a new weapon that I wont spoil.
IMO the best classic doom game
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230 Std. insgesamt
Verfasst: 27.08.20 15:54
As a side note if anyone is on the fence due to the high minimum requirements don't worry about it at all since my shitty laptop has half the RAM they're suggesting to have and the game runs flawlessly. Only thing I do recommend is to check on the guides page here on steam how to either remove or skip the introduction videos since not only they take too long but also it's what gave my pc the most trouble trying to handle, unlike the game itself
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553 Std. insgesamt
Verfasst: 22.08.20 19:43
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490 Std. insgesamt
Verfasst: 06.08.20 18:04
1. The Default settings the game ships with are WAY TOO BRIGHT. Completely destroys the atmosphere.
2. The Movement feels slightly off, I may just be too used to playing with the terrible abomination that is the N64 Controller though.
3. Pain Elementals are able to spawn Lost Souls through walls...that doesn't happen in the original ROM or in any other Doom game for that matter...in fact It's a usual strategy to get them into corners before killing them to avoid them spawning more as they die...but that doesn't work as it should here. This last thing really should be fixed.
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148 Std. insgesamt
Verfasst: 28.06.20 21:55
in 2020 we got this official and more than properly made PC port of the Nintendo 64 exclusive from 1997,
the unicorn of the Doom series,
unique gem buried in the depths of the past.
Now reborn, cheap and 9/10.
Nuts!
Fanservice at its best.
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199 Std. insgesamt
Verfasst: 26.06.20 07:39
I'd say give it a go if you haven't played it before, and you want to experience a great retroshooter, or evenmore so if you're a fan of the doom-series. (And didn't own N64 back in the days.) You will enjoy this one, and you might enjoy this title even more than i did.
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360 Std. insgesamt
Verfasst: 26.06.20 05:32
The plot is simple and follows on directly from Doom 2, a single monster has survived your rampage, regenerated and has created a new army of monsters to ruin your day.
Gameplay wise its basically the same as all the other Doom games with the exception being a higher emphasis on puzzle solving throughout its 30 level campaign, these range from simple switch puzzles to time based platforming.
These will not only you complete levels but will also help you into locating the 4 secret levels and gathering the 3 artifacts needed in order to power up the lone new weapon in this game, The Unmaker.
The Unmaker is a laser based weapon that when fully upgraded can decimate entire rooms of enemies and even cyberdemons with ease so the artifacts are well worth collecting if you want a significantly easier experience.
While the other weapons are basically the same as they are in the earlier games the chaingun and rocket launcher now give you pushback so make sure to not be near a pit when you fire them.
The monster selection has seen a slight decrease in this game compared to the rest of the classic ones, there are no Chaingunners, Revenants, Spider Masterminds or Arch-Viles and while i never liked Arch-Viles and Spider Masterminds were always rare, the lack of Chaingunners and Revenants can definitely be felt at times since the game likes to make heavy use of Hell Knights and Barons, the level design and atmosphere more than make up for this shortcoming however.
While this 30 level campaign does have its fair share of decent tech base levels, most of it takes place in Hell and these hell levels are some of the most well designed and atmospheric hell levels that you will play in any Doom game.
From ever changing level design in maps such as Breakdown and Pitfalls to atmospheric and dark masterpieces like Altar of Pain and Dark Citadel it is an experience that you wont forget.
Much of this atmosphere can be mostly attributed to the genius of Aubrey Hodges and his terrific ambient soundtrack sets the perfect tone for the journey that you will take.
The visuals also set the perfect tone for the much darker game that you will play and the ever changing architecture is bolstered by all the satanic imagery littered throughout the levels, monsters also have a more menacing look to them and some of them can even look quite creepy such as the Pain Elemental.
The new levels are also a definite welcome inclusion and are very solid additions in their own right although i was disappointed that none of Aubrey Hodges new Doom songs that hes released over the years were used.
Overall this is an underrated gem in the Doom franchise and if you dont mind the more horror focused atmosphere or the slight increase in puzzle solving over balls to the wall action then this is a must buy.
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692 Std. insgesamt
Verfasst: 25.06.20 19:55
It may not have the enemy variety of DOOM 2
It may not have the LUDICROUS speeds you can move in DOOM 1
Nor the action of DOOM 2016 and Eternal
But instead it's gameplay and map design allow for an easily playable, very enjoyable experience that is overall a simple and easy to binge.
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108 Std. insgesamt
Verfasst: 30.05.20 19:16
Where DOOM finds its footing in metal and adrenaline-pumping action, its N64 counterpart finds strength in atmosphere and horror. Reinforced by the inclusion of colored lighting, parallaxed skies, and a tense ambient soundtrack by Audrey Hodges, every pixel of DOOM 64 oozes atmosphere. DOOM 64's monsters are dark and claymation-esque, and do a great job at blending into the gloomy, ambient scenery. It's obvious the artistic directors for this game knew what they were doing with the Doom license.
While I have low playtime on this version of the game, I've played through the fan-remakes several times; and about half of the official N64 release. While having an official way to play the game is great for purists who swear by playing games as the developers intended, for the rest of the playerbase, you might find that you'll get more enjoyment out of a port like Doom 64: Retribution. Retribution has the advantage of running natively on GZDoom, meaning it keeps your configuration settings and allows unrestricted mouselook alongside smaller quality-of-life changes. If that sounds like something you're interested in, it might be worth it to skip out on this one and just play the version that works better on PC. If the thought of playing a bastardization of Doom 64 that adds smoother animations and freelook makes you shudder, this is just about your only option.
If you've never had a chance to play Doom 64, this is your chance to experience what is probably the best classic Doom game to hit store shelves, as well as the only official way that doesn't involve emulation or digging up an overpriced N64 cartridge off of eBay. Just be warned that you might get more enjoyment out of one of several fan-made ports that improves quality-of-life for PC players. With that in mind, there's not a better classic Doom experience.
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240 Std. insgesamt
Verfasst: 25.05.20 12:45
The game uses the same id tech engine but everything looks better as larger sprites make all enemies look more detailed. We have to make do without the arch-viles or revenants, unfortunately. Instead, there are nightmare imps that are the blue or purple version of the regular imps with faster fireballs.
Since the entirety of Doom 64 was new to me I did some research to find out what was added to this new release. Originally, Doom 64 came with 32 levels but this addition has 39. At the end of this new chapter we have the same boss whose name has been changed from Mother Demon to Resurrector. Essentially, it is the same monster but according to the game's story it appears to be a sibling of the previously defeated demon.
I didn't really understand what the connection is between 64 and Eternal other than the so-called Unmaker. This is a pretty strong weapon (a must-have during the boss fight) you can pick up that uses the same cells our BFG and Plasma Gun rely on. As an added bonus you have the opportunity to upgrade the weapon (twice). I found the battle against the Resurrector pretty easy thanks to these upgrades.
Doom 64 is a great Steam addition of a classic, 23 year old game. It runs well, it has achievements and it has that classic early '90s Doom feel to it.
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656 Std. insgesamt
Verfasst: 01.05.20 20:07
Most importantly this plays buttery smooth on Linux with the help of Steam Play / Proton.
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806 Std. insgesamt
Verfasst: 01.05.20 20:06
EDIT: Just came back to say that there are some REALLY cool maps on this particular iteration of Doom, particularly when you get to Map 9 and up. I had never got this far in Doom 64 before, but holy crap, I'm loving Maps 9, 10, and 11 so far. The color palettes, the level design, and the ambient atmosphere are amazing. This just might be my favorite Doom ever, yes, even above Doom 2016! Have yet to play Eternal, though. So, again - for the price of a morning coffee, you get a pretty awesome version of Doom. You seriously CANNOT go wrong.
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436 Std. insgesamt
Verfasst: 01.05.20 13:00
But the levels in Doom 64 are well-made. They have a better aesthetic than all of the stock maps in Doom 1 and 2, and they have a good balance of exploration and backtracking. Unfortunately, the levels keep doing one really annoying thing: buttons doing something somewhere without any hint as to what and where. This makes you go a chicken chase most times you press a button (not to mention the fact some buttons have a temporary effect, and some buttons can be shot, adding even more arbitrary variability to the mix).
If someone were to port this level set over to Doom 2's engine while fixing all of the annoyances in the level design, this would be a great megawad. But even as it is, it's fun for anyone wanting an old-school shooter with old-school level design.
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503 Std. insgesamt
Verfasst: 15.04.20 10:39
edit1 - you can skip all intros by deleting the movies folder in local files
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454 Std. insgesamt
Verfasst: 15.04.20 02:37
I would encourage people to also check out Doom 64: Retribution, which is a Doom II Total Conversion mod that completely recreates Doom 64 using the GZ Doom Source Port. That one is more like a Remaster as it adds sprite frames to weapons, making them look smoother. In addition it has it's own levels and secrets you can discover once you're done with the main campaign.
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708 Std. insgesamt
Verfasst: 11.04.20 21:20
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747 Std. insgesamt
Verfasst: 11.04.20 19:14
I do think the ending could use a bit more messaging to let the player know what they need to be doing before they get there. That's my only quibble.
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689 Std. insgesamt
Verfasst: 11.04.20 16:01
Pro tip: Play the secret levels to upgrade your Unmaker.
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Release:19.03.2020
Genre:
Ego-Shooter
Entwickler:keine Infos
Vertrieb:keine Infos
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:
Doom
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