Main game
4.09 average rating based on 3008 ratings
Played this for the first time ever in 2023 (30 years late) and I can see why it's a classic, game feels so damn good to play! It's fast as hell and relentless with the action, I was so addicted I played all 4 chapters in two sittings.
Note: In case you are unaware, there are two semi-official expansions to this game online called Sigil and Sigil II, released by John Romero, co-creater of Doom.
No frills, fast paced action. Hunting for the many secrets scattered throughout each level is fun. The fact the controls and weapons are relatively basic as well (no crouch or jump, no scoping) actually makes this game more enjoyable than many modern shooters because it strips the action down to its most essential parts: kill the hordes; try not to die.
Surprise, the original MS-DOS release of Doom is turning 30 this December. I was born just over a year after that release, so that 30th anniversary is a stark reminder of my imminent entry into the elderly community. I identify with this game not only because of our similarly advanced age, but also because we're both full of demons and had our classic gameplay loops fundamentally redefined in March 2020.
Despite that strong connection, I never really gave the game a proper shot, so it was finally time. I can never fully empathize with the mindset of someone playing this hugely innovative game for the first time back near its release, but luckily I don't really feel like I need to. Doom's fun factor is apparent within minutes of its opening episode "Knee-Deep in the Dead", a set of relatively simple and snappy levels that teach you the ropes intuitively through their varied designs and let you have fun right away. This may not control like a modern shooter, but it has enough of a punch and speed to transcend generations when you're zooming around and mowing down Episode 1's basic enemies with satisfying shotgun blasts.
Episode 1’s final …
Surprise, the original MS-DOS release of Doom is turning 30 this December. I was born just over a year after that release, so that 30th anniversary is a stark reminder of my imminent entry into the elderly community. I identify with this game not only because of our similarly advanced age, but also because we're both full of demons and had our classic gameplay loops fundamentally redefined in March 2020.
Despite that strong connection, I never really gave the game a proper shot, so it was finally time. I can never fully empathize with the mindset of someone playing this hugely innovative game for the first time back near its release, but luckily I don't really feel like I need to. Doom's fun factor is apparent within minutes of its opening episode "Knee-Deep in the Dead", a set of relatively simple and snappy levels that teach you the ropes intuitively through their varied designs and let you have fun right away. This may not control like a modern shooter, but it has enough of a punch and speed to transcend generations when you're zooming around and mowing down Episode 1's basic enemies with satisfying shotgun blasts.
Episode 1’s final level has a great surprise ending that leads into the quite different-feeling second episode, "The Shores of Hell". Starting with this episode, the levels become noticeably more complex, difficult, and visually surprising. I found myself regularly going way over the par time as I struggled to find keys and exits. This got frustrating and tiring at points, but many fundamental strengths of the level design stayed intact. The game does a great job stringing you along and keeping you engaged with little glimpses into future areas, surprise traps and ambushes, fair balance of threats and available resources to counter them on "Hurt Me Plenty" difficulty, secret passages with worthwhile rewards, and just the right amount of tense darkness.
The final of the three original episodes, "Inferno", continues the complexity, culminating in the exploration-heavy E3M6 “Mt. Erebus” and E3M7 “Limbo”—the former did frustrate me a bit, but the latter’s puzzle-y progression with hidden warps and switches made for possibly my favorite level of that type. The three episodes all combine into a game that's tense and exciting, varied, and full of memorable little stuff. It's fast and challenging, but also knows when to give you a minute to collect yourself and explore. It's got countless secrets and surprises, but it knows how to teach you about them and prepare you for them. It's worth playing not just as a historical exercise, but as a simple and fun time whose success and influence are pretty easy to understand even today.
Thanks to Ureshi, the absolute unit, I was able to play through the original 1993 Doom. It’s a game that needs no introduction, and after playing through the 2016 reboot I was compelled to try the original that put Id Software on the map.

While this was the original Doom game I played through, I don’t think you could call it a faithful port. The controls had been modernized to allow the traditional WASD movement and mouse look where I think the original used like the arrow keys and the alt button? Though this remastering did give you the option to use the old school controls.
As sort of the beginning of the FPS genre, the shooting is bare bones. If the enemy is in front of you, you click shoot, if they aren’t move until they are. You don’t really “aim” in this game. You can’t look up or down like in a modern game or ADS. The simplistic gameplay is complimented by the hectic action that is a Doom firefight. Granted, I played on the 2nd easiest mode because I was more interested in just experiencing old Doom than being challenged by it. Still, there were plenty of …
Thanks to Ureshi, the absolute unit, I was able to play through the original 1993 Doom. It’s a game that needs no introduction, and after playing through the 2016 reboot I was compelled to try the original that put Id Software on the map.

While this was the original Doom game I played through, I don’t think you could call it a faithful port. The controls had been modernized to allow the traditional WASD movement and mouse look where I think the original used like the arrow keys and the alt button? Though this remastering did give you the option to use the old school controls.
As sort of the beginning of the FPS genre, the shooting is bare bones. If the enemy is in front of you, you click shoot, if they aren’t move until they are. You don’t really “aim” in this game. You can’t look up or down like in a modern game or ADS. The simplistic gameplay is complimented by the hectic action that is a Doom firefight. Granted, I played on the 2nd easiest mode because I was more interested in just experiencing old Doom than being challenged by it. Still, there were plenty of monster closets packed to the brim that had me bobbing and weaving. I found the shotgun to be my favorite weapon, but did switch to the minigun & plasma gun for later episodes. There’s a good mix of enemies that do varying levels of damage. I found the best strategy was an aggressive one of charging up on foes before they had a chance to blast you, except with the Pinkies.
As my first time playing old school Doom, there was usually two stages to each level. Stage one is me running around the hallways, blasting demons. Stage two is me fumbling around a mostly empty level looking for the keycards or hidden path I need to take to get to the exit. There’s lots of secret areas in Doom, and as I got further into the game, I figured out some of its tricks and found a couple, but I left many stones unturned. There were a few levels with teleporter puzzles that were more annoying than engaging. Sometimes the keycards/skulls are easy to find, other times it takes some backtracking and humping the wall for that one piece of texture that’s actually a door. I was always way over the game’s suggested time for each level. I’m sure those that’ve been playing Doom since ’93 would make me look like a chump.

Another thing I wasn’t sure this version of Doom updated along with the controls was the graphics. I expected the pixel art to look a lot chunkier and more unsightly, but I was able to identify enemies easily and the world spaces, while impractically laid out, looked good given it’s age. I think it’s because I came into gaming at the beginning of the 3D graphics era, and I remember those old games looking like a jumbled mess of polygons, but since Doom is a 2.5D game with sprite work, it’s aged much better. The sounds of Doom are just as iconic as the visuals. All of them were crisp. With enough practice, you can tell the difference between the demons and I always chuckle at the camel noise Imps make when they die. The music for each level can range from driving beats to these ethereal, lo-fi tunes.

Even more so than the 2016 reboot, there’s not much of a story here to talk about. You are a marine with a gun and a bone to pick with these demons. There’s little text blurbs at the end of each episode that are the most 90s thing about the whole experience, but not much else.
All in all, this game is considered the holy text of FPS games for a reason. I’ve probably not said anything you don’t already know. Doom, and Wolfenstein before it, walked so other shooters could run. Even 30 years later, it still offers a fun experience, even if it’s showing it’s age in some aspects.
The aesthetic of this game is timeless. The cracking and banging of your guns and the squealing and bellowing of the killed enemies onto the bright aggressive red colour palette and the heavy drumming riff-oriented metal midi music is an outstanding experience that actually conjures the atmosphere of what Doom tries to narrate: a brutal 80s action movie in literal hell. While I first found the labyrinth'esque maps and the confused aimlessness they invoke while walking around a little negative in regard to the fluidity and smoothness of the gameplay, eventually I even ackknowledged these small room riddles as a well executed form of classic map design.
When people try to explain why Doom was so good, they mainly focus on the innovative aspect and the various introductions of new game design ideas in video game history. While that is correct, I think we sometimes forget that even if all this wasn't new at the time, Doom would be better than its competitors, because it's perfect even on a whole different level.
I'd join the Marines invading hell.
That's so epic.
Sadly chapter four isn't as rad as it's title...
First time playing Doom and I got to say it 100% lives up to the praise. Not only is it still fun to play, but it's influence on the video game industry is self evident. I'm not sure what the last shooter I played where the entire arsenal (san pistol) is useful and fun to use. Every gun has weight to it and the art direction gives great visual and audio feedback whenever you pull the trigger.
The shotgun, a solid gauge for how good a FPS is, functions as a jack-of-all-trades giving you strong AOE damage with plenty of ammo making it your go-to. And fortunately, it also feels great to use. The chain gun isn't as efficient in terms of damage and ammo capacity, but it can stun lock enemies, making it a safe option when you are overwhelmed. The rocket launcher typically has sparse ammo and does splash damage which can result in you killing yourself. Particularly against aggressive enemies that like to hug your face. But it makes up for this with heavy damage as long as it is used tactically. The plasma rifle has to be …
Sadly chapter four isn't as rad as it's title...
First time playing Doom and I got to say it 100% lives up to the praise. Not only is it still fun to play, but it's influence on the video game industry is self evident. I'm not sure what the last shooter I played where the entire arsenal (san pistol) is useful and fun to use. Every gun has weight to it and the art direction gives great visual and audio feedback whenever you pull the trigger.
The shotgun, a solid gauge for how good a FPS is, functions as a jack-of-all-trades giving you strong AOE damage with plenty of ammo making it your go-to. And fortunately, it also feels great to use. The chain gun isn't as efficient in terms of damage and ammo capacity, but it can stun lock enemies, making it a safe option when you are overwhelmed. The rocket launcher typically has sparse ammo and does splash damage which can result in you killing yourself. Particularly against aggressive enemies that like to hug your face. But it makes up for this with heavy damage as long as it is used tactically. The plasma rifle has to be the best overall. It sends projectiles that can be dodged from far away, but it makes up for that with heavy damage and the ability to stun lock. It's essentially a stronger chaingun. Then the most iconic weapon in all of video games... the BFG 9000. It lives up to the name. Enough said.
Enemies have a combination of melee attacks, dodge-able projectiles and hit scan enemies. Given how broken and un-avoidable hit-scan attacks are, ID software competently made these enemies by far the weakest. Thus they can always be mowed down in droves with relative ease. The tougher enemies have 100% avoidable attacks. It can still get hectic, especially in the middle of an ambush in a narrow corridor, but the game is fair. Controls are primitive and I cheated by using the GZDOOM mod which allows you to play the game in 4k resolution with standard mouse and keyboard controls. I completely recommend this as the best way to play for a modern and inexperienced player, such as myself. It would be hard to wrap your mind around the OG controls, so no shame IMO. The game is still challenging and fun even with modern controls.
Gameplay is basically kill anything that twitches and maneuver through increasingly complex mazes. They pace the combat out by including key cards that need to be scavenged for to progress. Most of the required keys are in reasonable locations. I never actually had to look up how to progress through a level, though I also didn't find all the secrets... for which there are a ton. Level design is solid. While the graphics aren't complex nor demanding, a lot of care went into creating distinct rooms which makes the labyrinthine navigation not feel cheap or frustrating. They even have a minimap to further prevent you from getting lost.
I think the game even ages decently graphically. Especially if you use GZDOOM so you can render the sprites in 4k resolution. Style always ages well and this game oozes with 90s punk and death metal grunge. This is even reflected in the music that will put a smile on any metal head.
Another aspect of the game that ages well is the movement. It controls fast and responsive. It may not be realistic, but it still creates a sense of "reality" if that makes sense. Basically look at something like Wind Waker and the difference will probably make sense. Wind Waker prioritized reality over realism. This allowed them to make expressive, yet lo-fi models in game that communicated information to the player clearly and wasn't demanding for the GC to run. Link emotes to what's happening. Kind of similar to the original animated Disney films, like Lion King, where the photo-realistic CGI took away the expression of the characters in the modern remake.
But yeah this game was made by passionate metal head nerds who played DND on weekends. And I got to say it kicked ass as a result.
Surprisingly, this is the first ever Doom game I have ever played. I have not touched any of the new games, with the full intent of going through them all in sequential order, and well, I finally did the first game.
Doom has its own legacy that someone like me doesn't need to cover. However, I will say I was shocked at how amazing this game still is, so many years later. Sometimes timeless classics are still good, but people might remember them wrong, or they show age. Not Doom. This game was fun to play, and honestly could of been made any time between 1993 and yesterday, been released and had critical reception. If Doom had never seen the light of day until 2023 in this format, I am confident it would be a blockbuster "de-make" FPS that people would love.
I opted to play on Ultra Violence, for the real "Doom experience" which isn't something I always default to. Sometimes games on hard difficulties pigeon hole you into playing a specific way to make it even manageable to complete (looking at you Halo franchise) and Doom isn't like that. Sure, you have to take your time and can't …
Surprisingly, this is the first ever Doom game I have ever played. I have not touched any of the new games, with the full intent of going through them all in sequential order, and well, I finally did the first game.
Doom has its own legacy that someone like me doesn't need to cover. However, I will say I was shocked at how amazing this game still is, so many years later. Sometimes timeless classics are still good, but people might remember them wrong, or they show age. Not Doom. This game was fun to play, and honestly could of been made any time between 1993 and yesterday, been released and had critical reception. If Doom had never seen the light of day until 2023 in this format, I am confident it would be a blockbuster "de-make" FPS that people would love.
I opted to play on Ultra Violence, for the real "Doom experience" which isn't something I always default to. Sometimes games on hard difficulties pigeon hole you into playing a specific way to make it even manageable to complete (looking at you Halo franchise) and Doom isn't like that. Sure, you have to take your time and can't just blast randomly through everything, but it feels fair the entire time you are doing it.
Thrilling is a good way to describe Doom. I was scared/jump scared a few times, but it was an all out brawl until the end. And I loved every minute of it. I am looking forward to the sequel.
You cannot go further back in nostalgia lane than DOOM. This is a work of art from a simpler time. Just boot it up and kill some demons. As a kid, I could never finish this game because of it’s difficulty, but many years later, I gave it a shot and it was still as enjoyable as I remember.
The concept and story is simple in DOOM. Humans have settled on Mars, but their greed takes its toll and they open a portal to hell itself. The Mars Colony is invaded by hordes of demons and it is up to the hero “Doom Guy” to save the day. You blast your way through different parts of the Mars Colony station and eventually end up in hell to take the fight to the demons.
Gameplay wise, you either destroy a boss or find the right keycards to reach the exit of the map. It is classic game design that spawned the foundation of all FPS games that followed. You choice five scenario’s, each consisting of a certain amount of levels. The campaigns are alle linked to each other and, for the correct time line, need to be played in order, although …
You cannot go further back in nostalgia lane than DOOM. This is a work of art from a simpler time. Just boot it up and kill some demons. As a kid, I could never finish this game because of it’s difficulty, but many years later, I gave it a shot and it was still as enjoyable as I remember.
The concept and story is simple in DOOM. Humans have settled on Mars, but their greed takes its toll and they open a portal to hell itself. The Mars Colony is invaded by hordes of demons and it is up to the hero “Doom Guy” to save the day. You blast your way through different parts of the Mars Colony station and eventually end up in hell to take the fight to the demons.
Gameplay wise, you either destroy a boss or find the right keycards to reach the exit of the map. It is classic game design that spawned the foundation of all FPS games that followed. You choice five scenario’s, each consisting of a certain amount of levels. The campaigns are alle linked to each other and, for the correct time line, need to be played in order, although the game lets you decide what to play first.
You can find many different weapons to aid you in the fight against the demons. A shotgun, machine gun, plasma rifle and even a freaking chainsaw. In the end, you find the best weapon in the game, the BFG. The meaning of those three letters alone, is reason enough to play the game.
In terms of graphics, even today, it is still fine to look at. Of course, this game has been modded more times than I can count, with HD graphics and effects, but the original game on PC is still fine. I had no trouble with the “outdated graphics”.
Sound wise, DOOM is still a surprising piece of art. The screams and grunts of fallen demons still pierce through your ears and soul, and the music is just as badass as it was back then. For me, this was one of the biggest plusses.
I really enjoyed exploring the levels in search of secret areas. Secrets can be anywhere in the game so bumping against every wall, while pressing space, was a necessity.
DOOM is relentlessly hard, especially on higher difficulties, but it remains fair, even to this day. You can find enough health kits and powerups, giving the game a fair balance between difficulty and challenge.
Overall, it is, and remains, an all time classic, one that I can boot up anytime and play again. Its still fast paced, brutal and fun.
Definitely would recommend this timeless classic.
Doom is a 1993 first-person shooter game.ID Software, the producer of the game, and GT Interactive Software, the distributor of the game, have done a great job.The story of the game is as follows.As a result of an experiment on Mars, the door to hell opens and demons come.Doomguy, a soldier, goes through the door to fix this incident and fights the demons.The gameplay is as follows, the game consists of 3 chapters and 27 maps, but 4.there is also a section, of course, if you play in hard mode, the fourth section opens.The music of the game is very beautiful.If you are not too obsessed with graphics, you will play this game very comfortably.My rating for the game:10/10 (y) Good to everyone games 🙂
Doomista on vaikea sanoa mitään uutta. Pelissä on omasta mielestäni aika lailla kaikki kohdillaan vaikeustasosta asekattaukseen ja viholliskatraaseen. Etenkin vaikeilla vaikeustasoilla peli pitää hyvällä tavalla varpaillaan ja vihollislaumat ovat sopivan isoja niitettäviksi. Toimii aina. Viimeisin läpipeluu oli Doomsday Enginen krumeluureilla, mutta hyviä versioita on kosolti.
Preliminary: Ok yea I really wanted ot just give this a 3 star for its influence and move on because I'm not big into first person shooters. But uh, I am almost at the end of Episode 1 and haven't been able to put it down. Any QoL complaint I have, I find out there's a feature for (e.g. map). And (I'm playing Easy) the aiming is quite forgiving. I'm not big into the rock/metal influenced music, tho I don't hate it either, and I really like some of the ambient tunes. I remember this game being soooo dark, but now I'm wondering if I was thinkinng of the first Diablo being dark not Doom. This has been fun and well-made so far, I get the hype. My husband came upstairs for a second and instantly recognized the distinctive, kinda absurd sounds :-p (Oh, and I am playing Version 1.2, which is the earliest version I could get access to)
Day 2
Well, one of the goals of this chronology project was to appreciate genres I don't much get into, including first person shooters, by seeing their history and wow. This one really sells the genre.
Ok the flashing lights …
Preliminary: Ok yea I really wanted ot just give this a 3 star for its influence and move on because I'm not big into first person shooters. But uh, I am almost at the end of Episode 1 and haven't been able to put it down. Any QoL complaint I have, I find out there's a feature for (e.g. map). And (I'm playing Easy) the aiming is quite forgiving. I'm not big into the rock/metal influenced music, tho I don't hate it either, and I really like some of the ambient tunes. I remember this game being soooo dark, but now I'm wondering if I was thinkinng of the first Diablo being dark not Doom. This has been fun and well-made so far, I get the hype. My husband came upstairs for a second and instantly recognized the distinctive, kinda absurd sounds :-p (Oh, and I am playing Version 1.2, which is the earliest version I could get access to)
Day 2
Well, one of the goals of this chronology project was to appreciate genres I don't much get into, including first person shooters, by seeing their history and wow. This one really sells the genre.
Ok the flashing lights were a bit much but now I think I know where I got the dark idea from haha. And I got the Visor eventually. It made me a bit dizzy tho, gosh I'm getting old. I love the Save feature in this too.
I loved stumbling upon secrets loaded with power ups, I loved stumbling upon a Map, which was super helpful when I did. I loved that even when I felt like I explored everytrhing, it said I only got 50% of Sewcret. etc.
It's really hard to put this down tonight, especially with only 2 more Maps left of Episode 1 (I likely will only do Episode 1, test out Episode 2 a bit, but this still is an excellent game)
Dang the difficulty increased a lot tho . (Oh, these are essentially bosses, I see. But sheesh!)
Day 3
Nice, I beat the bosses/Barrons on my first try tonight. I guess I was just worn out last nigth lol. I'm disappointed that I had to work 6-8 for Freshmen Orientation tonight so I didnt' get to play more than 10 minutes :( but i got past that part, woot!
Well shoot that's quite the ending to episode 1 lol, and those were the final bosses then. Wow. This is an excellent game. Truly executed so well for its time. The first to feel like this. So much to explore still, secrets, the apparently secret map 9 of Episode 1???, and 2 more episdoes. I thought I was only going to do the one episode but... I think I will play at least one more. I am thoroughly impressed with this. What a neat concept for the shareware episode 1 to entice us for the otehr episodes, and develops the plotline (tho it's still a very uh action game plotline haha).
Gosh. Hell sure has nice architecture lol. I have to log off for tonight, but yea. I really like this.
Day 4
Well Episode 2's difficulty is definitely higher but it's still reasonable. If it gets to a point of too difficult, I might just do the beginning of Episode 3 then finally call it. I'm still enjoying this, just exploring and finding myway on my own. Haven't had to use a guide at all, etc. So it's nice to truly feel like a kid again.
I just finished Map 6 of Episode 2, Halls of the Damned, and was starting to burn out. Just too much of the same game for days in a row, it's still feeling excellent and I'm still enjoying it. The difficulty is getting too much though and I'm worried I will soon resort to cheats. However, I looked up and it seems they always have 8 Maps (I never did figure out how to get to the 9th map) and the 8th map is always a boss. So, I really only have one map then the final boss left. Then I will peek at Episode 3 and move on! Oh and let's be honest, I really stuck around tonight despite having other stuff I wanted to do because I found a Chainsaw finally ;-p
Yeah some of these enemies now are taking way too many hits to kill and they're doing the "more enemies is level design" technique. Howwever, I forgive them in this instance because with strategy and a true love of the game, I could see myself and obviously many other people pushing through the intense challenge of these swarms. I can't even imagine the higher difficulties lol. I'm so bad at gaming.. This is the ending screen of Episode 2 heh, time to just peek at Episode 3 and move on 
Wow that first map of Episode 3 was confusingly straightforward and easy... Alright but Map 2 started all right, and I even got a Supercharge, but these invisible enemies and endless swarms of enemies and the same enemies aroudn every corner for these mazes etc are getting to be too much. My signal to wrap it up. Very impressed and played WAYYYY more than I expxected and moved frmo an honorary 3 star expectation to a 4 star wow this surprised me to a 5 star I can't deny this might be a Favorite.
Look: 9/10 Definitive. Impressive for its time. Feels like the truest start of the PS1 era I am excited for.
Sound: 8.5/10 Some real bangers. Some just okay ones too. And I loved the sound effects at first though i burned out a bit, which may be from just playing too much over a short period heh.
Play: 9/10 Yea.
Feel: 9.5/10 This really pulled me in. Has a remarkable reputation and influence. Has a truly evil and graphic nature. Yes.
Attachment: 9/10 A game I always respected, and finally brought it to my fingertips in an earnest and thorough way, and it pleasantly surprised and impressed me!
Overall: 9/10
Completion: Episodes 1 and 2. Just Map 1 of Episode 3. Still many Secrets to explore! I just sort of spontaneously got through them all, stumbling upon some secrets but not all.
Playtime: ~4h 15m
A perfect game. It hasn’t aged at all, like it hadn’t aged the last time I played, 15 years ago or so. It still is a triumph, so easy to get into and fun to play, with such a precise and maniacal level design, you can really feel the obsessiveness with which it was made. It’s full of ideas until the end, always brutally honest in how maps develop, in the puzzle structure, in enemy placement… and what a vibe, it can really get scary. Love it.
After my triumphant experience with Doom 2, I decided to revisit the original Doom, a game I never actually completed during my childhood. My gaming journey had started with Doom 2, and I was curious to see how its predecessor held up.

One thing that struck me right away was the slower pace of Doom compared to Doom 2. However, what really stands out in Doom is its unique approach to secret structures. Take, for instance, the 3rd level of the 1st episode, Toxin Refinery. You stumble upon the yellow key, only to realize that it's not necessary to exit the level. Instead, the yellow door is concealed within a secret area, adding an intriguing layer to the game's exploration.
One aspect I appreciate more in Doom is the way it visually represents your progress on a map, offering a clear overview of your journey. It's a feature that enhances the gameplay experience.

The first episode of Doom might be considered a bit dull compared to its successor. It features a limited arsenal of weapons, including the shotgun, chaingun, and rocket launcher, with only a handful of enemy types. The final boss encounter consists of two barons of hell, which, …
After my triumphant experience with Doom 2, I decided to revisit the original Doom, a game I never actually completed during my childhood. My gaming journey had started with Doom 2, and I was curious to see how its predecessor held up.

One thing that struck me right away was the slower pace of Doom compared to Doom 2. However, what really stands out in Doom is its unique approach to secret structures. Take, for instance, the 3rd level of the 1st episode, Toxin Refinery. You stumble upon the yellow key, only to realize that it's not necessary to exit the level. Instead, the yellow door is concealed within a secret area, adding an intriguing layer to the game's exploration.
One aspect I appreciate more in Doom is the way it visually represents your progress on a map, offering a clear overview of your journey. It's a feature that enhances the gameplay experience.

The first episode of Doom might be considered a bit dull compared to its successor. It features a limited arsenal of weapons, including the shotgun, chaingun, and rocket launcher, with only a handful of enemy types. The final boss encounter consists of two barons of hell, which, while challenging, might not match the epic scale of later Doom battles.

On the other hand, the level design in the final map of the first episode stands out with its intriguing pentagram layout: [Insert provided image link here]. This unique design adds a touch of fun to the overall experience.
Moving on to the second episode, you'll notice a tighter supply of ammo, and barons of hell become regular foes. Cacodemons make their debut, adding some much-needed variety to the enemy roster. Additionally, you gain access to the plasmagun, which adds a new dimension to combat.

However, the level design takes a more challenging and somewhat chaotic turn in this episode. It introduces mazes for the sake of mazes and an overwhelming abundance of crates, creating a sense of disorientation and making it feel like you're navigating through crate mazes: [Insert provided image link here]. This design choice can be both intriguing and frustrating, depending on your gaming preferences.

Once again, Doom doesn't shy away from incorporating one-time secrets into its gameplay. Containment Area, in particular, stands out as a nightmarish example of this. Some secrets are designed to be elusive and fleeting, adding an element of surprise to the game.
"Halls of the Damned" brings a humorous twist by including a false exit that turns out to be a trap, keeping players on their toes.
The introduction of the cyberdemon as the boss for the second episode is a noteworthy choice. It's a significant investment in terms of design and visuals for a boss character. As a kid playing with just a keyboard, encountering this formidable foe might have been a truly hair-raising experience. Nowadays, it's a relatively straightforward battle in a large arena with plenty of pillars for cover.

In the third episode, the hellish design intensifies, but some "secrets" turn out to be nothing more than hidden doors, which can be a bit disappointing.

However, the quest for secrets in the last episode can become tiresome without a guide. Encountering issues like a door script getting stuck in House of Pain can be frustrating, leading to the use of cheats like IDCLIP. Additionally, the secret in Mt. Erebus that requires a rocket jump to access may seem ridiculously challenging.

The secret level, despite its challenges, provides a fun twist. It begins similarly to the first level of this episode but throws in a "fake exit" moment, requiring players to backtrack and face a cyberdemon, adding an exciting dynamic to the gameplay.

The final boss battle, while not exceptionally difficult, presents two challenging factors. Its hitscan attack continuously inflicts chip damage, and there are no healing items available on that level. Later on, you discover that it takes just two shots from the BFG to defeat the final boss, making it a more manageable encounter once you've figured out the strategy.

I've never actually played this before. Just perhaps in bits or seen some of the game played. I got it on my phone and it worked well with my Backbone One controller. I really do love this controller even if I have a Switch and Steam Deck already. For the right game, it's lighter and easier to carry than either of the other two and works very well. As for the game itself, I'm not sure what there is to say. It was difficult but not as difficult as I thought it would be. As a metalhead, I was somewhat underwhelmed by the music. Perhaps the hype had me expecting more than I should have?
Shooters don't get much better than this nowadays ahhhh, how mature and profound
DOOM REVIEW:(GBA)
Doom is a 2001 first-person shooter game.ID Software, the producer of the game, and Activision, the distributor, have done a great job.The story of the game is as follows.Doom is divided into three parts: " Knee-deep in the dead"," The shores of Hell "and"hell". The fourth part, "thy Flesh Consumed", was added to an expanded version of The Ultimate Doom game, which was released in 1995, two years later and a year after Doom II. the campaign contains very few plot elements, with the minimum story given in the user manual and short text sections between episodes. Dec.Dec. In the future, the player character (an unnamed space marine known as the "Doom marine" or simply "Doom guy") was sent to Mars as punishment after attacking a high-ranking officer who ordered his unit to open fire on civilians. Space marines serve as security for the radioactive waste facilities of the unity Aviation Corporation, which are used by the military to conduct secret experiments with teleportation by creating gateways between the two satellites of Mars, Phobos and Decimos. Three years after the Doom guy is sent to Mars, Deimos completely disappears and "something bad" begins to pour out of the …
DOOM REVIEW:(GBA)
Doom is a 2001 first-person shooter game.ID Software, the producer of the game, and Activision, the distributor, have done a great job.The story of the game is as follows.Doom is divided into three parts: " Knee-deep in the dead"," The shores of Hell "and"hell". The fourth part, "thy Flesh Consumed", was added to an expanded version of The Ultimate Doom game, which was released in 1995, two years later and a year after Doom II. the campaign contains very few plot elements, with the minimum story given in the user manual and short text sections between episodes. Dec.Dec. In the future, the player character (an unnamed space marine known as the "Doom marine" or simply "Doom guy") was sent to Mars as punishment after attacking a high-ranking officer who ordered his unit to open fire on civilians. Space marines serve as security for the radioactive waste facilities of the unity Aviation Corporation, which are used by the military to conduct secret experiments with teleportation by creating gateways between the two satellites of Mars, Phobos and Decimos. Three years after the Doom guy is sent to Mars, Deimos completely disappears and "something bad" begins to pour out of the teleporter gateways, killing or possessing all the personnel on phobos. The Martian marine unit was sent to investigate, the Doom guy was left to guard the perimeter with only a pistol, and the rest of the group made their way to the base. Doom guy listens to the sound of war on the radio for hours until there is nothing left but silence. With no way out of the moon and wanting to avenge his friends, Doom guy decides to fight through the complexes of the lunar base.As the last man standing, Doom guy fights the onslaught of evil enemies to prevent them from attacking the world. In the movie "Knee deep in the Dead", the Doom guy fights high-tech military bases, power plants, computer centers and geological anomalies on Phobos. This ends with Doom guy defeating two powerful Hellish Knights guarding the Teleporter to the Deimos base, whereupon he enters the teleporter, leading to Deimos, but is overwhelmed by monsters in a seemingly unwinnable battle on the other side. In "Shores of Hell", Doom guy once again wakes up with only a pistol and fights installations on Deimos similar to those on Phobos, but distorted and distorted from the demon invasion and intertwined with monstrous architecture. After the Titanic defeats the Cyberdemon, the Doom marine crawls to the edge of Deimos, which has been flattened into a pancake shape, only to discover that the vanished Moon is floating above Hell. "Hell" begins after the sailors leave Deimos for the surface of Hell.The Doom marine fights his way through hell and eventually finds and kills the Spider-mastermind who led the invasion of Phobos and Deimos. A secret door back to Earth opens for the hero, which "hell has proven too difficult for him to contain". However, Doom marine is greeted with the terrifying sight of a burning city and the head of a rabbit (named Daisy, Doom marine's pet rabbit in The Ultimate Doom) impaled on a stake, indicating that demons have invaded Earth. In "Thy Flesh Consumed", Doom marine fights demons on earth through various disconnected high-tech bases and satanic temples, but ultimately the forces of Hell are invincible in their invasion of Earth, setting the stage for Doom II: Hell on Earth.The gameplay is as follows.in this game, which consists of 3 parts and 27 parts, you are trying to kill the creatures and finish the part.The music of the game is beautiful.If you are not too obsessed with graphics and you like retro games, this game is for you.My rating for the game: 10/10 (y) Good games to everyone 🙂
I see the influence on the FPS genre and I had a good time, but the puzzle elements of looking for keys got a bit repetitive. Towards the end, they upped the ante by having teleporter mazes and that was less fun. Great weapons, great music, and fun blasting demons away.
First played 2022 (Age 16) 1 Playthrough (I'm too young to die 0, Hurt me Plenty 1, Ultra-Violence 0, Very Nightmare 0) All 4 chapters (Including Ultimate addition chpt) absolute classic shooter, started everything, golden age of FPS games.
Beat the playstation version on psp, Ultra Violence. Unlike the SNES version, this ran very well with only a little slowdown in a couple late Doom 2 levels, which were big, open areas with lots of enemies. It still had a number of flaws related to being on console instead of pc. It was more awkward to move around without a mouse + keyboard, and especially more difficult to run. It was nice that the shoulder buttons bound to strafe also acted as holding the run button, because face buttons are not meant to be held down while pressing other face buttons. I got stuck on stuff a lot, which I do not recall from the pc version. Probably needed some more work on player vector calculations. The turn speed was also a bit too slow, especially for turning around 180 degrees to get at sudden enemies behind. Since the PSP does not have R2 and L2 buttons, I had to flick the analog stick to cycle between weapons. This was awkward and made it even more difficult to swap weapons in combat. I pretty much had to always have the appropriate weapon equipped beforehand; usually the plasma rifle to …
Beat the playstation version on psp, Ultra Violence. Unlike the SNES version, this ran very well with only a little slowdown in a couple late Doom 2 levels, which were big, open areas with lots of enemies. It still had a number of flaws related to being on console instead of pc. It was more awkward to move around without a mouse + keyboard, and especially more difficult to run. It was nice that the shoulder buttons bound to strafe also acted as holding the run button, because face buttons are not meant to be held down while pressing other face buttons. I got stuck on stuff a lot, which I do not recall from the pc version. Probably needed some more work on player vector calculations. The turn speed was also a bit too slow, especially for turning around 180 degrees to get at sudden enemies behind. Since the PSP does not have R2 and L2 buttons, I had to flick the analog stick to cycle between weapons. This was awkward and made it even more difficult to swap weapons in combat. I pretty much had to always have the appropriate weapon equipped beforehand; usually the plasma rifle to deal with sudden tough ambushes. I could not find a way to zoom out and scroll the map, which made it far more annoying to figure out where to go. Looking it up online after beating it and you have to hold X. I also missed quicksaving and noclipping to deal with the annoying platforming, especially those times I fell into a pit with no way out.
The password system sucked but at least it would remember the password for the current level for easy restarting. I even used the password to carry all my stuff from Doom 1 into Doom 2, which was an interesting experience. I was impressed at how Doom 2 enemies were incorporated into the Doom 1 maps, making it a novel experience. There were also subtle changes to the maps, and the dark areas were so dark as to be a legitimate handicap. The darkness combined with the new creepy music gave it a much more Horror vibe, like Doom 3. It was too bad that a few maps were removed, but that was made up for by brand new original maps that I had never played before. A couple were intricate enough for me to look up a walkthrough to find out how to do something; like I missed 1 specific thing and did not feel like combing the entire level to figure out what it was. Challenge level was very good. As usual, Knee Deep in the Dead was the best, and always will be the best. The new enemies made it a bit more challenging, but still a little too easy. The remaining 3 episodes of Doom 1 were a good challenge, but the level got more abstract and annoying as the game progressed. I like the challenge most when I have to ration my supplies; when there is not enough health and ammo to make mistakes and I have to make use of everything the level offers. I dislike when there are cheap ambushes and damaging floors. The Doom 2 levels started off easy but ramped up in challenge, especially the new maps. I found a good amount of secrets but not everything. After the final level, I used passwords to beat the 2 secret levels that I missed.
I usually had the plasma rifle equipped for its high dps to get me out of tight situations. I only used the BFG a few times against the major bosses and huge groups of enemies. Another good thing about having the plasma rifle out was it was only 1 flick of the stick to cycle to the BGF or rocket launcher, which I used for knights, revenants, mancubi, and decent sized groups. The chaingun was my go to sniping weapon for picking off enemies at long range, and I sometimes used it at close range if ammo was plentiful. Its dps was not very good, but the stun factor target made it good for taking out any single enemy. I was never a big fan of the super shotgun, but it was great for hit and run at close range with cover to hide behind. I much preferred the regular shotgun, which was my workhorse weapon. Shotgun ammo was so plentiful that I ended up getting most kills with it; it was great vs zombies and imps, and can take out tougher enemies with some dodging. I used it to snipe too, but it was not as good as the chaingun. There is nothing more satisfying in Doom than blowing away an imp with the shotgun at close range. I used the chainsaw to kill most demons and spectres, trying to single pull them and lure them to chokepoints. It was also good for cacodemons, imps and zombies if I could get them into melee range without getting shot. Not a big fan of using berserk, so I usually saved them for healing rather than offense.
While not as good as the pc version, this was certainly a worthwhile experience.
Didn't find a match but thought it had a very similar sound.
Completed Paranoia (Doom to HL conversion) 2.5/5. It's a lackluster mod that tries to recreate Half-Life in the ZDoom engine. (This is arguably the most well-polished of the four or so i've come across trying to do this)