Mini review: DOOM 64 – After more than 20 years, the forgotten DOOM third installment

    Mini review: DOOM 64 – After more than 20 years, the forgotten DOOM third installment

    Mini review: DOOM 64 – After more than 20 years, the forgotten DOOM third installment

    • Mini review: DOOM 64 – After more than 20 years, the forgotten DOOM third installment
    • Mini review: DOOM 64 – After more than 20 years, the forgotten DOOM third installment
    • Mini review: DOOM 64 – After more than 20 years, the forgotten DOOM third installment
    • Mini review: DOOM 64 – After more than 20 years, the forgotten DOOM third installment
    • Mini review: DOOM 64 – After more than 20 years, the forgotten DOOM third installment
    • Mini review: DOOM 64 – After more than 20 years, the forgotten DOOM third installment
    • Mini review: DOOM 64 – After more than 20 years, the forgotten DOOM third installment
    • Mini review: DOOM 64 – After more than 20 years, the forgotten DOOM third installment

    It's easy to forget that DOOM 64 isn't just a Nintendo 64 port of the original DOOM, but a full-fledged sequel that was developed by Midway Games. It's even easier to forget that this was actually quite an impressive step forward. Although aiming is still archaic – side aiming only – the level design represents a monumental leap forward.




    Gone is the series of seemingly random rooms with items and enemies scattered around for no reason. The complexity of level design in DOOM 64 has increased by leaps and bounds. Even within the first two levels, it becomes apparent that puzzles involving multiple steps are not only doable, but can be easily solved using environmental clues. It's a stark contrast to basically bouncing your head off the wall until you hit the right key in previous DOOM entries, and it shows a clear path for what the series would ultimately become in DOOM Eternal.

    One particularly unique thing about DOOM 64 is the soundtrack. Gone is the hard-edged metal sound. The game has a surprisingly spooky ambient score that accentuates how unnerving the game's environments are. Sure, you might be slaying a variety of demons in hell, but the music is what really sells the title's environments. Another factor in this is the lighting, which has apparently been tweaked for the port, as the use of color and shadow is surprisingly robust for a 20-year-old title. Shooting galleries don't age as well. Enemy spawns seem too plentiful at certain levels, making the shooter feel a little too monotonous. This is especially true on 'The Lost Levels', which are all-new bonus missions meant to connect the 'old' Doom to the 'new' Doom, but end up sitting around too long.


    • Impressive level design
    • new levels
    • Truly creative puzzles
    • The secrets are many
    • Shooting galleries can slide
    • Too long sometimes

    Good 7/10

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