Friday, March 20, 2020

Doom 64


Twenty-three years later on personal computer appeared Nintendo 64’s exclusive Doom 64, which would be obsolete if had release then in 1997 against great advanced shooters Shadow Warrior, Blood and Quake II and would lost to previous year Quake and Duke Nukem 3D, but a game gets another look in today arrival in digital stores.

Nightdive Studios ported Doom 64 for personal computer with modern adaptation in control (just not enough buttons F5 and F9 for total comfort.) and created six needless episodes. The game was published by Bethesda Softworks, which belongs to Zenimax Media, who holds rights, when ID Software, the studio created Doom, presented in current staff. No mention to Midway Games in introduction screen and in long credits, which is impossible to roll in manual. In hundreds names willn’t find Doom 64 creators and mostly from original team of ID Software. Bethesda earned a new amoral definition – disregard behavior and no esteem to true developers.

I willn’t review fan episodes by Nightdive and take observe on initial content. Doom 64 developed on same id Tech 1 by Midway under supervising of ID Software is firmly follows to original games and counts as continuation, but the story rarely for take a serious attention as it was then. Add-on for first-person shooter in 90s usually was developing hired a secondary studio team what doesn’t relates to artistic Midway. In quality of directing and level design of Doom 64 I saw excellence of fantasy, where supremacy on original games in absence of boredom in key searching, but gameplay is faulty in not to be a tiresome. I never had hype to Doom, but good to the first game. Walkthrough of Doom 64 I made vigor by listening “Acoustica” of Scorpions on backstage. Killing of Cyberdemon under Still Loving You is more prefer. The game mostly deaf and haven’t meaningful melodies except grunting death sounds of demon was reminding a snoring of my cat.
In Doom 64 I saw what I never like in 90s shooters – appearances of bosses as average enemies, what demolish their uniqueness. I was surprised in duo quantity of Barons of Hell with which I had a heat confrontation. I was hiding in huge square columns from merciless rockets and look out for shoot to Cyberdemon. Shots from BFG-9000 finally finished unstoppable Spiderdemon. Frequently meeting all of them in Doom II was a killer of charm and would made gameplay more suffering if I put a goal to destroy everybody. Doom 64 still was displeasuring me in more easily terminate them as minions, which became annihilation and level rising makes worst due to quantity expand. To another dislike is about one moment in the stage. In one level you must get in trap for further walkthrough, where will catch arrows in awaiting of release. I have little pretenses in logic of riddles, where in few of them depends on hero’s movement. He runs effective in left and right sides, when gets slowly in straight. Some obstacle can cross in speeding up, which not always can be successful.
One weapon and one monster are all from unique in rich in design and paints the game: non-special, but effective, a laser weapon and final Doom 64’s boss. I can’t count as new a monster, who has another skin color and throws plasmaballs instead fireballs.

Doom 64 doesn’t needs to be on PC. This is another additional level pack, which one more time reminds on games in past.

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