January 23, 2015

"L" X Doom II





About a year after the release of the original Doom, Id Software followed up with a sequel - Doom II: Hell on Earth.

I managed to watch what’s probably the only commercial made about the game and (in my opinion) I don’t think it did a very good job of promoting the game. It tries to sell the title as a fighting game which it clearly isn’t given the footage that’s shown;  we’ve already had 360 scrolling in the previous game so there was no need to emphasize it here, and a lot of what was shown looked very similar to what was in the original Doom. Then, I played the game and realized just why the commercial was so un-illuminating to me:

Doom II, despite having been labeled as a sequel, plays more like an expansion pack.

Mind you, this isn’t necessarily a bad thing given how much I enjoyed the original Doom because of how refined IT'S gameplay and mechanics were; but that still leaves the question of just how much does this game add to the classic Doom formula and is it worth playing?

**

The plot takes place immediately after the first game, specifically after the expansion. Doomguy has returned to Earth after only to find the planet overrun with the very same hell-fiends that he faced when he was on Mars. Evacuation is halted as the demons have surrounded the starport holding the ships with a force field. The remaining soldiers lead a desperate assault on the starport and the majority of them are killed. Doomguy (being the only survivor of the attack) manages to shut down the force field, allowing what’s left of humanity to evacuate the planet; though where they go afterwards isn’t stated. While quietly waiting for death, Doomguy receives a message from Earth Control locating the source of the demons: another portal to Hell in his hometown. Doomguy fights his way through Hell once again and closes the portal to Earth – leaving Hell in ruins.

**

From a gameplay perspective, Doom II isn’t much different from the first game. Just about everything from the previous game makes a return here along with some new additions:

The Megasphere is the only new special item and is one of the the better ones, maxing out both your health AND armor!

New to the arsenal is the Super Shotgun, acting as an alternative to the regular shotgun. A double-barreled shotgun; it fires two shells at once, forcing a reload after every pull of the trigger. This is my favorite weapon in the game, not just because it’s twice as powerful and has a higher spread as the regular shotgun, but because it also just feels satisfying to use against enemies both old and new. Yeah, the reload animation is slower than the regular shotgun; but the damage output more than makes up for it.

**

The new enemies range from okay to brutal!

The Hell Knights aren’t too bad – smaller and weaker versions of the pink Hell Barons; neither are the Arachnotrons - which are essentially the same thing only with respect to the Masterminds and sporting plasma guns. Even the bloated Mancubi aren’t too difficult to deal with, though their dual flame cannons pack one hell of a punch (Okay, I’m not even going to try to stop anymore)!

It’s the next few that always cause me grief whenever they appear!

Zombie Chaingunners, much like the Arachnotrons, won’t stop firing until you hit them. The difference being that the former uses a hit-scan weapon, so you can’t dodge their shots. They also have disgustingly long range so you may find yourself taking hits and not knowing where the damage is coming from until you notice the flashing at the other side of a map.

Pain Elementals are constructed similarly to Cacodemons only they don’t attack you, instead spawning Lost Souls to do the job for them. They’ll keep spawning these tiny abominations until and even AFTER you kill them!  This makes them very troublesome to even deal with or even hit effectively, especially if there are multiple enemies or Elementals in the general area.

Revenants are tall living skeletons that utilize shoulder-mounted launchers that will most likely home-in on you. Their shots track you to an angering degree and can only be blocked by level architecture or other enemies; they can also punch you if you get close enough. There’s always a sense of dread that occurs whenever I run into these bastards in anything that isn’t a wide-open area because I know that, more often than not, their shots WILL home in on me and I won’t be able to evade them!

…and then there are Arch-Viles - these incredibly fast moving and emaciated demons that can engulf the player in flames via line of sight and can revive any dead enemies, that is, if their mangled corpses are present; though I’m not sure if they can revive any of their own kind. The fact that they can continuously revive everything from a regular zombie to a Revenant is the main reason why I can’t stand these guys! Couple that with the strength and speed attributes that I mentioned earlier and their flames blocking your vision when they appear, preventing you from seeing where you are going, and you have the makings of an incredibly irritating enemy!

The enemies, in-general, also teleport in and out of rooms more often, seemingly at random; though most likely whenever you pick up an item or hit a switch. As a result, you’re WILL find yourself taking a lot of potshots in a number of situations during your first playthrough! Granted, this was also present in the first game, but the degree present here is almost painful!

As you may have guessed at this point; dealing with these new creatures, in addition with the greater emphasis on teleportation, can be extremely frustrating at times; more so on the higher difficulties!

**

The final boss, the Icon of Sin, operates differently from the bosses from the first game; which (to go off on a quick tangent) are far more common than they used to be. The only way to damage it is to hit his exposed brain with rockets (which you have to do five times, by the way, and they can only be rockets). However, in order to reach it you have to flip the switch at the far end of the map to lower an elevator centered in a pool of acid. The platform itself raises past the designated area, meaning that you’ll need to time your shots well or you’ll have to wait for the elevator to lower again.

Aside from requiring a greater degree of timing and strategy than the dynamic duo, what makes this boss so difficult (aside from the lack of free-aim) are the enemies that it spawns during the fight or rather that fact that it’s constantly spawning them throughout the fight. I don’t mean just regular zombies or Imps; I’m talkin’ Cacodemons, Mancubi, and the God-forsaken Revenants! In addition to keeping both your health and ammo in check, you also have to worry about keeping your balance on the elevator because of projectiles that you can’t meaningfully avoid and the knockback that accompanies it. Bear in mind that the arena itself has almost no items to replenish any lost ammo or health so try not to lose too much of either.

**

The level design has become far more spacious and complex, the latter being understandable given that this is supposed to be a follow-up. Though, there are those stages that just feel like the developers just felt like messing around with the mechanics; like a Cyberdemon facing off against a Mastermind or sprinting off of a ledge to cross an acid pool because of a lacking jump mechanic.

It’s also because of the enhanced level design that I found myself getting lost more often. The wider-open areas make the automap less useful, given that it doesn’t show the entire stage even when it’s fully zoomed out. Still, this wasn’t too bad as I was still able to navigate through the level with relative ease thanks to notable landmarks within the level itself; although, the keys and switches on display here took me far longer to hunt down and just as long to find what they affected in the level.

Finally, it’s worth noting that this game supposedly required slightly more powerful hardware due to the more complicated maps and larger amount of enemies. Chances are, if your computer can run the first game (and it was made some time during the new millennium), it should be able to run this one just fine.

**

Different from the first game is the lacking episodic structure. The game is still split into several parts, but progression from one part into another is more streamlined and simple; just level-to-level through the entire game. Luckily, this means that you can keep any previously obtained weapons and permanent upgrades throughout the entire game – just remember to load a previous save file upon death or you’ll have to start from scratch.

This simplification also shortens the number of secret stages available. Whereas the first game sported three (one for each episode and four if you include the expansion) this game only has two which are accessible around the mid-game. The levels themselves act as homages to Wolfenstein 3D, being that they are the first and final levels ripped right out of first episode of that game. The secret stages come equipped with their respective aesthetics and even the SS Guards with their iconic death screams. It’s the equivalent of playing Wolf 3D with Doom’s physics, lighting, items, and control and (in my opinion) offers a much better experience than Wolf 3D as a whole.

In order to access the second “super-secret” level, you have to find the secret exit in the first one; located in the exact spot as the one in Wolf 3D. Oddly enough, it’s the only secret stage to incorporate a music track from the respective game; the first level only plays Doom II’s ending theme. The second secret level itself is pretty disappointing given that it IS built from the boss stage in the first episode of Wolf 3D, with the boss here being a Cyberdemon instead of burly Hans Grosse.

After the boss is another Id easter egg; four Commander Keens being hung by a rope – as if the developers wanted the franchise to die in the most literal way possible. You have to kill all of them to reveal the exit, though having their bodies melt away leaving only their heads in a pool of blood and guts is just visually disturbing; well, more so than usual.

**

The visuals are almost one-to-one identical to those in the first game and this is where I started noticing how gruesome the death animations and sounds were for all of the enemies. This is mostly because of the scene at the end of the game - which is essentially a slideshow of all of the monsters, including your player model, complete with moving and dying animations. Aside from the ‘Keen’ example that I mentioned earlier; there are also things like Chaingunners heads exploding and Mancubi given the same treatment, this time with their backs partially melting off just to let you know how dead they are.

The same critique can apply to the audio and many of the issues that I had with the previous game. The preemptive strike issue that I brought up in the original game is far worse because of the greater emphasis on teleportation and, more often than not, I found myself taking pot shots after teleporting into a certain room – which, needless to say, frustrated the hell out of me on lower levels of health.

There was also one point when I got stuck on the stage 'Dead Simple' because the platform that was supposed to raise after killing all of the enemies didn’t raise at all.

**

Separate from the main game are the Master Levels – a series of about 20 individual stages created by various designers and released a few months after Doom II. As you can no doubt tell by the title, these are significantly more difficult and complex than anything in the base game.  Personally, these were the hardest levels that I’ve ever played so far and there were times that I had to look up a guide simply because I didn’t know where to go; especially in the Teeth and Vesperas stages which I absolutely hated because of the overall layout and the enemy placement.

All of the stages here are meant to replace levels in the base game and you are supposed to load each of them individually – which I found odd, not to mention needlessly convoluted. I never understood why the developers couldn’t either implement the expansion into the main game similar to The Ultimate Doom in the first game or bundle all of the stages for a separate, but still playable, executable file. Thankfully, I managed to find a file that allows me to play the entire expansion in the same manner as the original game.

The only other aspect that I will bring to mention is the starry night skyboxes used for some of the stages which I found to be a pleasant contrast to the usual blood red sky behind a range of mountains or burning buildings.

**

Overall, Doom II is essentially more of the original Doom only with new items, enemies, and more complex level design. It’s far more difficult than the original Doom, especially on the higher difficulties, so keep that in mind those of you who haven’t played the original game.

Unfortunately, it was the last classic Doom title to implement anything new mechanically, every following game made use of the engine and assets used in Doom II. This also holds true in regards to the modding community. There are A LOT of mods for this game; from custom weapons to custom music.

My personal favorite mods out of the bunch are both Brutal Doom and WolfenDoom:

The former, created by Sergeant Mark IV, ramps up the violence to an almost disturbing degree! Enemies and weapons behave differently along with there being more weapons to boot, there are more visual effects like added gore, there are more difficulty levels…honestly; I’d be here all day if I went into detail with everything that this mod offers! The only other notable feature that I will mention is that you can change certain aspects of the mod like disabling reloads.

WolfenDoom by Laz Rojas is, as you may have guessed, is a recreation of Wolfenstein 3D using Doom’s engine. This includes the main game along with the expansion pack, Spear of Destiny alongside IT’S expansion pack, and several custom episodes. To me, this is the definitive way to play Wolf 3D as it offers everything that its successor improved upon while improving the foundations of the core game; just be sure to go with the updated versions as they are more faithful to the original games.

Speaking of which, if you want to run a specific mod(s) then you’re going to have to find a compatible source engine as well as owning a .WAD file of whatever Doom title you wish to run them on. Source engines were basically the community obtaining the Doom source code and tweaking the hell out of it, not only allowing for a more modern, uh…classic Doom experience but also some custom features that really enhance the experience.

I recommend gzDoom as it offers so much customization on just about every aspect of the game and running mods from it is as simple as dragging the files into the executable file.

However, if you’re looking for a bit of fast-paced online action then I would recommend checking out something like Zandronum. In addition to supporting many of the same features and mods as gzDoom, you can also participate in variations of online cooperative and competitive play. Doom and Doom II came equipped with their own multiplayer components at launch, but Zandronum makes accessing it much simpler. All you really need to access it is a server browser, which you can download alongside the engine, and the same mods and add-ons as whoever you are playing with.

**

More than anything else and much like the original Doom, I heavily recommend playing this on the PC. It truly is the best way to experience the game allowing you to fully customize your experience to your liking. All of that said, this was still a great game that reuses many assets from the previous game, but manages them alongside what little it adds to keep the experience fresh and fun to play.