The Plutonia Experiment

The Plutonia Experiment

released on Jul 17, 1996

The Plutonia Experiment

released on Jul 17, 1996

The Plutonia Experiment is one of the two official 32-level Doom II IWADs which make up Final Doom. It was created by brothers Dario and Milo Casali under contract with id Software, and was released alongside its counterpart TNT: Evilution on June 17, 1996.


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better than tnt. in fact, i somewhat enjoyed my time with it until the last 10 levels or so. before then, i was pleasantly surprised that the game seemed to keep in mind pistol starting much more than doom II did. it also was much better about health pickups, something that tnt struggled with a lot for whatever reason. however, the last 10 levels or so just seem like these thrown together long levels without the care put into the earlier ones, both gameplay-wise and visually. i also cant say i loved the difficulty of the earlier levels. i dont save mid-level, so having to do 10 mins of stuff ive already done a million times all over again bc of some stupid trap at the very end is annoying. i wish the levels were a little more bite-sized. i did LOVE hunted though.

What can I say: it's Doom, it's super fun, but... I didn't enjoy the Plutonia Experiment so much as I did with the original Doom. The levels seems too complicated and difficult because the sake of being difficult, and the level design sometimes wasn't so great. But playing Doom is always a pleasure.

Definitely the better half of Final Doom but still not my favorite. While I love how cutthroat and quick to the point it can be; it suffers from some annoying enemy placement that can get repetitive. The last few levels too are a slog. While I can see the appeal, it’s just ok in my book.

Si DOOM 2 fuera buen juego :

These are the best official Doom maps. This thing has a reputation for being "brutally hard" and "trollish" but I see these both as good things. The maps look great, the pranks they play on the player are impish and fun, and the fights are fairly challenging. I never felt like this thing was unfair, it was just lightly toying with me. The designers were having fun playing with me and I was having fun playing their levels.

Comprising of half of what would be known as "Final Doom," "The Plutonia Experiment" was created in 1996 by Dario and Milo Casali (the former being most known for his contributions to Half-Life). Their goal was to make the most challenging Doom wad ever created for Doom veterans who were bored with the base games of Doom and Doom II, and while I do think they succeeded on that front, I still think some of the maps go overboard making it feel impossible at some points. There are some specific maps I would like to talk about.

Most Iconic Map

MAP11: Hunted

The iconic Arch-vile maze accompanied by the endoom "Bunny" music is just quintessential Plutionia. I remember having nightmares of this map after finishing it the first time on just I'm Too Young To Die. Playing it on a higher difficulty this time around, and surprisingly it wasn't that hard. Not as punishing as some other maps that's for sure.

Worst Map

MAP16: The Omen

I was contemplating either putting this or Map 15: The Twilight as the worst map, but the more I think about this one the more it pisses me off. You have to beat it a specific way, or it becomes impossible, making it a really restrictive experience. I'm sorry, I enjoy maps that provide multiple paths for you to choose to beat it and this wasn't cutting it.

Best Map

MAP26: Bunker

One of the more brutal maps of the megawad, but one I grew to appreciate the map design after completing the game. The way the map loops around itself to make it feel more layered is a real nice touch.

While it does seem to fall into the rut that most megawads do of losing steam around the third act, and some of the levels get really frustrating at times, I would really call this a bad wad at all. Some of the levels are really fun and challenging. While I was actively frustrated during playing through the wad, afterwards I could really appreciate what they were going for gameplay and mapwise.