Reviews from

in the past


The first one was better. Still good though, happy 30th, Doom.

I played a month or two ago before I realized I could put a review here. Without over analyzing it this is my experience. The first one was fun, this one I didn't enjoy myself. It reminded me of when I played the last expansion of Wolfenstein 3D I finished it it just felt like a drag. Also I played all the games mentioned in the review back to back.

On one hand I gotta say I'm impressed by Romero's dedication to making maps for Doom 1. The first Doom has a very particular balance to its weapons and monsters and Romero's very good at playing with that balance and making cool levels with it.

On the other hand: holy shit dude we gotta get John on Doom 2 so he can start putting Hell Knights in levels as "big imps" instead of Hell Barons. You fight SO many hell barons in this thing.

More of Sigil I, which is fine by me, throughly enjoyed the levels even though I'm a total scrub...

Pretty much just more Sigil lol, don't really have much to say other then that the level design was good throughout, even if the final level was a bit crap lol


Actual so fun but also immensely challenging which I think might put some people off, but the way that the maps in this are designed are just so tight and also something where it really makes a lot of usage of enemy spam and relative ammo scarcity, but I also love just how inventive this WAD can be without straying too far away from the original DOOM's design. Romero seems to love just getting back to the basics with what he's doing, notably that this is a DOOM WAD and not a DOOMII WAD (so less enemy roster and no super shotgun) but it's also just really nice for what it is. Extra credit would probably go to the way this game handles dark rooms and lighting and what not, reminding me a lot of the jump scares that used to pop up in the original DOOM. Really, DOOM can be quite creepy if you just juxtapose immense challenge and relentlessness with surprises and yeah.

Completed this on Ultra-Violence difficulty like the badass gamer girl that I am!

So Sigil 2 is finally here and after about half my playtime I was going to give it credit for beeing a noticable improvement to the first map pack. Then I suffered through the last 3 levels. Nope this is exacly more of the same Romero bullshit. No design lessons were learned. Random Cyberdemons placed at awful points and monster ambushes that will make pull your hair out are here to stay. Atleast the soundtrack is still good and its free.

This is why I love doom, I can go on on weird tirades about game design, pacing and other nerd emoji stuff, but this is seriously great and anyone should play it.
On ultra-violence if you got the energy to do so.

Very solid and I actually liked it more than the first Sigil because it had less confusing level design and less crushers and darkness. Final encounter is rather annoying though. Looking forward to Hellion.

estou na metade do jogo mas do que eu vi posso dizer que me parece uma boa evolução das partes boas de sigil 1.

Not quite as cool as Sigil 1, but am looking forward to Romero's Doom 2 WAD

Bigger, more ambitious, but ultimately not better than it's predecessor.

In Sigil II's attempt to one-up the previous episode, it introduced more frustration with the excessive enemy counts, cyberdemon spam, and odd monster placement.

I can appreciate the added difficulty, but not when it often feels cheap and overly punishing.

This episode also pushed the roster of demons to it's limit. Never before have I so sorely missed the presence of DOOM II's new monsters.

But it's still DOOM. So it's still fucking awesome.

DOOMATHON entry #2.5/20
List: https://www.backloggd.com/u/Mariofan717/list/doom--quake-campaigns-ranked/

I had heard about the first episode of Sigil all the way back when it released, but I hadn't heard so much as a whisper about its sequel - I just so happened to see it when I checked the list of add-ons in the 2019 source port, and ended up being one of the first people on this site to log it without even intending to.

Despite the lack of fanfare, Sigil 2 is a worthy successor that expands upon its predecessor's ideas and pushes the design philosophies of the original Doom to their absolute limits. There are more environmental puzzles (searching for cracks in the wall where eye switches could be hidden became second nature not even halfway through this episode), more lava floors, more massive environments, and more absurd enemy swarms. Moreso than any of the six episodes I'd played up to this point in the marathon, this feels like a series of puzzle boxes that's trying to kill you, and I can't recommend it enough if that sounds like your idea of a good time. This design philosophy leads to the natural endpoint of a horrendous final battle with two cyberdemons AND a spider mastermind, but it's so in the spirit of classic Doom that I can't be too upset about it.

I personally hope that this is the end for Sigil - I can't really envision the design elements that make it a unique chapter in the franchise being pushed any further without breaking. It's a delicate balancing act that this episode already shouldn't have been able to nail, so I just might be eating my words in 2027.

Sigil II doesn't have quite as much to say as Sigil, but it is still a solid set of Doom levels that do some interesting things.

Romero puts the heavy use of eye switch puzzles from Sigil to the side in favor of level layout and key-based antics. There are quite a few open levels with different legs you can tackle in any order. This gives the overall package a unique feel even if it starts to feel a bit gamey, with each key section in each level having a distinct gimmick. I did have a good time with it though.

A ton of cool enemy usage also typifies these levels. Romero knows these enemies, what they are good at, and how to use them in interesting and surprising ways. Though, there are also quite a few places where things fall back to "here is a room with a bunch of Barons in it" which I never really find to be interesting, even as a surprise attack.

Unfortunately, Sigil II just doesn't do quite as much to impress and surprise me as Sigil does and uses a few too many gimmicks that didn't really work for me. The final level, for example, seems to be impossible without using infighting then just standing and waiting for enemies to kill each other. It is an interesting idea but is boring to actually play.

If you like the first one, this one is worth checking out and continues a fun, fast playthrough.

As someone completely unaware of the broader DOOM scene and that really believed that Sigil was the last Doom related thing I’d play before jumping to the other games in the series, you should have seen my face when I entered the site and saw Sigil II on the Coming Soon section (yes, that really was how I learnt this was a thing). And you know what that means! More DOOM baby! DOOM forever and ever!!! There’s even more to play and I’m bound to play it for eternity! This is my life now!-dear god

To play part of a 30 year-old legacy in the span of 3months was something I certainly wasn’t expecting; 30 years of a game that change everything and beyond, 30 years of DOOM. I don’t want to come across or present myself as someone that knows more that I really do; playing the original game, as well as some official and ‘’official’’ expansions, doesn’t change the fact that I’m incredibly new to the incredibly road that is the encompassing story of DOOM, not only I’ve arrived incredibly late to the party, I also have yet to come close to experimenting a fraction of what other players had played through thanks to this amazing experience.

Still, I know of Doom’s history, I know what it means to so many people and even myself, I know of the impact it had, I know of its creators and of its legacy, one that still breathes to this very day; I’ve went through all of that in all of my past reviews that revolve this not-so-little shooter, and now… I am here. It’s kind of fucking crazy and unexpected to not only not being late to something OG Doom related, but also to be practically in the moment; playing it so close after it came out, and finishing it not-so-long after. The reason why this is almost as big of a deal as the original Sigil is obvious, not only is the final chapter that Romero will make for DOOM, it’s also a more than perfect gift, something to commemorate these 30 years, to celebrate this legacy… but also, something to simply enjoy right here, right now. There will be more Doom in the foreseeable future thanks to the many people who love this game, Sigil II doesn’t really signal the end of an era, rather it’s the perfect showing of how far we’ve come, and how there’s much to be had in the future, and I’ll certainly have my share of Doom after this.

So for now, as many still celebrate and reminisce, I for the first time, am able to enjoy it as it is happening, to talk about it so soon after it released, to give my personal verdict once again, and what I have to say may shock all of you…………….



Yeah extra episode good.

If I summarized the original Sigil as ‘’more Doom’’, then the best way to call Sigil II would be, quite literally, ‘’more Sigil’’. Where Sigil took the original DOOM basis and introduced a ton of spins and surprises and created some unexpected and fascinating lay-outs, Sigil II takes the spins and surprises of its predecessor and says ‘’Sure, fuck it’’ and proceeds to expand in every single aspect imaginable; higher difficulty (even at Hurt me Plenty), more crazy lay-outs, more insane encounters, more rewarding secrets; Sigil II takes into account that you’ve already beaten its previous iteration and it isn’t scared to give you a full arsenal even faster than Sigil did, and if that was already quite the challenge at times, then this is like being thrown the eight circle of hell, Dante and Virgil haven’t seen shit, this were the true pain is at.

Of course all of this sounds good, but it also means that many of the surprises that Sigil carried as a stand alone experience are basically non-existent here; every episode of DOOM felt as if was trying something new, taking a different approach on the ways you can design a series of levels, and Sigil followed suit and felt extremely unique compared to its older episodes while standing tall along side them. I didn’t exaggerate when I said that Sigil II is, quite literally, more Sigil, it truly acts as a sequel to Romero’s first expansion, but at the same time it doesn’t feel like it has enough of a personality to stand on its own merits, at least not as a completely unique episode; it’s not quite ‘’more of the same’’, but it also doesn’t offer anything new or doesn’t put enough of a twist of what was already there to be striking, and most of the maps just don’t feel as special or memorable as they once were, some have extremely cool challenges, like M8’s final boss fight or M5’s claustrophobic encounters with death, but I find difficult to remember that many moments compared to the previous expansion or even base DOOM.

Now, I know all this sounds like I’m saying that Sigil II is lesser than its predecessor, and, in that aspect, it kinda is, but you know, after so much DOOM, for once I can take a less strong identity in favor of… well, everything else. The few moments that I could call frustrating in the original expansion have been eliminated, Sigil II is once again harder than what it came before, but also polished, to the point that most confusing or frustrating stuff is nothing more than a distant memory. There are some parts that in theory should seem poorly executed and even mean, but they are instead fun as hell to overcome, like Romero is pulling pranks and making sure it’s still fun at the same time, and it works REALLY well. The maps are al so freacking fun, demanding sure, and don’t have as much of a personality or aren’t as memorable as previous stuff, and I could even complain about some of them perhaps being a bit too long, but that’s somewhat forgiven when it all is just so tightly designed, so fun to experiment around and try to overcome whatever comes your way. And then there’s M7, which is so good I can’t still quite believe it; every complain I could possibly have is just not present on there, it’s so fun, so tense, so cathartic to traverse its tribulations and mazes and reaching the end, it’s the precise culmination of what both Sigils where striving for, and it alone made me love Sigil II even more, it’s so fucking enjoyable.

Sigil II is fun, it’s still amazing, it’s DOOM in all of its glory. I wished it pushed a bit further, that it tried more new stuff, but for what its worth, some of the maps here are the culmination of everything that Romero was pursuing with its level design, the culmination of one of the possibilities that DOOM can offer, it’s a great expansion and an even better gift, and I’m so glad that I can say I’ve beaten it.
For now, and finally, I’m done with the OG DOOM, but as I said, my journey is not over, nor is everyone else’s; Romero has already confirmed that he’s working on an expansion for Doom II, but before I can even consider waiting for it, I need to finish with Hell on Earth myself first.

Long may live this fantastic game.

And happy 30th anniversary!

Didn't love it quite as much as the first, but part of that is probably more that the novelty's passed. Sigil 1 introduced a whole new mood, aesthetic, and gimmicks for Doom—it's often pitch black with enemies only visible by their silhouettes, it's hellish and dark and tricky in ways only a WAD released 30 years later can be, it's got those eye switch puzzles.

Sigil 2 refines the same ideas, but none of it's really new this time. Just a master going back to a design he created and refining it further. Another entry in the Sigil episode, really. And, like the first, a must play for the Doomheads out there.

Happy 30th Anniversary, fellow Doomers!

Yes, This is more of Sigil(Ambushes, Crushers, Narrow paths, Mazes) But with big scale arenas. A bit dissapointed, Sigil2 still sticks to Doom1. No hell knight, no Arch-vile, no Mancubus. Of course, no Super Shotgun. Small amounts of Doom2 assets would be better.

In short span of a few years I have became a huge fan of this incredible series and one of the forefathers of the FPS genre and Sigil II was a fun ride to remind me why I keep coming back for more!

Definitely an upgrade from the original from the first one and the level and puzzle design is way better this time around. Every level has its own cool design and different gimmicks, but also delivers a hefty challenge to veterans and tests the mettle of newer players and pushes them to the limits. I loved the music, but I wish there was more variety then hearing that one good song of 80% of the levels. A good bit of Barons, but way more Cacodemons meatballs in this Spaghetti dish of DOOM! Impressive...very nice!

Happy 30th birthday to the best, and most influential, game of all time. Doom. As such, I thought I would play through this newly released expansion by one of the creators of Doom, John Romero, and give my thoughts.

A sequel of the 2019 expansion "Sigil," "Sigil II" is a harder, more brutal sequel that offers great challenges. It uses the mechanics introduced in the original to great effect, sometimes hiding secrets and at other times opening locked doors.

Most maps in this set are exceptional, showing why his maps were the best in the original Doom games. The only map I had a problem with was E6M7, "Descent Into Terror." The only problem I had with it was the ending section. It wasn't made obvious to shoot the 4 stone face textures to open the exit.

Overall, I had a great time with this, and is an excellent way to celebrate Doom's 30th! I really hope John Romero makes more of these, because I always have fun with his maps.

Harder than the first SIGIL on UV. Probably won't pistol start each level for this for awhile. Fun levels, some of Romeros classic bullshit death traps but overall pretty good. Happy 30th DOOM