Reviews from

in the past


Nightdive comes to the rescue again and saves another gem from the pit of obscurity, all the while addressing all the pertinent issues that held the original release back.

Eu senti falta da OST mais rock dos antigos DOOM, mas entendo que quiseram fazer algo mais atmosférico. Mesmo assim, bonzão.

This review contains spoilers

So I'm not the biggest DOOM fan out there, but I do really enjoy what I've played of the series. Never beat DOOM (1993) and DOOM 2, but I highly respect them and have played through most of the levels in those games. I find the core formula a lot of fun, but certain annoying parts of DOOM 2 and DOOM (1993) prevented me from taking the time to beat them. DOOM 64 is one game I have been curious about for a while, so over the past few days I went ahead and actually beat it. I have been playing through the whole series after finishing DOOM (2016) a while back before I had a Backloggd account, but now 64 is the only classic DOOM I have actually beat. I may revisit the other two to finally finish them, but I imagine I will not review them here when I do since I feel like I would have nothing of real interest to say about them.

When I was playing through this game, one of the first things I noticed was that the tone is quite different from DOOM and DOOM 2. Visually, it carries a lot of that similar energy to the original duology, with the sprites having been recreated to fit the N64 while still being very faithful to the original designs. I really enjoy how everything looks, it feels like a natural evolution aside from how ludicrously dark it can get (good thing this version of the game has a brightness scroller). However, this time around, the atmosphere feels more horror focused. Not to imply DOOM (1993) and DOOM 2 didn't have horror elements, of course, but 64 seems to lean in a lot more on those elements with specific parts of the game, mainly the music. DOOM and DOOM 2 had a wide variety of music with a good variety of feelings they're meant to convey, from the catchy metal tunes of "At Doom's Gate" (E1M1) and "Kitchen Ace & Takin' Names" (E1M4), the almost orchestral sound of "Suspense" (E1M5), the atmospheric electronic vibe of "Demons on the Prey" (E1M7) and "Dark Halls" (E1M3), the masterful combination of hopelessness and disappointment found in "Sign of Evil" (ending theme of E1)...all of those were purely in the first episode of the first DOOM, its not even counting the more strange music DOOM 2 had in store, like the almost groovy sound of "The Healer Stalks" and the borderline silly vibe of "Between Levels". 64's music is overwhelmingly focused on a dark ambience intended to carry a persistent feeling of dread, with every single song in the OST being designed to carry this feeling. Spooky low-tone instruments playing in the background and a whole lot of distracting sound effects are what you'll hear if you have the music turned on in your playthrough. I respect that this game wanted to do something different, but I can't help but feel the soundtrack sucks away the personality this one could have had if it just kept doing what DOOM and DOOM 2 were already doing so well. Honestly a lot of it just blends in with each other.

The gameplay of DOOM 64 is pretty much the same as its predecessors. You don't need to reinvent the wheel when DOOM was the game that popularized the genre to begin with, so I got no complaints about that. All the same weapons from DOOM and DOOM 2 return: Pistol, Shotgun, Chainsaw, Super Shotgun, Chaingun, Plasma Gun, Rocket Launcher, and the always iconic BFG9000. This game does introduce one new weapon, though, and that's the Unmaker. Amusingly, the Unmaker didn't get an actual name until Eternal. When you get it in DOOM 64, you get some flavor text that reads: "What the !@#%* is this!" The Unmaker makes for a cool addition to the classic DOOM arsenal, but I didn't really use it a ton. One interesting thing about it is that it can actually be upgraded to be stronger. As far as core level design goes, it does feel like more of the same classic DOOM stuff with big rooms and exploration to do. I did notice some differences, though. For some reason this game absolutely loves Hell Knights and Barons of Hell, it throws them at you all the time and its a bit odd since I remember them not being all that common in DOOM's episodes (aside from Thy Flesh Consumed which I never beat) and most of what I played of DOOM 2 (never beat that game either tbh). I guess it's to make up for the game lacking three of the enemies from DOOM and DOOM 2: the Archvile, Chaingunner, and Revenant. Also, some enemies seem to be a bit stronger here than they were in the classic DOOM games. Biggest example is the Lost Souls, which were more of a minor annoyance before but are an absolute pain in the ass here. I could just be seeing differences where there are none but I do know that Lost Souls are much more irritating in DOOM 64. The change makes Pain Elementals one of the most annoying DOOM enemies I've ever encountered, and fighting a room full of them is a nightmare. This game does have one new regular enemy and a new boss. The Nightmare Imp is just an indigo imp visually but it attacks faster and runs quicker, and the Mother Demon is the final boss of the game. There's nothing really nightmarish about the Nightmare Imp and the Mother Demon is a tough boss fight. Another thing I noticed that's different here is that DOOM 64 is quite fond of just spawning enemies in once you interact with something, which can be irritating. They fade into the world out of nowhere. If you don't know where and when they spawn ahead of time, you can easily accidentally end up in arm's distance of a demon or just get destroyed. On the plus side, I noticed I actually used the Chainsaw this time around. I hardly ever used it in the first two games, but here it was a great tool for taking out Mancubus so long as there aren't too many ranged enemies around for you to mow 'em down. That's still a pretty niche use case, though. Unfortunately other enemies with a melee attack make it very tricky to use the Chainsaw without getting smacked for a chunk of your health in return. It's possible to kill plenty of stuff with the chainsaw, especially since it seems to have been given a damage boost, but its too difficult to be worth doing over just blasting demons unless you're out of ammo. Also, another quirk about the game is that sometimes enemies can just shoot you through the walls, which I noticed mostly in a specific segment of Spawned Fear (Map 18). Not a big deal, but its weird. You know what is a big deal? That final level. Apparently the only way to make it not insanely hard is to find all the secret levels, since you need keys from those levels to be able to shut down the portals. The secret levels are also the only way you can upgrade your Unmaker, which helps a lot in the fight. Honestly, that's just not fair to players like me that don't want to go out of their way to search every nook and cranny of a level and I've never had to find secrets in an FPS to make the levels not torture to play through, but hey it is still possible without the keys. I actually didn't die quite as much as I thought I would but it still sucked. I felt no guilt taking advantage of an exploit on Mother Demon because that fight is so dumb.

Overall, I feel like DOOM 64 is just "more DOOM", but the core formula of the series is so good that I see no real issue in that. I have a bunch of nitpicks about this game - nearly all of which I already mentioned here - and only a few genuine problems with it, but I feel it is great nonetheless and I did have fun with it. DOOM 64 gets a rock solid four stars from me.


It's a pretty good game. Minus Map 21, 23, and 28. Final boss was ass until I chessed it.

Good game but it gets annoying sometimes and the way they did the final boss was a little dumb

Completed 100% on nightmare difficulty including bonus stages

Fun well made game with plenty of challenge. Good oldschool game.

Doom 64, while not an id production, improves upon the lighting and atmospheric elements of Doom for the PlayStation by building its own collection of unique levels which feel as enjoyable as mainline entries in the series, even if they can feel somewhat lesser to Doom and Doom II. Aubrey Hodges score especially lends this more "horror" leaning work into a fascinating 3D world of sci-fi and hellbound combat arenas often calling back to those created by id's level designers. Some of the enemy designs are great (Pain Elementals, Pinkies, and Cacodemons); some are not (Zombies, Imps, Spectres); but the overall design for a Nintendo 64 game (and the remaster which adds 8 more levels, unnecessary but enjoyable nonetheless) is more often than not impressive in comparison to other N64 games. Doom 64 may have been forgotten by time, so it's inspiring to see its resurgence with Doom Eternal to an essential game in the series—far more essential than fucking Final Doom.

Enjoyable experience that scratches that retro FPS itch. Different enough from the first two Doom games that it is worth a play. When you consider the limitations the N64 had Doom 64 really continues the tradition of Doom games pushing the boundaries for what is possible. The level design towards the later levels gets incredibly clever and gives Doom 64 its own personality.

Not quite as good as the first 2 DOOM games, but I still had a good time with DOOM 64

Gostei, mas é sem dúvida mais fraco dos 3 primeiros, menos empolgante e com um ritmo ritmo lento, a trilha sonora faz falta e o tom mais melancólico e pesado não casa com o gameplay frenético,level designe continua fino,só o boss final que é ridículo.

08/10

The REAL Doom 3, don't ignore this one if you like 1 and 2

The best classic Doom game. Really improves upon the level design of the old games, but asks a lot of the player puzzle-wise compared to the original 2 games. Despite a few hard to figure out problems, the effect of the puzzles on the level designs feels fantastic and the game is a joy to play. Some of the best levels in the whole series are here.

Highly recommend for fans of the original Doom duology, it's a mostly great campaign, with only some really strange level decisions like traps which you'll inevitably fall into, forcing you to restart the entire level, but it's not much of an issue since the levels are designed well enough to where you can comfortably get back to your point with enough weapons to continue forward. The other issue is how dark the levels are, you'll really have to almost max out the brightness setting just to see well. The more horror oriented aesthetic of the game is also great, especially all the redesigns for your weapons and the enemies.

One big problem I have with the game is how the music is mind numbing ambient noise, it almost made me get a headache, just turn that shit off and play some real music in it's place

Uma pérola esquecida.

Cara, eu jurava que Doom 64 era só um spinn-off besta e afins, mas acredite, o jogo é MUITO MUITO melhor do que eu achei que fosse.

Claro, ele tem alguns defeitos como o level desing ridículo dele e tudo mais, só que ainda assim é um jogo bom véi. Inclusive, se tornou um dos meus Doom's favoritos, sem sombra de dúvidas.

This game is a tedious slog to get through but thank god for passwords so I could 100% it and never play it again lol (After beating the game ofc)

Best classic DOOM for me, the atmosphere absolutely drips with dread and I think the level selection is much more consistently solid than DOOM II while having a wayyyy more varied roster than the original DOOM. Soundtrack is also fantastically foreboding, though I do wish it had at least a couple of rock tracks just for the variety.

I should probably get the demon keys when I eventually replay though because fuck the final boss lmfao

Gonna be honest kinda underwhelmed by this. It is more classic Doom and if you like classic Doom you will like this game. Period. This is also unfortunately it's biggest fault as it just feels like a darker and browner retread of classic Doom; a sort of flux state between Doom 2 and Doom 3. That being said there's a biting late 90s edge to this one that a lot of the M rated N64 games had that I can one hundred percent get behind. The game also oozes atmosphere easily one of the moodiest games of that era and the weird ambient score ocasionally broken up by weird distorted sounds of people screaming and moaning or babies crying just adds to that. I just wish the game itself was as fun to play as the other Doom games...

I don't think there's any inherently bad Doom game and this is definitely not a bad game, but this is for sure probably the weakest Doom for me now. Maybe if I give it another shot down the line, but if we're talking about N64 FPS's I'd rather be playing the first two Turok games. Also, fuck the Lost Souls in this one whoever programmed most encounters with them to spawn above AND behind you deserves to get kicked in the nuts.

just like any of the other classic doom titles, its fun until ur stuck and dont know where to go.

Honestly one of the best games in the Doom franchise. The level design is great and the enemies are the same as Doom 2, except for a new type of imp and the final boss. The arch-viles and chaingunners from Doom 2 are thankfully absent from this game as well. I especially like the secrets in this game, shooting switches and figuring out how to get the demon artifacts was fun. All the weapons are the same as the Doom 2 ones except for the Unmaker which is a cool addition if you can get the demon artifacts to power it up, without those upgrades it kind of sucks though. The music focuses much more on the horror atmosphere, so there aren't any metal tracks sadly, but the music does do a good job at creating a spooky ambience to everything. It's really evident how much more advanced the scripting is in this game's levels compared to the first 2 Doom games, which makes for some really cool moments. Enemies also usually spawn in instead of already being placed in the map, which makes the game feel a lot more tense as you can't be sure if any enemies will spawn in areas you have already been in. I really liked playing this game on the highest difficulty, it made for a good challenge but wasn't too difficult overall, it was especially great when playing through the lost levels, which you unlock after beating the main game. It was also pretty fun to go for all the achievements, they added a little bit more to the game in my opinion. Overall, this game definitely stacks up to the Doom franchise's other games and makes for a really solid entry.

DOOM 64 is often forgotten as the bridge that closes the tonal gap between DOOM II and DOOM 3, as well as the bridge that closes the narrative gap between classic DOOM and the DOOM series as of 2016. I can’t blame people for forgetting it though, the decision alone to put the next mainline DOOM game onto the N64 was an odd one, firstly because of the limitations that going from PC to console brings and secondly because of the family friendly image that Nintendo has always stuck by. Despite that, the game is now accessible on modern consoles, and I knew I couldn’t miss out on it.

Initially, the game’s claymation style enemies drew me in, and I was excited to see new animations for both the enemies and the guns. Playing classic DOOM with a new art style sounded pretty cool, and well, going in as blind as possible, I was both surprised and disappointed by the game’s new aesthetic approach. The animations I looked forward to were pretty bare bones. There’s no reload animation for the super shotgun, no animation for when you stop firing the plasma rifle, and nothing that made the guns feel dynamic in the original two games. As for the enemies, the models that do exist look awesome, but a few enemies like the Arch-vile and the Heavy Weapon Dude have been taken out despite them adding an extra sense of dread and challenge to the game. I don’t think it’s a complete negative though, the games slower pace possibly doesn’t allow for something as challenging as the Arch-vile to be carried over, so I can forgive it for that.

To be completely honest, I didn’t enjoy the first half of the game. The levels were too slow and atmospheric for a chaos filled series usually inspired by metal music. On top of that the overuse of the Hell Knights and the Baron’s of Hell, combined with a limited weapon arsenal early on meant that the combat scenarios consisted of standing in a narrow hallway moving side to side to chip away at bullet sponge enemies. It wasn’t engaging, and the game’s narrow level design felt repetitive and frustrating.

Luckily, when the Unmaker is introduced and you have access to every weapon, the game really picks up. The decision to have the Plasma Rifle, the BFG9000 and the Unmaker all use energy ammo was a good choice, and didn’t make the player feel too overpowered as each weapon worked for different combat scenarios. The return of the Arachnotrons also brought an engagement that I had missed during the early game, with the slow pace and new found freedom of choice leading the player to think strategically, choosing which enemies to take out first to make certain combat scenarios easier. I was even more surprised by the final mission, which assaults you with a rush of challenging enemies only to top it off with a brand new, and frankly great final boss. So far it’s the best final mission in the series, leaving a good taste in my mouth and impacting me positively.

I decided then, that since there weren’t many trophies for the game, I’d 100% it, and surprisingly it was a ton of fun. The Lost Levels were incredibly engaging and felt like the best parts of the game combined into a smaller campaign that lead to DOOM (2016), and the secret level “Hectic” provided a trap filled puzzle that felt satisfying to beat, both because of the immense difficulty and the reward you’re given as a result of it. That combined with it being accessible from the first level felt respectful of the player, instead of punishing them for no reason with difficulty, looking at you E4.

I hated DOOM 64 at first, but as I stuck with it it really started to open up, both in level design and player freedom. Unfortunately, I cant help but imagine what the game would’ve been like if it was made for the PC, but what they were able to make with the console’s setbacks isn’t bad at all. I’m glad that Bethesda also cared enough to port it to newer consoles, as many publishers really don’t care enough about their older games.

I feel like the classic DOOM formula was basically "if you've played one, you've played them all.” DOOM 64 fell perfectly into that trap for me; while playing, I couldn't help but feel like my mind was on repeat with moments from DOOM and DOOM II. It's not terrible, but I can definitely say I'm glad I got it as a free download with DOOM Eternal.

BRONZE PLUS MEDAL (present)
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5 star - diamond medal

4.5 star - platinum medal

4 star - gold medal

3.5 star - silver medal+

3 star - silver medal

2.5 star - bronze medal+

2 star - bronze medal

1.5 star - respect medal+

1 star - respect medal

0.5 star - broken medal


One of the best in the classic trilogy off of pure level design alone. The style is unique and colorful, the Unmaker in an iconic addition to the roster, and the whole game's just got that classic Midway flare. The lack of Revenants and Archviles do lead to a greater use of Hell Knights and Arachnotrons, but the placement is smart. A classic...just don't play it on original hardware.

better game than doom 93' and 2

The most fun I had with classic Doom. Every level feels like it was designed to be played with pistol starts if needed.