Is Doom 64 truly 'the real Doom 3'? I mean, maybe. It's a different Doom, but still Doom as far as I'm concerned.

The map designs and frequency of key/switch based objectives therein make me think of Metroid progression. These levels are slower, with little to no flexibility with which to take varying routes through. They don't feel as much like they invite speedrunning like the DOS classics.

Combat is still unmistakably Doom, if way too reliant this time on Hell Knights. Variety is the spice of life in Doom combat scenarios, and this game would've done well to remember that more often. I don't mourn for the loss of the Chaingunner or Arch-vile though lmao. Lost Souls were remarkably annoying here, somehow even more so than in either of the originals (perhaps to make up for the enemy types that didn't make the cut.)

I suppose the history of arguing whether or not Doom was intended to evoke fright and horror alongside a heavy metal power fantasy is rich enough that you can come to your own conclusions regarding the aesthetic change for this game. You might vibe with it, you might not. If you'd prefer a more consistent experience to the original forms of the first two games, 'Doom 64 For Doom II' is a mod that may be worth looking into.

What remains unique to this game though is secret levels serving real function beyond novelty. Eternal's Slayer Gates and the Unmaykr as the reward for their completion aren't subtle about being inspired by this game--and frankly don't live up to the legend either. The original Unmaker, especially when buffed by Demon Keys, is ridiculous, and makes a complete joke out of the final boss when all 3 keys are gathered. (The Demon Keys themselves also deactivate the demon spawners in the arena btw, isolating the boss for its absolute destruction even further. It's absurd.)

If nothing else, Doom 64 is definitely interesting and different, and worth giving a go for that reason alone. And who knows, maybe you'll even come away thinking of it as the real Doom 3. I'd say it earns it, all things considered.

2016

It's good. Some areas are a bit dark and hard to see in, readability is mostly all right otherwise. Soundtrack is goated. I feel Doom 1 is more 'required reading' and Eternal is just so much more kinetic and fun, but this game is plenty of fun and a worthy and successful revitalization of Doom.

The foundation of classic Doom is solid, that remains a fact. I'm glad to have beaten Doom II... so that I no longer have to.

Being nice to this game because it introduces the super shotgun and some mainstay monsters feels like an act of blind devotion to me--those additions to Doom's iconography, immortal though they may be, cannot distract me from the fact that the fun was gradually being sucked out of the experience more and more by the level design as the game continued. They aren't ALL stinkers, but I won't be revisiting for full runs for a while on account of the ones that are. Momentum in Doom 1 is never halted like it is numerous times in the back half of Doom 2.

Doubt I have much to offer that hasn't been said already (10/10, most fun game in ages, yadda yadda,) so I'll just ask why the 'classic green' color swap is a Master Level Classic Mode reward. I went through the most intense and insane thing I've ever experienced in my life just to touch up some colors a bit to my liking. I mean, it was worth it, I just wanna know why.

1996

Ah yes, the real Doom II.

Energetic classic FPS action with a horror edge and a love for sick tunes, everything id Software did best. Big step back up from Doom II in my opinion--the levels here are more fun to navigate, the enemy pool isn't so expansive as to be so much to juggle, and restarting levels with everything I had going into them is far less frustrating than pistol-starting. Episode 3 of Quake is probably my favorite of the game's levels.

Interesting to realize just how much the reboot era of Doom takes after Quake--the Quad Damage power-up, arenas and progression accounting for verticality and movement, Eternal forgoing the pistol entirely like this game does, etc. Were the names and aesthetics of those newer games different, they might've passed for new Quake games instead.

Took a little bit for the game to click but once it did, it was satisfyingly fun. Easy recommendation. Shoutouts to the final boss having a name I don't feel comfortable saying (Thanks, Lovecraft.)

Accidentally activated a turret, it shot my friend dead while I booked it around a corner, where I realized too late why exactly the dark abyss I was staring at had eyes.

If I had a nickel for every popular multiplayer spaceman indie game with doing tasks under threat-of-death stakes, this nickel would be noticeably funnier than that other one.

Anyone know how to make Mike Ehrmantraut?

Dumb of Nintendo to deliberately turn this game into a scarce one. Feel however you want about the limited extent to which they updated the games, you can't deny that people would still be buying this on the eShop if they could.
Anyway, a resolution-bumped and less forcibly motion-based Mario Galaxy 1 alone is worth $60, of course I think a package of that included with 64 and, sigh, Sunshine too I guess, is worth the price.

It's neat, and more fun with friends. But you knew that already.
The REAL kicker is that they put Undertale and NecroDancer cosmetics in it so of COURSE I have to grind it out now.

[Played through the Master Collection version, where I was able to get used to control quirks and beat it just fine]

Solid (haha) third place for best game of '98. Ocarina of Time and Half-Life were that year too, you understand. Great game and story that feels badass to experience, but the backtracking can really make you feel that it's got a little padding.

The CS gameplay loop is one I love and respect, and I like the adjustments CS2 makes to it, but solo queuing more often than not will put you in a team with the most insufferable human beings you've ever met in your life. Grab a team of friends on your wavelength when you play this.

Finished a Pro difficulty run. Not worth the struggle just for a cheevo. Still one of the GOATs regardless. HD Project mod rules. Edit: Have now also beaten Seperate Ways, 100%ing my Steam cheevos.

2010

Very interesting puzzle-platformer with a deliberate lack of answers for any questions of narrative and gameplay alike. I liked it but it didn't stick with me now the way it might've if I played it as a kid. It doesn't overstay its welcome, if that helps to know about it.

I'm still not fond of the ways the eSports angle and cosmetics market have affected modern CS, but I have to admit something. The Follow Crosshair setting makes the game wayyyy more bearable for me.

I'm about to get seriously addicted to CS again, and that's gonna carry me through the wait for some of October's new releases.

I kinda wish in retrospect that a game like this waited until there was more to its source material so that it could be more all-encompassing (see also: Lego Avengers), but it's a neat installment as is. Most meaningful application minikits have had, ever. 100% reward is, uh, kinda cool? Not like you can get much use out of it at that point though...