Reviews from

in the past


Mataram a coelha do Doom Guy, agora os demônios estão preso na terra com ele, não o contrário

Very ahead of its time. A true gaming revolution

Level Design and Music is weaker in this sequel, but makes up for it by giving you the holy double barrel, and having your ass barbecued by the skinny Fluck.

The game is over all fun but is hurt by bugs and inacesable areas leaving the player feeling needlessly incomplete. Some levels seemed to be a good idea but on higher difficulties are just anoying sutch as MAP22. Some of the later levels remain difficult but are more rewarding.


just a more confusing version of doom 93. still incredibly fun tho.

Maliciously designed to kill you.
It's banking on you to beat it out of spite. "Oh you just teleported chaingunners behind me after picking up this inconspicuous gun? Well now I'm ready next time, asshole!" It really wants to make you hate these demons with a burning passion. If Doom II was built any easier or laxer then these enemies wouldn't be much of a threat alone, and therefore less memorable. The level design accentuates the demons as scheming yet merciless. This isn't some honorable battle between warriors, this is a hunt for flesh. And there can only be one winner here.

More than many action games is Doom II a test on your memory, reactivity, and resource management. This game is straight up unfair, so you need to keep in mind what gun your currently holding before triggering the trap that killed you earlier. Demons have various levels of health, damage, and mobility; thus misusing and wasting your more powerful weapons will leave you vulnerable for when you really need that rocket launcher or B.F.G. against that Archvile. Sound cues are vital to knowing if a enemy has spotted you, or if a off-screen projectile is flying towards you. The player at least has the newly added super shotgun, though while a extremely powerful gun with good ammo efficiency, can be easy to over rely on. Definitely had times where the intervals between reloading the shotgun got me killed, when I should've attacked more from a distance with the chaingun or stunlocked with the plasma rifle.

But even with the generous usage of quicksaves, this game can get exhausting for a new player. Sometimes you get tired of being made a fool of yourself when the game teleports you into a tiny room with four imps on every side, which then proceed to tear you to shreds. Literally no way to know that was going to happen. The more bullshit people will encounter, the less willing they'll be able to continue with your game. Of course that isn't a universal rule, but there's a fine line between "Fck you, let's try that again!" and "Fck you, I quit!" For better or worse, games just don't do this kind of evil, unscrupulous design anymore.
Like Doom Eternal, I had to take breaks in the middle of levels. But unlike Eternal, it was because I couldn't be bothered at points to drudge through yet another elevator that takes me right into a horde of chaingunners that eat away at my health before I can even see where they are. It's funny how some of the earliest demons, the chaingunners, I find to be more annoying then even the Pain Elementals or Archviles.

Though with that in mind, playing Doom II showed me why this game has remained popular to this day. The enemies with their particular and variable roles, and the weapons with their satisfying designs and function, makes for near-infinite mod level packs with fresh feeling gameplay. Whether you want to have the player cleave through hordes of fodder demons with the B.F.G., or starve them for ammo as they have to whittle down a towering Cyberdemon, modding Doom II levels will live on well-passed any live service game that shuts down (six months after release).

Don't know if I played a good version of Doom II though. I'll be honest when I look up stuff for classic Doom, I get pretty intimidated by the number of ports and re-releases of the game, plus all the hard-core fans mentioning which ports are better then others. I played the standalone release from Steam on my Steam Deck, not sure what people in the community would call that port. I just took the path of least resistance to play the game, so hopefully that version won't make a Doom fan too upset at me. Did come across a few bugs, namely to do with a elevator not triggering and I had to reload my save to get it working again. Also I don't know if this is just a normal Doom thing, but sometimes it can feel pretty stingy when auto-aim will work if you're trying to hit a demon from a large elevation difference. Hard to get into a precise location to hit them when they can attack with their hitscans from wherever they want off-screen. This version of Doom 2 at least had that reticle to light up red if the next shot will hit a target, but it still doesn't change the fact how awkward "aiming" can be in this game.

And lastly, why did 'Into Sandy's City' only play in one level when it's easily the best song in the entire game?

i think this is a hot take but doom ii is my favorite doom game (even above the newer ones), its so fast and frantic and somehow manages to be one of the most replayable games ive ever played

The base game is really bad. If you include fan-made WADs, this game is really good.

It's the same engine as Doom with some sick new additions, like the super shotgun and Archviles. Unfortunately, it's held back by some absolutely atrocious level design. This game's levels feels like some dogshit from an old forum thread. Boy do I love softlocks, enemy spam, dumb gimmicks, stupidly long levels, introducing new enemy types in moronic ways, and camping. After falling in love with the first game, this one felt like a slap in the face.

Despite having a fun new weapon and new enemies, Doom II is unfortunately filled with the worst of what classic Doom has to offer: tedious maze-like levels, unfun traps, and monster closets. The music and atmosphere is an improvement over Doom 1, but I got about halfway through the game before realizing that I've had enough. Hopefully 64 is a breath of fresh air.

The first Doom but with larger and more detailed maps, new and much more harder enemies, some even better music than the first game, and of course double-barreled super shotgun.

Alright fine, I've been won over. This one kicks ass, and yeah, it's better than 1. I think 1 has a simplicity to it that I really love, but god the highs in this are some of the best the FPS genre has to offer. Completely shifts the focus of the first game being tight arcade-y levels with surgical enemy placement to throwing you headfirst into the grinder, whole fields of enemies that are as eager to shred you as you are to them. I wish I could rank this game even higher, because I really do love it and what it stands for, but the low parts in this feel torturous. Nothing in 1 comes close to the pain of trudging through Downtown or The Chasm or Bloodfalls. But, also, nothing in 1 comes close to slaughtering through The Spirit World or Nirvana or The Courtyard or Dead Simple or

You get the point.

feels weird only just beating all the original Doom II levels now, but honestly out of all the official episode releases for both the first and second game, this comes out as one of the weaker experiences.

It still added the extra weapon and monsters that turned the gameplay loop into an arguably perfect experience, and they only took like two years to make it, so it's hard to really complain. I just wish they didn't dump like all of the city levels on Sandy Petersen because they are nottttttttt fun

With the original Doom already coming out as a solid game, they didn't have to do much to improve on the experience! Even with a new, and incredibly satisfying super shotgun, new enemies, and new environments to blast demons around, it mostly maintained the course set by the first entry. Sometimes I like innovation in games, and other times I'm totally good with more of the same. This game handles it appropriately!

what do i do?
6,5/10 - Length
5,0/10 - Enjoyment
9,5/10 - Perfomance/Bugs
6,0/10 - Story/Experience
5,5/10 - Gameplay

Score = 6,5/10

I love it but the game's an asshole all throughout! Still can't get enough of the double barrel shotgun; and circle strafing becomes its own sport in this one.

An interesting spin on the original Doom formula. This game is more unforgiving and in some levels even unfair. It is a lengthy game with weird design choices. The design (for some people) can be frustrating, at some points in the game you can be teleported to a tiny room filled with demons that decrease your hardly found health. Despite this, the game is fun, and the game loop just shouts early FPS level design.
For me, the levels are more fun to explore than the ones in the original Doom. Backtracking is not tedious and in fact, it's challenging, since many enemies may emerge from hidden rooms that are in previously cleared areas. Most levels are well distributed between fierce action and quick exploration. Sometimes you may see very obvious secrets, other times you will be punching or shooting the walls in every level.
Sound design and music are not my cup of tea. However, I understand the hardware it was developed on, and also the influence of metal and 90's rock music. The variety of demons makes this game more dynamic. You are forced to play the game differently compared to the original game.
In the end, this game improves on the formula of the original Doom. This game is proof that a simple game loop is sometimes better than a game with complex mechanics.

Great game, not really a fan of the final boss level.
It's a 10/10 in terms of the plethora amount of community made levels and mods.

Constant asshole level design, game throws so many enemies at you but not enough ammo to kill them all. Doom 1 was way better. Might return if I get the doom itch

Could play this game forever

Esta decente el juego base pero tiene niveles muy malos en algunas partes
Ahora si hablamos de WADS de la comunidad ahi si es otra historia.
Incontables horas me la pase jugando en ZANDRONUM
WADS asi re boludos como CLUSTERFUCK o RUSSIAN OVERKILL. Tambien WADS como EVITERNITY o 2048 Units of /v/

Throughout the 30 years of its entire lifespan, it was always clear why the original Doom was not only a phenomenal game in its own right, but why it is now considered a bona fide classic to this day. There were aspects about it that future games would manage to refine and execute better, but even with that in mind, the game was still fast-paced, action-filled, immensely satisfying, rewarding for those who took the time to really look around for secrets, and it created a type of game that not too many others could properly replicate, in terms of both quality and feel. It also helped that the game was immensely successful, and is now considered to be the father of FPS games to come out from that point onward, so naturally, given the game’s immense success, a sequel was developed right away to continue this game’s legacy and to refine a lot of the elements present within the game. This game would come out not too long after the original, and it would be known as Doom II: Hell on Earth.

Making a sequel to the original Doom and releasing it so soon was kind of a risk for id Software, when you think about it. The original game already had plenty of things that people absolutely loved, and plenty of different reasons to play it over and over again, whether it be through playing through single-player mode to see what secrets you missed, or even through multiplayer mode with your friends. So, how the hell (Ha Haaaaaaaa) were they going to top the original game in such a short time? Well, that, my friends, was simple: by making Doom again, but better. This development choice would pay off for them, not only going on to also sell very well, but it would also receive just as much praise as the original game, if not more. In my opinion, it absolutely deserves that recognition and success it got, because I not only think this game is better than the original Doom in just about every way, but I also consider to be fantastic, providing yet another round of non-stop, blood-pumping action with just enough change to make it wonderful to revisit time and time again.

The story picks up right from where the original game left off, where after defeating the Spider Mastermind from the previous games, Doomguy finds his way back to Earth, where he finds that it has been completely overrun by demons, slaughtering innocent lives and taking over the planet as their own, so naturally, it is up to him to single-handedly take them all down and stop this demonic invasion once and for all, which is a simple enough set-up that both feels satisfactory enough for a natural continuation, while also being just enough to get the player right into the meat of things. The graphics are……. literally the exact same as the previous game, but hey, that’s fine, as the game still looks great either way, the music is also just as wonderful, having plenty more kick-ass tunes to jam out to while shoving the barrel of your gun in some poor demon’s face and blowing it clean off, the control is… also the exact same, so nothing more to touch on there, and the gameplay is very similar to the original game, to the point where you could call it a direct copy with nothing else going on, but there is more to it then you realize.

The game is still a first-person shooter, where you take control of Doomguy once again, go through many different levels, now all bunched together rather then being split up into multiple episodes (which is a better choice, if you ask me), take down any demonic scumbag that stands in your way as you find your way through these facilities and hellish landscapes, gather plenty of different health and ammo pickups, power ups, and additional weapons to make your slaughter all the sweeter, and take on plenty of big and bad forces of hell that will fuck you up if you aren’t ready and quick on your feet. In many ways, it is almost identical to that of the original Doom, which is a good thing, considering that this style of gameplay was already fun enough to begin with, so you can jump in right away and have a blast, but underneath the similar coat of paint, there is a little more going on here.

When I say this game is identical to the original Doom, I mean that in almost every way possible. The graphics, gameplay, general feel, and means of progression are the exact same, which may make you question why this was made as a sequel in the first place, instead of say, an expansion of the previous game. However, when you look deeper into it, you’ll then notice some key differences that make it stand out. If I were to describe the game in one sentence, I would say it is “Doom for Super Players” (but not that kind of super), as while it may be incredibly similar, the gameplay is much faster, more difficult, more reactionary in plenty of scenarios, and all the more invigorating. Even from the first couple of levels, you notice a lot more going on in them then the first batch of levels in the original game, which does make this feel more like a natural progression for the Doom series, for if you have played the original game, you should be experienced enough to handle whatever this game can throw at you.

What also helps with this is that, while most of the game remains relatively the same, there were some key elements that do spice things up. There are new enemies to be found here, each packing their own new means of challenging the player, and not only do they have great designs, but they can be pretty tough to take down if you aren’t careful, forcing you to learn different ways to approach a foe, and thus, improving your skills as a player as a result. In addition, there are new goodies that can be found throughout the levels, such as the Megasphere, which fills up both your health and armor all the way to 200, which is pretty damn helpful, and the Super Shotgun, a new weapon that is pretty much just a better version of the shotgun. That may make you question why they even bothered to make this weapon in the first place, but if you do bother questioning that at all, I will kindly ask you to get the fuck out of here and rethink everything, because the Super Shotgun is AWESOME. Sure, it may use more ammo then its counterpart, but it does more damage, covers a wider range of fire, and can kill multiple targets if used effectively, not only making the original shotgun obsolete in just about every way, but also becoming my new go-to weapon for any situation in this game.

Not only that, but the levels themselves also just FEEL different, still keeping the same general flow of progression familiar for those experienced with the original Doom, while also giving you more to do. You could focus on the goal at hand and just try to find your way to the exit so you can get a move on, but you can also look around in various places that don’t necessarily help you reach the end quicker, but they can reward you handsomely if you go out of your way, encouraging exploration more than ever before. Not to mention, this game still does have plenty of secrets for you to find, and just like with the original game, they can be quite hard to find, so those who enjoy looking for secrets and other means of reaching that glorious 100% mark, Doom II has plenty of that for you in spades.

However, at the end of the day, if you are not a huge fan of what the original Doom gave you, then you definitely won’t be able to get into this title, as it is essentially just Doom 1, but with more stuff. Yeah, it does have new features that can be fun to mess around with, but it has you doing the exact same stuff that you did in the last game with no major changes to be seen, which can definitely turn people away who weren’t able to get into this type of gameplay in the first place. Thankfully though, that is really the only complaint that I can think of for this title, because for those of us who are big fans of this game, it still manages to provide plenty for us to do, see, and kill all the same, and there is nothing more that a Doom Slayer like myself could ask for.

Overall, despite a huge lack of change, Doom II surpasses the original almost flawlessly, and it is a fantastic game as a whole, being even more fun, fast, satisfying, and gruesome as ever, while refining everything about the original game to the point where it could be hard to go back to after this… even though plenty will still go back to it. I highly recommend it for those who were big fans of the original game, as well as those of you who are into classic FPS games in general, because if you somehow haven’t played this game at this point, then… what the HELL are you waiting for?...... alright, you know what, I think that is one too many hell puns for a Doom review. Don’t wanna make reading this feel like you are actually being tortured in Hell, because trust me, there is already plenty about real life that could do that instead.

Game #496

while it is more of the same good ol doom but i do less enjoyed the level designs of doom 2 particularly just right during middle half i don't really enjoy myself playing it even with the new weapons which i do enjoyed quite a bit even some of the music i liked here more than in I but idk i just felt less fun playing this game than I did despite it's simplicity but really addicting and fun gameplay.


Was a tad disappointed with how this was pretty much just "more Doom" with very little to set it apart, but I still had a good time, even if the level design was very hit or miss, especially towards the latter half there were some stinkers

Sequels are often difficult to perfect.

You have an original concept that you've laid the foundation for. This foundation is often original, innovative, and refreshingly new.

When it comes to making a sequel then, constructing a game that lives up to these qualities is an uphill battle. Expectations are now set that were birthed from a new established standard, and those standards not only require to be met, but are expected to surpass them.

In my Crash Bandicoot 3 review, I talked about a specific type of sequel that developers attempt to fulfill this: more is better. On occasion, it is true that more can be better. Systems can be refined, tweaked, expanded upon, bringing about new and exciting ways to approach the original game's foundation.

Doom II does this approach, and it never quite makes the mark of surpassing the original.

Doom's original maps were quick and to the point, driving the combat forward. Ideas would be set up, played with, and onto the next. Every part of the buffalo was used.

Doom II lengthens and expands on these concepts, jam packing them into levels. These levels last up to 5-20 minutes, sometimes even longer if you became lost, compared to Doom's 5-10 minutes.

By the time I reached the middle of Act 3, I was becoming fatigued.

Not to say that the quality of these levels are poor - far from it. These levels bring about interesting ideas that warrant Doom II to exist and become qualified as a great sequel... It's just not as engaging as the first game.

Doom II puts much more emphasis on the setting than the original ever attempted. Doom's slow decline into hell was effective, but would often sacrifice any semblance of tangibility in it's environments in strong favor for tight level design.

Doom II takes Doom's original act progression but diversifies the environments, which in turn ends up constructing a more cohesive feeling. You're still traversing through dark metallic corridors with the occasional flesh walls and demonic infection spreading throughout until finally taking over completely, but they're expanded by including long stretches of terrain, a larger surplus of baddies, and more buildings and structures to enter into.

Because of this, it's easier to set yourself into this world. In the back of my head as I mowed down demons in droves, I reflected on the idea that these structures are of an earth brought into hell, and the effect that the chaos would have over it's populace. There was something more tangible to these areas that felt more lived in as a real place than previously before.

By it's nature of developing a sense of place, this means that level design isn't going to be as fundamentally solid in comparison to the original's. Coupled with the ideals to make a bigger and more expansive sequel, this causes the level design to feel like I'm meandering about, rather than running and gunning down levels.

I would say that despite it all, it's still astonishing for Doom II to accomplish a sense of atmosphere given this is a game released in 1994.

... That is, until I realized that 1994 is the very same year that Super Metroid, Earthbound, System Shock, Donkey Kong Country, and Marathon all released. Some of these games managed to do more with less, some even managed to do more with competing contemporary technology.

Despite that, Doom II mostly surpasses these games in terms of level design even still, (except Super Metroid), which is arguably the more important feat. On the same coin though, it's ultimately more of the same: Doom with extra levels.

For a sequel, you would expect an increase to the weapon sandbox. Doom II only has one new weapon, and that's the Super Shotgun.

And let me tell you, the inclusion of the Super Shotgun is the primary reason why I wanted to play Doom II immediately after it's prequel. It's damage output combined with it's meaty sound effect and animation really makes an impact on you, as well as any demon foolish enough to stand in your way. A gun this good is a worthy justification of a sequel. Sometimes less is more.

That being said, while the weapon pool doesn't need to be expanded further, I do wish there were more mechanics that played into the level design that transformed this formula into something more interesting.

But that's the thing, yeah? Doom II doesn't set out to expand a formula. It's goal is to make more Doom. And as I've learned, Doom is fucking awesome. But while Doom II is still awesome, it's attempt to achieve the "more is better" approach for a sequel just isn't as effective on me.

But that also doesn't mean that Doom II doesn't still fucking rule though.