It's somehow both short and way too slow. There's not much really here, and with how the advanced maps and challenges are treated, it feels like the story mode is a bit too basic. I played the second game somehow a long time ago, so I might just be misremembering the differences between the games, but I don't remember this feeling there. I'm still glad I finally played it, and it was practically free, so I can't complain too much. 

This short, little, fun one makes me wish it had another boss. You can do the four runs and then go for ranks, but it is pretty lenient, so you're probably already done with them.

Some of the levels go on for a bit too long, but I still liked the theme of most of them.

I figured the three episodes would just be shovelware, but they were surprisingly decent. They don't include any real distinct locations, even though I enjoyed myself for a couple of hours.

Another episode full of memorable real-world locations with solid level design, the best part of Duke Nukem. The new alien enemy was a perfect addition. Rush down with a good amount of health, is immune to the shrinker, has a projectile that shrinks you to try to step on you and a melee attack, freezethrower works well, and is used a good amount of times. Pigtank was pretty good too, even if it feels a bit awkward to get to its back. There's also a new fun, silly weapon that's perfect for this kind of game. They even made the boss (not just a copy of a previous episode) better this time, and the map isn't over in 10 seconds, though it is a bit worse than the rest of the episode.

It's easily one of my favourite FPS expansions, just behind Plutonia.

The few boring space levels drag this down... These real world levels (E1 and E3) are amazing and make Doom cities look like caveman drawings. There is a nice assortment of weapons, but it is a bit awkward to hit binds past 8 for them. I wasn't sure what best to bind them to, so I just left it. Bosses are a letdown, and the normal enemies were alright. I cannot stress enough how much I loved the level design. There are lots of situations where you blow up walls, floors, and ceilings to get to new or secret areas. Entering a newly broken area and it being too dark to see, equipping the goggles to make out the shape of enemies? Probably one of my favourite things when exploring these levels. A few of these secret levels are really creative with how you traverse them. I think the only thing to criticize about levels is how they let you keep the jetpack. You can skip so much in some of them with a previous jetpack when you're meant to be jumping up and across buildings.

It's definitely a different kind of gameplay vibe compared to Doom, though I can't help but realize it's hard to stack up to the Doom II enemy roster either way.

Could you imagine putting George Zimmerman trial references all over a game now...

I'm not sure why people still call this a doom clone when it has boring enemies and the back half forces you to slow down a lot (I love mines). There's lots of other little things that differentiate it, like various items that rely on a gauge, mission-based levels with briefings, exiting missions when the mission is complete with the main menu, a lot more effort into a story and cutscenes, a lives system, pretty different weapons, and more things I'm probably forgetting. 

It was alright for a few hours, and I really liked some of the levels. I should just stop trying to play Star Wars games when I don't care to watch anything about them.

It's really more of the same, and I can pretty much say the exact same thing from this review. At least here they insert different enemies all over, and there's even a funny ice level full of these ice guys without anything else. Also like the heretic expansion, the final boss level is awful again. 

This is the story and it ends with you blowing up Microsoft.

I only played the fighter fwiw but did see cleric had a worse melee wep and mage was range. They really didn't need to add respawning enemies here, especially with how bad all the combat is. The only worthwhile encounter was the finale, but you could just spam items or ignore them, so it doesn't really count. Honestly, the game would be much better if they just removed the combat entirely. You get given way too many resources, and most enemies don't pose a threat while you can 3 shot any of them with even your weakest weapon. I was maxed on everything halfway through the first hub and would just enter new areas with 20 flasks and 200 mana things to pick up while only using a handful of them the entire hub. Speaking of weapons, there's really only your default weapon, two additional ones, and then a secret one you assemble over the course of the game, which was a bit disappointing. I imagine each class will have four unique weapons, but it's not like you can swap them midgame, so most people will just see one set of four.

It was fun to actually use notes and keep track of things, but nothing got so complex compared to what I've been hearing from word of mouth. I did find it hard to play this constantly, unlike other "shooters," whereas I could just marathon those for hours. I just decided to do a hub a day to make it better for myself. In hindsight, I would have done the final hub with another one since it is very straightforward.

I can only hope WADs actually put more thought into the combat or go all in on puzzles...

It might be petty, but I really don't like the custom hud or sound effects in this one. It's worth checking out for a couple of levels, though the negatives drag it down too hard for me.

It gets quite repetitive, but I liked the city levels. I'm sure this was amazing for the time.

32 short levels that can be done in 2-3 minutes each. It starts really annoying with the number of doors but ends up getting better later on. Nothing too special, but nice if you just want a change of pace.

This might be just a bit too short (2-3 hours) for the price, but I guess it's better than being bloated. I don't want to repeat too much of what I said here...There are more unique enemies, the levels are great, with maybe just one of them being a drag, and the developer actually makes good use of the scythe-start. Some of these levels are actually very open, letting you choose your own path each time you play the map. Unfortunately, all the weapons you saw in the demo will be the only ones you find in the game. I also wasn't too hot on the treasures (think treasure goblin) here and would have much preferred the standard secrets for some variety, especially on the levels that have no treasures.