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.

Reviewed on Jan 22, 2024


2 Comments


3 months ago

To this day I still have to dedicate a full playthrough to not just all episodes but the first one of Doom, but also the entirety of Doom II since I think that I only used to play from the first four to six levels or something. I find it interesting how the episode structure not only allowed you to at least feel that you had gone through a set amont of progress in Doom, but also that first episode I have completed at least twice or thrice also being a shareware episode so many people that didn't even buy Doom could get a real good taste of it and then buy the full game for two [then three] more sets of levels, like a paid DLC to a free game or a sizable demo to a big package.

With that said, however, I can definitely see the benefits of Doom II being one long journey as you keep completing levels trudging through all Earth until you finally put an end to the Icon of Sin.

In any case, I commend the dedication for your detailed review here, and sounds like overall you had a blast with it, which is the best thing out of all :)

3 months ago

@ArcadeStriker First of all, thanks for the kind words! Means a lot that people read my long thoughts.

Second of all, you're right, it is interesting how the episodic nature of Doom does help with it's original structure, given that it also resets your progress. It's interesting that the original plays into that as well, while the sequel attempts a more cohesive progression. I remember reading that their goal was for levels to be much more open with the original Doom, but they had to scale down since it wasn't feasible at the time. I guess Doom II is more of an attempt to reach that original vision than I realized!