Doom 64

Doom 64

North American Nintendo 64 cover art
Developer(s) Midway Games
id Software
Publisher(s) Midway Games
  • JP GameBank
Composer(s) Aubrey Hodges
Series Doom
Engine Modified id Tech 1
Platform(s) Nintendo 64
Release date(s)
  • NA March 31, 1997
  • JP August 1, 1997
  • PAL December 2, 1997
Genre(s) First-person shooter
Mode(s) Single-player
Distribution 64-megabit ROM cartridge

Doom 64 is a science fiction horror-themed first-person shooter for the Nintendo 64 that was released by Midway Games on March 31, 1997. It is part of the Doom series of video games.

Gameplay

A demon approaches the chainsaw wielding player in Staging Area, the first level of the game. The enemy and weaponry sprites are unique to Doom 64.

Doom 64 plays almost identically to earlier games in the Doom series; the player must advance through numerous levels fighting demons, collecting weapons and keys and hitting switches in order to reach the level's exit while surviving deadly traps and ambushes. Changes were made to the Doom engine for use in Doom 64, and gameplay elements were altered.

Weapons

All the weapons from the original game are present, but redrawn with new sprites. The chainsaw was given two blades instead of one, the fists have bloodstained gloves on instead of brass knuckles, the plasma rifle has an electric core that emits a sparking sound when equipped, the rocket launcher has a small kick when fired, pushing the player back a bit, the shotgun's reloading cock is at the handle instead of under the barrel and the Super Shotgun reloads faster and causes recoil.

A new weapon known as the Laser, or "Unmaker", was added, using the same cell ammunition as the plasma rifle and BFG. It was first mentioned in the Doom Bible and was planned to be featured in the PC Doom games but never appeared. Its appearance in Doom 64 is its only official appearance. With the power of three ancient artifacts found in the game, it becomes more powerful by shooting three laser beams (at a quicker rate than default) instead of one. The first artifact increases the laser speed, the second artifact adds a second laser and the third artifact allows the weapon to fire three simultaneous lasers which can automatically aim separately from one another, allowing the weapon to attack three different enemies at once.

Plot

Following the conclusion of the original Doom series, the sole Marine who survived the horrors of hell had returned to Earth, reclaiming it from the invasion that almost eradicated the human race. Demons still lingered within the abandoned halls and complexes of Phobos and Deimos. As a last-ditch effort, the military decided to bombard the moons with extreme radiation in hopes of killing off any remaining demons. Initially it was successful, however something survived the exposure. The radiation blocked the military's sensors and allowed something to slip past them undetected. This mysterious entity, possessing the ability to resurrect any demon it came across, recreated the entire demonic horde and made it stronger than ever before. A Marine strike force was ordered to contain the advancing armies of hell but was mercilessly slaughtered within moments. The player's character is the sole survivor of this group.

Development

Doom 64 was developed by Midway Games at its San Diego studio. id Software, the primary developer of the Doom franchise, supervised the project.[1] Development began in late 1994.[2] Midway's original title of the game was The Absolution, but the name was changed to Doom 64 for brand recognition. ("The Absolution" was reused as the name of the last level of the game.) Midway wanted to include every demon from the original games, as well as a few extra levels, into the final product, but deadlines and memory constraints of the small capacity of the N64 cartridges made them scrap the levels and leave a few demons out of the game. Midway stated that a multiplayer mode was not included because Nintendo did not provide the necessary resources for multiplayer programming. The developer justified the decision based on alleged slowdown during split-screen multiplayer in other games on the console and the competitive nature of the mode. "Everyone knows that the best part of playing multiplayer is not knowing where your opponent is," stated a Midway representative, "and with a four-player split-screen, everyone can easily see where their opponents are."[3]

The music and sound effects were done by Aubrey Hodges, who also did the original sound and music for the PlayStation port of Doom two years earlier. The original Doom 64 team was working on a potential Doom 64 2 not long after the first game was released, but decided to scrap it due to the "Doom engine looking dated", and players' attention focusing on Quake and other, more modern 3D shooters.

Reception

IGN gave Doom 64 a 7.4 out of 10 overall, despite little criticism of the gameplay, stating the game lacked the ability to look up or down, crouch and jump, and lacked a multiplayer mode.[4]

References

  1. IGN staff (November 11, 1996). "Doom 64 News". IGN. Retrieved July 8, 2013.
  2. "Williams Makes Jaguar, Ultra 64 Plans". GamePro (66) (IDG). January 1995. p. 210.
  3. IGN staff (December 29, 1996). "Doom 64 Gets the Multiplayer Axe". IGN. Retrieved July 8, 2013.
  4. IGN Reviews Doom 64

External links