Welcome to a new edition of Retro Arena and we look back at two different Doom titles. Even though we went over the series' 16-bit console ports however, this time we are going over two different ones from the franchise. The first game is the PS1 port of Ultimate Doom and Doom II put together as a single package on CD. The second title is Doom 64; an exclusive original game that got developed solely for the Nintendo 64. However, some of you are asking why do another Doom comparison when it's isn’t Halloween? Well, if you all know the PS1 port of Doom was much different from the others releases. Its graphics and presentation had changed from the run and gun attitude to that of a horror theme. Id even went as far as to change the lighting and had the soundtrack get produced by Aubrey Hodges to create levels with that horror element. With Doom 64, Id would continue using that same horror theme but this time as a brand-new title. Both games formed a new style to play as this eventually leads to the third title in 2004 that would have such elements. So which Doom will become the true Slayer once again? Please check out my Doom PS1 and Doom 64 reviews to get an bigger idea for this comparison. Gameplay Doom (PS1) The gameplay retains everything from the original PC releases as there are no changes. It's still has that same run and gun attitude for its gameplay, but the difference is the theme is horror based. The levels' objective has the player gun their way through enemies while trying to obtain key cards to color doors. You can still mow down enemies in that same run and gun attitude as that hasn’t changed. The weapon selection does combine from both entries and still gives the player a favorite of theirs to pick from. Probably the interesting thing about these versions is if you play on the Ultraviolent settings the player will encounter Doom II enemies in first game’s levels. Just to see enemies like the Revenant this early always put a smile on my face and added to the challenge. Now, I can’t reiterate enough how dated this area is today as the PS1 port came out way before the next generation of FPS designs. That's mean there were still no angled movements with both the mouse and analog sticks. The level design has the basic objectives by today standards and even by those later into the Fifth Gen. It always involved exploring a map from point A to B, kill enemies and find the card keys to get to the exit. The only thing that helps deviate from the linear objective is finding those secret exits that takes the player go to hidden stages. There isn't anything else to say further other than its the original titles on PS1. Even though these hidden maps were great additions to this version however, Id should've design more. Something like another mansion themed level or a sewer like area would've been great to replace some of those stages taken out during the porting. Doom 64 Unlike Sony's PlayStation One port, Doom 64 was a brand-new game built from the ground up on the N64's hardware. Using the Doom Engine (with some modification) they were able to design the levels with 3D. The core gameplay didn't change at all from what the original PC titles had. However, I did notice that the movements feel slower compared to previous entries. The patent weapons seen through the series returns in all their glory and with the same effects. The weapon selection still gives someone a favorite whether it’s a close-range gun like the super shotgun or thde rapid firing Plasma Gun. The level design isn’t anything we haven’t seen from Doom and even Quake but the fact, it has 32 new maps justifies the game. If you don’t know what maps mean in an FPS, it’s another term used to describe a level in the genre. I honestly would rather pay $50-$60 for a full game with new levels then for something that has already been experienced by me. The only difference I noticed is some of these maps have traps that shoot projectiles or have a stone ceiling come down. Not a major difference but something still noticeable when previous entries never had that. Even though Doom 64 lacks multiplayer, its strong single campaign of 32 stages makes up for it. Even the first Turok didn’t have such a feature but instead had a strong single player experience. A strong multiplayer didn’t become a standard until Rare developed Golden Eye and shortly after Id and Acclaim followed suit for FPS console gaming. The new maps provided that traditional Doom style we have grown to expect. Unlike the PS1 port, Id implemented the lighting to the gameplay's advantage and created the fear of the unknown. The first image illustrates that perfectly as you go down a barely lit corridor by the red light as echoes of roars are heard. If it wasn't that then it was the opened areas during the Hell stages showing that same fire effect in the background as demon's swam the Slayer. Conclusion: For this round Doom 64 takes the victory as its original designed maps took it further. The problem with the PS1 port is I already had many walk throughs with the first two titles on PC. So, I have to play through the same thing again? For a console owner that might be great for them to play this on the system but as someone who plays these regularly on PC its nothing new. Id should’ve developed more exclusive levels as there are only three new stages available. While Doom 64, it has fresh maps never seen before from the series except here and is basically a different experience. Graphic/Presentation Doom (PS1) The overall detail through both games have is the same as the original releases. One of the major changes came from the use of lighting and the colors presented through the levels. That is one of the things this port did better compared to the PC release and it’s creating a horror environment. It's amazing what the difference in lighting could do to create an isolated and fearful feeling. Unlike the 16-bit ports, the PS1 titles retains the original graphics aside from this version being based off the Genesis 32X engine. There are some textures and props missing still but as mentioned nothing wasn’t really changed. The sprites are still what they and no difference got altered in any way. The Arch-Vile wasn’t included here as Id had a hard time rendering its many frames. Another noticeable feature that makes this version stand out is the new soundtrack as the run and gun attitude is replaced. Aubrey Hodges composed the soundtrack, and he did a phenomenal job creating such feeling of isolation. I do prefer this horror style more as one, it sets the tone and two, fits the concept of being alone among demons. The PS1 version might not support fog effects or advance shading but Id really got the lighting right. The Tower of Babel uses this effect the best and created the perfect showdown between the Slayer and the Cyber Demon. The image on the right is from the Blood Halls map in Doom II and the lighting from the pool and waterfalls of blood give the room a red tint. While the green torches in the back contrast the dark red tint. Any use of lighting even for an older title can change so much of its theme for the better. Doom 64 Compared to the PS1 title, the N64 game got built from the ground up around the N64’s system and runs the Doom Engine. That’s the best things about this game as most of the textures had original designs. You won’t find any area using pixilated sprites or textures as the environments look dark and creepy. Speaking of the sprites, their art style saw an improvement and now showcases a darker look to them. Yes, Id created these 3D models separately and used pre-rendered techniques so they could place them on the 2D sprites. I’m going to assume the Doom Engine was giving them issues to bring these 3D assets over. I don’t understand why they couldn’t use the Quake Engine since it was newer at the time and Quake is a true 3D FPS. The music style got replicated from the PS1 title, but some differences are still noticeable. The soundtrack is originally made for the game but instead of using traditional horror, the tone has this Zen like style. Meaning, the tone does give that feeling of isolation but in a much quiet way when you don’t know what lies ahead. I also love how the demon’s grunts echoes through the levels or any sound that’s made. Before there was Silent Hill, there was Doom 64 which created these places you would expect to appear in Hellish places. I still can't get enough of the macabre detail Id designed through the levels as its demonic art was shown on the walls and decorative stone slabs. On the second image the use of fog with In the Void map captures that Silent Hill vibe and it did show the potential the N64's tech can demonstrate. Conclusion: Even though both provided great atmosphere with its horror style soundtrack, Doom 64 takes the win here. By 1997, the first two releases and Final Doom on PS1 looked dated as they used the same visuals from the original PC titles. Those scedo-3D effects in the sprites and 2D textures didn’t work anymore by 1997 especially when 3D graphics was so widely available to develop. Doom 64 does used the Doom Engine, but the game was in true 3D except for the models that got rendered on a sprite. The textures and environments looked more believable compared to an older game from 1993. Features/Content Doom (PS1) The PS1 port was two games on a single disc and includes 56 stages between both entries. The best thing is there are three exclusive maps not found in any other version. I can see why they wanted to bring a port over, so they could possible attract users that probably played this on PC. Honestly, the studio could’ve done more with these exclusive maps but offer more than three. They already cut out 17 levels, and I don’t know what was stopping them from adding any more as good replacements. The next feature is the multiple player and as mentioned in my review was among the only FPS titles to have this on the system. The multiplayer supports up to two players and includes a co-op for the campaign and a death match. I find this interesting because console gamers didn’t get a true conversion for FPS until 1997 thanks to games like Turok 2 and Golden Eye. There is still a problem and you need two of each with a TV, a PS1 system and single copies of Doom. Like I said the last time, good luck finding another person that has an old PS1 model and a copy of this game. About 95% of the time you will not find too many who own this version and are too busy playing it through other means. Unfortunately, Id for some reason took out 17 stages between both titles when I know for a fact a 70 MB CD can hold more data. Of course, this is nothing like the 32X version that had more than 12 levels removed leaving only 15. Doom 64 If there is one thing Doom 64 is truly known for is its strong campaign as the Slayer faces the legions of Hell once again. Compared to the PS1 port, the N64 game has about 32 maps which is half of the competition. That is a plus since these maps are brand new and weren’t released on PC previously. The game also has plenty of secrets to find through each stage with hidden weapons to help along the way. Those hidden exits also got designed into these large maps and take you to secret stages. However, keep this in mind these secret levels are not for the faint of heart as they are really challenging. These challenges would include facing the Cyber Demon in a cat and mouse manner or simply overcoming a horde of demons. Id also programmed cheats like invincibility and unlocking all weapons at the start. It's such a shame to see a lost art like this disappear from most developers’ minds today. Of course, it’s odd for the early N64 shooters to not have a multiplayer function and even the first Turok didn’t have such a thing. We all know this system had the best FPS console experience during the 90s. Id should’ve taken advantage of the lacking multiplayer at the start of the year and could've been the first one using what they learned from the PS1 game. Conclusion: Both games had plenty of features and levels to enjoy, but this goes to a tie. The PS1 version had 59 maps between Ultimate Doom and its sequel. While on Doom 64 the opposite is the case and all 32 maps were originally designed with this entry in mind. There is multiplayer available on PS1 however, Id blotched its concept by pulling an NEC move. With Doom 64 it had none what’s so ever since it was before Golden Eye set an FPS multiplayer standard for consoles. Final Conclusion Id always did a great job with their games during the 90s as seen not only from Doom but for Quake. However, the clear victor is Doom 64 as the N64 title offered an original experience not found anywhere else. The N64 title had newer maps and detailed visuals that showcased the environments in a believable way. The level design might have the same linear progression as its predecessors, but the execution is what matters. The soundtrack did take pointers from that on PS1 and even the same musician produced the songs on N64. The problem with the PS1 version is how it’s a direct port from two older titles that saw releases earlier. Meaning, the maps weren’t original on the system except a few levels and I have already played them. The visuals by 1997 for the PS1 port felt dated when it’s clear the console can produce great graphics. When launch titles like Twisted Metal and Kileak (a Wolfenstein 3D Clone) have better graphics in 3D then you know Doom is outdated. While Doom 64 was able to capture visuals close to Turok and Golden Eye in the same year. The PS1 version did have 59 stages and even multiplayer however, Id blotched this concept by pulling an NEC and required console owners to go through ridiculous instructions. At least the N64 game despite not having multiplayer still was a new experience thanks to its original maps. It appears PS1 Doom got literally doomed from the start, the winner is Doom 64. Winner: Doom 64 (N64)
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Retro Gamer has over 25 years of gaming experience and played many classics since the Golden Age. She has been an avid fan since the day the NES graced her life and changed it forever.
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