DOOM 64 represents and interesting development in the handling of a first person shooter franchise. id Software allow Midway games to produce a game with the DOOM IP. Studio's often change hands with IPs today but this was a fairly uncommon thing in the gaming industry of 1997 even more so for first person shooters. The creative results of such an approach gives DOOM 64 its own interesting atmosphere and feel while being visually striking. These departure from some of the core tenants of DOOM took me a long time to get adjusted to but I started to learn to love what had been accomplished here. DOOM 64 is a slower more environmental focused dungeon crawler of a shooter leveraging the power of the N64 it may have shortcomings as a DOOM game but is a solid horror, exploration driven shooter.
Despite not being fully 3D like Quake or the N64's own Turok, DOOM 64 is one of the best looking games I've played on this list and holds up well in art and visual retro appeal even today. I think in the context of 1997 as a gamer just getting done with Turok weeks before on my new console, I'd been impressed but not over joyed due to the visual quality shadow of Quake. Indeed the core of many flaws in DOOM 64 is the fact the id formula was so perfected mechanically and then brought to life in such incredible graphics detail with Quake that DOOM 64 was never going to wow anyone. I will say given the visual sacrifices Turok had to make with its fog and performance DOOM 64 seems like an almost better use of the hardware. It renders fantastic high quality sprites than look significantly better than anything in DOOM II. Monsters and guns look much, much better and the environment is rendered largely with 3D polygons. The general art direction that ties it all together brings out the best of mid 90's grunge and sci fi horror. Dynamic lighting is finally able to be used to great effect in level design and atmosphere where as DOOM II just couldn't ever pull it off. While the soundtrack lacks the run and gun metal themes of the first two games 64's moody atmosphere and ambiance almost feels like a quick and cheap Quake impression. It doesn't really suit DOOM but DOOM 64's much slower pacing often makes the art and sound of the game really come together for a unique atmosphere.
Video games have an identity stamped on them by their creators. It's easy to tell DOOM 64 is not made by id. In fact due to the name of the game and Midway's attempt at forging their own path I was disappointed in DOOM 64 for awhile. 64 focusing on the 3D environment moving with more doors and platforms changing as you flip various switches, glide over ledges, grab of course key cards and any other manner of environmental navigation. It's a lot more frequently used in the level design of the game than DOOM II and it's no where near as intuitive or built into a high paced flow like Turok does so well. I was often left standing still or retracing my steps several times to figure out how to get to the next area only to have the next fun enemy encounter be brief and I be left exploring again. It's a farcry from the nonstop thrill ride that is Quake's formula and environmental navigation. Its interesting to see just how early 3D environmental design was in 1997 as we have 3 very different approaches in a matter of months. However after my expectations where adjusted and I started enjoying DOOM 64 for the exploration driven shooter it is the flaws while not remedied where more tolerable. It wasn't until levels 7/8 that I started having a real love for some of the design approaches in this game. Combat arena's are filled with less variety and suffer for it, as well as much less free horizontal space to maneuver. It attempts at times smaller areas akin to what Quake uses but without all of Quake's quality of life improvements for such settings. The results are that I felt very constricted in movement as the player and it easily took away even the great feeling of moving around DOOM II had.
The absolute carnage DOOM 64 unleashes is my favorite in the franchise up until this point ('97). The way the weapons animate and so do the monsters is a thing of beauty. The great visuals I've mentioned play right into a much more visceral and bloody affair than the past DOOM games. The chainsaw has two blades and is always up for use. A fantastic game play move and its fucking badass to use. The sound design of weapons and monsters is far better than DOOM II. Guns just have so much more of a punch and tactile feel to them as you rip and tear through demonic forces. 64 isn't afraid to experiment with new guns like the Unmaker which adds a pretty unique and fun BFG replacement for the game. I guess the BFG is sole property of id. The monsters all behave exactly the same and some dont appear that did appear in DOOM II. This makes the overall combat arena more stale and less interesting more quickly. DOOM II never really became uninteresting but the flow of DOOM 64's started to ware pretty thin for me about a third of the way through the game. The pacing issues of course go hand and hand with the level design issues I mentioned earlier. Making for these brutal and fun session of shooting more rare and savory than I'd like. DOOM should be glutenous on the blood lust. DOOM 64 does have moments that flirt with this though. Getting the mingun for the first time or in many small rooms often for instance was one of my favorite moments.
DOOM 64 exist as a very interesting product. Use of the most popular shooter IP in the world for a console exclusive by Midway Games. It feels different and has it's own unique flavor of the DOOM formula. I enjoyed it a lot for some of these reasons. The visual approach of the game and the combat and sound are huge upgrades. The ambiance and the exploration can be enjoyable or a pain depending on the level. Though I had much more fun with Turok's exploration approach. In a post Quake world DOOM 64 just doesn't cut it. It's no where close to the height achieved by Quake and id Software at the end of 1996. However this 1997 console exclusive would have brought DOOM to many homes for the first time and is a very solid and enjoyable dark shooter. I've been spoiled Duke, Quake and Turok in this blog. It's interesting to see how much of 1997's rapid progress is in DOOM 64. Not just the business side but the desing. Everything from the use of sprites and polygons to the exploration of mechanics in 3D space and puzzle solving. There is a lot here to be appreciated as both a good game and a time piece.






