[4K] Doom 64 \ Gamepad Gameplay

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Doom 64
Game:
Doom 64 (1997)
Category:
Let's Play
Duration: 21:01
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Doom 64 is a 1997 first-person shooter game developed and published by Midway Games for the Nintendo 64. It is a sequel to Doom II (1994). A remastered port was released for Windows, Nintendo Switch, PlayStation 4, and Xbox One in March 2020.

Gameplay

Doom 64 plays similarly to earlier games in the Doom series; the player must advance through 32 levels battling demons, collecting weapons and keys, and activating switches to reach the level's exit while surviving deadly ambushes and traps. Changes were made to the Doom engine for use in Doom 64, and gameplay elements were altered.

Weapons
All the weapons from Doom II are present, but redrawn with new sprites and sound effects. The chainsaw has two blades instead of one, the fists have bloodstained gloves instead of brass knuckles, the plasma gun has an electric core that emits a sparking sound when equipped, the rocket launcher has a small kick when fired, pushing the player back slightly, the shotgun's priming handle is at the grip instead of under the barrel, and the double-barreled "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 gun and BFG 9000. 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 prior to Doom Eternal, albeit spelled "Unmaykr" in that game. 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 Doom Marine's success thwarting hell in Doom and Doom II: Hell on Earth, a planetary policy is established to quarantine the UAC research installations with apocalyptic levels of radiation. For years, the installations stood motionless and abandoned, until a long forgotten satellite monitoring one of the installations, barely functioning due to years of being subjected to the high levels of radiation, sends a message back to Earth.
The message indicates that a single entity, with vast rejuvenation powers and masked by the extreme radiation levels, managed to escape detection. This entity was able to systematically alter decaying dead carnage back into corrupted living tissue, resurrecting the demons.
Being the only experienced survivor of the "DOOM" episodes, the Doom Marine is sent in alone to exterminate them. Later, he realizes the demons had planned for this, after he unknowingly allowed himself to be lured back into hell. Despite this, the demons are unable to defeat him, and with the Unmaker, he eventually battles to and kills the Mother Demon. The game ends with the Doom Marine, no longer capable of having a normal life following his encounters with hell, deciding to remain in hell forever to ensure no demon ever rises again.

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. Development began in late 1994. Midway's original title of the game was The Absolution, however the name was changed to Doom 64 for brand recognition ("The Absolution" was reused as the name of the last level in 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."The environments were built from 3-dimensional polygon models, while the enemies were created by pre-rendering sprites with SGI workstations.

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