Corridor 7 Casual Playthrough (Lieutenant) [DOSBox, GOG release]
I wasn't sure I'd ever bother revisiting this game from my childhood... until BugDoctor forced my hand by pitching this game to Board Boosters.
Corridor 7 was developed by Capstone Software on top of the Wolfenstein 3D engine, and was released in 1994, several months after Doom released, which unfortunately put it immediately behind the curve in terms of critical reception.
I played this on the 2nd difficulty, which requires 75% kills, but I still tried to kill everything and find as many secrets as I could, as well as all of the bonus levels. Based on my initial testing, the 3rd difficulty would've been far more brutal, though I am curious if I'd stand a better chance now that I know better to heavily rely on the minimap.
The game has some unique features: the visor system; trippy animated textures; multiple ammo types; dispensers for health, ammo, and keys (directly alongside terminals that will wake up enemies); and incrementally-increasing health and ammo capacity which can hilariously be counterstopped at 999. Oh right, and the occasional Solrac photobomb jump-scare, AKA the reason I originally wasn't planning to replay this game. Fortunately I only encountered a handful across the entire playthrough.
Unfortunately, the visors end up being more of an annoyance than a help; the night vision mode is completely pointless, and the infrared mode makes it so hard to see in general that it's not worth it in exchange for the visibility of otherwise-usually-invisible monsters - they become visible when they attack, and they're always marked on the map.
Corridor 7 also includes a live minimap which always shows enemy positions - which ends up being something players are likely to heavily rely upon, since it trivializes several threats, including enemy flanks, exposing invisible or shapeshifted enemies, and being far more reliable than flaky audio cues.
This is the first time I ever played the CD version of the game, which changes the portal in level 30 to allow the player to enter it, leading to 10 additional levels. The extra levels are easily the roughest of the entire game, however. They're absolutely brutal if you're going for full completion, because you're likely to be starved for ammo when you start 31. Meanwhile, they're completely trivial if you're not, because these levels have no kill requirements, allowing you to run straight for the exit. The new boss on level 40 is a pretty interesting idea, though as with other aspects of the game it seems to fall flat in execution, as it seems to not get to do much as long as you keep shooting it.
I'm glad I ended up giving the game another try, and I think I'll have even more fun with it in a speedrun context, as routing 10% kills on each level is a very different experience.
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