
MY FIRST GAMPLAY OF DOOM 64 Walkthrough Gameplay Part 1 - PROLOGUE (FULL GAME)
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, and on Stadia in May 2020.
Doom 64 plays similarly to earlier games in the Doom series. The player must advance through 32 levels by battling demons, collecting weapons and keys, and activating switches to reach the level's exit while surviving deadly ambushes and traps. The Doom engine and gameplay elements were customized, and all visual assets such as weapon and monster graphics are unique to Doom 64.
All the weapons from Doom II are present,[1] but redrawn with new sprites and sound effects.[2] 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 “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, in which it is spelled "Unmaykr". 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.
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 systematically altered decaying dead carnage back into corrupted living tissue, resurrecting the demons.
As the only experienced survivor of the Doom episodes, the 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. The demons are unable to defeat him, and with the Unmaker, he eventually battles and kills the Mother Demon. The game ends with the Marine, no longer capable of having a normal life following his encounters with Hell's forces, deciding to remain in Hell forever to ensure no demon ever rises again.
Doom 64 was developed by Midway Games at its San Diego studio. id Software, the primary developer of the Doom franchise, supervised the project.[3] Development began in late 1994.[4] Its original title was The Absolution, changed to Doom 64 for brand recognition, and "The Absolution" was reused as the name of the last level. Midway wanted to include every demon from the original games, and a few extra levels, into the final product, but deadlines and storage size constraints of the Nintendo 64 Game Pak cartridges made them exclude the levels and a few demons. Midway stated that a multiplayer mode was not included because Nintendo did not provide the necessary resources for multiplayer programming. Midway justified the decision based on alleged slowdown during split-screen multiplayer in other games on the console and the competitive nature of the mode. A Midway representative stated, "Everyone knows that the best part of playing multiplayer is not knowing where your opponent is and with a four-player split-screen, everyone can easily see where their opponents are.
The environments were built from 3-dimensional polygon models, and the enemies were created by pre-rendering sprites with SGI workstations.[6] The Nightmare Imp was originally developed for the PlayStation version of Doom and appeared in a near-complete beta of the game,[7] but was removed just prior to release for unknown reasons. It debuted in Doom 64 instead.
Doom 64 was slated to be a North American launch game, but near the deadline id Software expressed dissatisfaction with many of the level designs, so Midway postponed the game until April 1997 while redesigning the levels.