Doom 64 dials down the volume, turns up the fear

Doom 64 dials down the volume, turns up the fear

Doom 64 is a dark, atmospheric twist on classic chaos


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You know how it is when you're on a bit of a gaming pilgrimage, right? Lately, mine has been a deep dive, or perhaps a rocket jump, into the entire Doom franchise.

From the pixelated corridors of the originals (mods included, naturally!) to the rip-and-tear ballet of the modern reboots, I've been devouring it all. There’s just something timeless about squaring off against hellspawn with an arsenal of satisfying boomsticks.

But there was one entry I’d always, regrettably, side-stepped: Doom 64.

It felt like this whispered legend, a console-exclusive curio. Thankfully, with the 2020 re-release alongside Doom Eternal, this lost chapter became readily accessible on modern systems.

Hell can come at you FAST in Doom 64. Relish the moment.

And let me tell you, the new version, particularly on my Switch, is a dream. It runs beautifully, offers easy-to-use mod support (even on console!), and – bless the developers – features fully customizable button mapping. Being able to stick quicksave and quickload on shoulder buttons?

An underrated godsend, especially after wrestling with the otherwise great Doom 3 port on Switch, which sorely lacked this. There's a unique joy to having these classic demon-slaying adventures on the go.


Doom 64 = Doom 3?

Now, I'd heard whispers that Doom 64 was "the true Doom 3," and honestly? That’s not far off the mark. It’s a fascinating departure, a distinct flavor of Doom that carves out its own grim identity.

While it’s mechanically closer to the original Doom, its entire vibe is a different beast. Gone are the iconic melodic metal riffs; instead, Doom 64 is draped in a deeply atmospheric, eerie, and industrial soundtrack composed by Aubrey Hodges.

This score is pivotal, creating a pervasive sense of dread and isolation that sets it apart. The slower pace, compared to its predecessors, allows this dark ambiance to truly seep into your bones.

There’s no shortage of demons to tear through. Enemy counts can get wild, and the higher difficulties are a proper trial. And it all looks damn good. Doom 64 is a fascinating step up from the earlier titles.

The sprites boast more detail, and the demons themselves have undergone a significant redesign. They have this unique, almost clay-like rendered appearance – not in a childish way, but in a distinct, slightly unsettling style that gives the game its own visual signature.

And yes, they still explode into satisfying showers of gore.

The lighting, too, is a real mood enhancer. I vividly remember a moment in the second level: you enter a pitch-black hallway, punctuated only by strobing red lights. It’s immediately unnerving. Then, you hit a nearby switch, and the entire chamber floods with an ominous, deep blue.

It was such a simple but effective trick, transforming the space and the mood entirely. The maps themselves feel less like abstract gauntlets (which, don't get me wrong, Doom II had its charm with) and more like cohesive, believable places – haunted keeps, decaying catacombs, and corrupted space stations.

It actually gave me strong flashbacks to playing Quake II on the N64 back in the day, with that same commitment to tangible-feeling environments.

Still Distinctly DOOM

The core combat loop is as smooth and responsive as you’d expect. Dodging fireballs and lining up that cathartic double-barreled shotgun blast to vaporize a Baron of Hell? Never gets old.

It’s pure, unadulterated fun. However, the real game-changer here, something the N64 hardware clearly enabled, is the more advanced level design and scripting.

Compared to Doom and Doom II, Doom 64 features far more intricate puzzles and traversal challenges. The maps are riddled with genuinely devious traps that caught me off guard more times than I’d care to admit. Triggers don’t just open monster closets; they can initiate more elaborate ambushes, reconfigure parts of the level, or reveal hidden pathways.

Doom has of course always been a nightmarish game filled with horrors, but there's something about the N64 version that takes it to the next level.

I’m still battling my way through on "I Own Doom" difficulty (and struggling, might I add!), but even the 16 or so maps I’ve conquered have showcased incredible variety. Some are brutal slaughterhouses, while others demand a more cautious, almost tactical approach, especially since ammo can feel surprisingly scarce at times.

This scarcity really forces you to think about your engagements, prioritize targets, and make every shot count – a subtle but significant shift in the classic Doom formula.

Despite the N64's hardware limitations, evident in the slightly reduced enemy roster (akin to Doom 1) and weapon set (and no reload animations, more on that in a sec), the game absolutely nails the essence of Doom while twisting it into something new.

Obtuse Progression?

Now, it’s not all blood roses and perfectly placed medkits. My biggest frustration, despite praising the elaborate puzzles, is that progression can sometimes feel utterly obtuse.

There have been multiple instances where I’ve cleared a map of enemies, only to spend ages hunting for a tiny, almost invisible switch or a trigger that activates something crucial on the other side of the level.

Doom 64 doesn't always do the best job of signposting these mechanics, which can lead to some head-scratching moments. But then, Doom has never been amazing at signposting most things – pretty typical of 90s game design.

The lighting at the time was fantastic on the N64.

And a tiny, tiny nitpick from someone who loves the tactile feel of Doom's weaponry: the lack of reload animations, especially for the Super Shotgun, is a small blemish. That iconic kshk-CHUNK is just part of the experience for me!

Also, while the 32-map campaign (including the Lost Levels) is substantial, a few more enemy types from Doom II would have been welcome to spice things up further. If you're purely after the more abstract, gauntlet-style maps of Doom II, Doom 64's more deliberate, atmospheric pacing might feel a tad slow, but that really comes down to personal preference.


Nevertheless, Doom 64 is an exceptional experience, a dark and brooding cousin to the games that defined a genre. I genuinely wish I'd had this on my N64 as a kid.

The re-release by Bethesda and Nightdive Studios is stellar, and if you're a fan of classic Doom, or even just curious about this oft-overlooked entry, I wholeheartedly encourage you to give it a shot.

It’s a unique, atmospheric beast that deserves its place in the hallowed halls of Hell.


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Written by
Jessica Hamilton
Jessica Hamilton
Writer who's passionate about gaming and the world of startups and micro-businesses.

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