![]() ![]() The game drags way too much to try and create replay value, heads above most of what was around at the time but poorly aged compared to Fountainhead’s later efforts. Also, I hope you like password puzzles, because you’ll be seeing a lot of them, and they waste so much time. So, you’ll constantly be scrolling for the proper weapon, which just adds more time to the whole process. Level three and on really starts to take the piss, especially with the heavy focus on a weapon weakness system, every monster having different weapons they’re weak to. You have to fight everything again, which means you’ll get more experience that may level you up faster than initially intended, and while that could be fun, fights are often too sluggish to be fun in and of themselves. See, you level up as you would any RPG from doing things like demon murder, and when you go back to a level, everything resets – including both your map of it and the demons that lie there. If you are a completionist, this might be a bit obnoxious, made worse by it breaking apart the difficulty. No, you’ll collect items as you progress, including key cards, that can be used in previous levels via a hub base to find extra goodies. Like any Doom game, there are secrets to find, mostly as wall secrets, but you can’t get everything in a level first go. Where it starts to trip up is the pacing, which is drawn out and needlessly repetitive. Monster reviving jerk is a much bigger problem in a turn based game with cramped rooms. ![]() We even get the archvile in here, unfortunately. The abuse of sprite recolors is also somewhat forgivable just for the base variety they had to work with from just the classic game demon set. It’s limited in sound, as to be expected from early mobile games, but familiar Doom effects and music stings do a lot to make this feel authentic. It’s an admirable first attempt, especially for a Java game. The few new sprites are mostly static, outside weird additions like a fire ax and the dog weapon (self explanatory), meaning the context Carmack and team made for what’s happening has to help carry the weight alongside the basic gameplay loop. The original is mainly sprite rips from the older Doom games with a lot of pallet saps, using a more simplified mapping layout seemingly based off of Wolfenstein 3D‘s simplistic, horizontal mazes. It’s interesting comparing these two because we get to see these games at their most primitive and most polished. You can’t go wrong with any decision, as you’ll have the chance to boost the stat of any character to make up for their weak spots a bit. Your choice decides mainly your starting stats, Stan able to tank and make good use of a chainsaw, Kira accurate and able to dodge better, and Riley having high starting I.Q that makes minigames a bit easier, while having lower stats overall. You play as B.J the who knows at this point in the first one, while you can pick from Stan, his major Kira (based on Quake III‘s Major), and a civilian scientist named Riley in the second. The first game revolves around a scientist mucking up a UAC research base and you having to look into it, and the other is similar but mixes it up with a mysterious evil AI and dimension hopping. ![]()
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