gamesbriefs
9:59in productionCh. 1 · The Loop Is Unchanged/ 9:59 · ceiling 15 min
Shooter · Retro

Doom 64

Doom 64 isn’t a port—it’s a recalibration: slower, darker, and built to make the N64 sweat.

Doom 64 is a first-person shooter for the Nintendo 64 developed and published by Midway Games. Its gameplay follows the established Doom formula: players advance through 28 story levels and 4 secret levels by battling demons, collecting weapons and keys, and activating switches to reach each level's exit while surviving deadly ambushes and traps. The game uses a customized version of the Doom engine enabling new level geometry and dynamic colored lighting, and features unique visual assets including redesigned weapons and monsters. All weapons from Doom II return with new sprites and sound effects, plus a new weapon—the Unmaker—which uses hitscan but appears projectile-based and can be upgraded via three ancient artifacts scattered across levels. Most enemies from Doom and Doom II appear with similar behavior and attributes, though some—including the revenant, arch-vile, spiderdemon, and 'heavy weapon dude'—are omitted, and one new enemy—the nightmare imp—is added. A unique final boss, the Mother Demon, appears. The game’s narrative follows the Doom Marine returning alone to exterminate resurrected demons in quarantined UAC installations, culminating in his permanent self-exile in Hell after defeating the Mother Demon.

Chapters & takeaways4
  1. 1:14
    The Loop Is Unchanged

    It’s 28 story levels plus 4 secrets—same loop, same stakes, same relentless forward pressure.

  2. 2:41
    Everything Is Remade

    Every weapon, monster, and light effect is custom-built—not reskinned—to fit the N64’s limits and ambitions.

  3. 4:01
    The Unmaker Is the Core Mechanic

    The Unmaker doesn’t just add firepower—it adds structure: three artifacts force exploration, reward patience, and escalate combat into autonomous tri-targeting.

  4. 6:10
    Familiar Enemies, Missing Pieces

    Most classic enemies return with identical behavior—but key absences (revenant, arch-vile, spiderdemon) reshape encounter design.

Worth your time?

Yes. Play the whole thing.

4/ 5
What works
  • Unmaker upgrade system
  • custom lighting and geometry
  • distinct visual identity
What does not
  • multiplayer
  • branching narrative
  • full enemy roster from Doom II
Play it if
  • players who value hardware-shaped design
  • fans of atmospheric, slow-burn FPS pacing
Skip it if
  • players expecting Doom II fidelity
  • those seeking co-op or competitive play
The written brief1 min read

What the game is

Doom 64 is a first-person shooter for the Nintendo 64 developed and published by Midway Games. It follows the established Doom formula but uses a customized version of the Doom engine enabling new level geometry and dynamic colored lighting, and features unique visual assets including redesigned weapons and monsters.

How it actually plays

The player advances through 28 story levels and 4 secret levels by battling demons, collecting weapons and keys, and activating switches to reach each level’s exit while surviving deadly ambushes and traps. All weapons from Doom II return with new sprites and sound effects. A new hitscan weapon—the Unmaker—appears projectile-like and upgrades in three stages via hidden ancient artifacts. Most enemies from Doom and Doom II appear with similar behavior and attributes.

What works

The Unmaker’s upgrade path creates escalating tactical variety: fire rate, dual-laser precision, then autonomous triple-laser targeting. Dynamic colored lighting and custom geometry deepen atmosphere without compromising the core run-shoot-dodge loop. Every weapon and monster has bespoke visuals, reinforcing a distinct identity within the franchise.

What does not

It omits the revenant, arch-vile, spiderdemon, and ‘heavy weapon dude’. It offers no multiplayer. Its narrative is minimal and linear, with no branching or player agency beyond progression.

Who it is for, and who it is not

It is for players who value deliberate, hardware-shaped design choices—and who accept that ‘Doom’ on N64 means trade-offs, not ports. It is not for players seeking completeness (missing enemies), flexibility (no co-op or deathmatch), or narrative depth.

Is it worth your time

Yes—if you want a tightly wound, hardware-constrained reimagining of the Doom loop on Nintendo 64, with deliberate visual and mechanical departures that sharpen its dread. No—if you expect fidelity to Doom II’s enemy roster or modern pacing.

Same shelf · Shooter4 of 46
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