Doom (series)/YMMV: Difference between revisions

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* [[Acceptable Targets]]: The bad guys in the first game are demons from hell. Feel free to be an [[Ax Crazy]] orgy of death now. The second game is similarly populated by demons...except for the secret levels, which are also populated by [[Wolfenstein 3D|Nazis]].
* [[Acceptable Targets]]: The bad guys in the first game are demons from hell. Feel free to be an [[Ax Crazy]] orgy of death now. The second game is similarly populated by demons...except for the secret levels, which are also populated by [[Wolfenstein 3D|Nazis]].
* [[And the Fandom Rejoiced]]: ''[[Updated Rerelease|Doom 3: BFG Edition]]'' contains all of the previous games in the franchise (save N64 entry) remade in HD and are 3D compatible, along with seven new levels. In addition, the ever-irritating problem of switching between a flashlight and a gun has been solved by allowing the player to wield both at once.
* [[And the Fandom Rejoiced]]: ''[[Updated Rerelease|Doom 3: BFG Edition]]'' contains all of the previous games in the franchise (save N64 entry) remade in HD and are 3D compatible, along with seven new levels. In addition, the ever-irritating problem of switching between a flashlight and a gun has been solved by allowing the player to wield both at once.
* [[Anticlimax Boss]]:
* [[Anticlimax Boss]]:
** The Cyberdemon from ''Doom 3''. Very big. Very intimidating. Very tough. Very, ''very'' easy.
** The Cyberdemon from ''Doom 3''. Very big. Very intimidating. Very tough. Very, ''very'' easy.
*** Provided you can figure out the trick to damaging him -- he's immune to normal weapons fire.
*** Provided you can figure out the trick to damaging him -- he's immune to normal weapons fire.
*** But that shouldn't be too hard, as the resident [[Artifact of Doom]] gives you a not-so-subtle hint on how to kill it.
*** But that shouldn't be too hard, as the resident [[Artifact of Doom]] gives you a not-so-subtle hint on how to kill it.
** Heck, the Cyberdemon from the ''original'' Doom can get like this, straddling the line between this and [[Wake Up Call Boss]]. Once you get past his [[Oh Crap|giant roar]] and [[Hell Is That Noise|KATHUNK-KATHUNK-KATHUNK]] footsteps, he's less of a boss and more of a [[Damage Sponge Boss|circle-strafing target]] because, unlike the Bruisers, there's only one of him and he hangs out in a much more open arena. His rockets are definitely faster than the fireballs you've been dodging up to this point, but after a while you will find yourself filing them under [[Painfully-Slow Projectile|Painfully Slow Projectiles]] all the same.
** Heck, the Cyberdemon from the ''original'' Doom can get like this, straddling the line between this and [["Wake-Up Call" Boss]]. Once you get past his [[Oh Crap|giant roar]] and [[Hell Is That Noise|KATHUNK-KATHUNK-KATHUNK]] footsteps, he's less of a boss and more of a [[Damage Sponge Boss|circle-strafing target]] because, unlike the Bruisers, there's only one of him and he hangs out in a much more open arena. His rockets are definitely faster than the fireballs you've been dodging up to this point, but after a while you will find yourself filing them under [[Painfully-Slow Projectile|Painfully Slow Projectiles]] all the same.
** Even the Spider Mastermind is anticlimactic if you collected the BFG in an earlier map, dying in only two or three hits at most. With some skill and a good bit of luck, it's possible to get a [[One-Hit Kill]], as you can have the maximum damage output from the BFG and have all the tracers hit.
** Even the Spider Mastermind is anticlimactic if you collected the BFG in an earlier map, dying in only two or three hits at most. With some skill and a good bit of luck, it's possible to get a [[One-Hit Kill]], as you can have the maximum damage output from the BFG and have all the tracers hit.
* [[Big Lipped Alligator Moment]]: The finale for the [[Game Boy Advance]] edition of ''Doom'' shows the ending picture from ''Ultimate Doom's'' fourth episode, with the marine carrying the severed head of his luckless pet bunny, but it doesn't show the cutscene from episode three that gives the picture its context, leaving new players wondering why the hell Doomguy is just holding some rabbit's head.
* [[Big Lipped Alligator Moment]]: The finale for the [[Game Boy Advance]] edition of ''Doom'' shows the ending picture from ''Ultimate Doom's'' fourth episode, with the marine carrying the severed head of his luckless pet bunny, but it doesn't show the cutscene from episode three that gives the picture its context, leaving new players wondering why the hell Doomguy is just holding some rabbit's head.
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** The [[SNES]] port managed to keep almost everything intact from the PC version save a few levels and needing to have much simpler level geometry and textures, but otherwise managed to keep almost all the original game essential experience intact, the only major issues being lack of circlestrafing.
** The [[SNES]] port managed to keep almost everything intact from the PC version save a few levels and needing to have much simpler level geometry and textures, but otherwise managed to keep almost all the original game essential experience intact, the only major issues being lack of circlestrafing.
** The [[PlayStation]] port was also quite good, and while it was missing some content, it featured some innovations that made it superior to many other ports, such as colored lighting and an eerie ambient soundtrack.
** The [[PlayStation]] port was also quite good, and while it was missing some content, it featured some innovations that made it superior to many other ports, such as colored lighting and an eerie ambient soundtrack.
* [[Porting Disaster]]: ''Doom'' has been ported to all sorts of systems, some of which couldn't really handle a game of its size and complexity all that well. This often resulted in extremely pixellated graphics, shortened and sometimes removed levels, missing weapons, fewer types of enemies and removed frames of animation for said same. The last one led to "crab-walking" enemies that faced the player constantly, meaning it was impossible to sneak up on them and very difficult to trick them into damaging one another.
* [[Porting Disaster]]: ''Doom'' has been ported to all sorts of systems, some of which couldn't really handle a game of its size and complexity all that well. This often resulted in extremely pixellated graphics, shortened and sometimes removed levels, missing weapons, fewer types of enemies and removed frames of animation for said same. The last one led to "crab-walking" enemies that faced the player constantly, meaning it was impossible to sneak up on them and very difficult to trick them into damaging one another.
** The 32X version got terrible music, and losing even more levels and both the Cyberdemon ''and'' the Spider Mastermind monsters.
** The 32X version got terrible music, and losing even more levels and both the Cyberdemon ''and'' the Spider Mastermind monsters.
** The 3DO version comes dangerously close to being worst. In addition to cutting several levels and monsters, it also has serious frame rate issues. You can either shrink the screen down (making it virtually impossible to see anything without bunching up to the TV), or you could make the window bigger (which caused the frame rate to drop into ''single digits'' at points). The only thing saving it is [[Awesome Music (Sugar Wiki)|the awesomely remixed soundtrack.]]
** The 3DO version comes dangerously close to being worst. In addition to cutting several levels and monsters, it also has serious frame rate issues. You can either shrink the screen down (making it virtually impossible to see anything without bunching up to the TV), or you could make the window bigger (which caused the frame rate to drop into ''single digits'' at points). The only thing saving it is [[Awesome Music (Sugar Wiki)|the awesomely remixed soundtrack.]]