Nothing to add to the routine this time folks. Aside from
a few minimal improvements (namely in the Artificial
Intelligence of the enemies), "Final Doom" follows the same
pattern of the first PSX version of "Doom" (read my review
for comparison's sake) and gives console owners a shot at
conquering the grandfather of the first-person genre in a
watered-down port of the PC game that emphasized cunning
enemies and challenging level-design (some of it by
die-hard gamers that sent their ideas to the folks at id
Software) over flashy graphics and compelling sound
effects. If this doesn't fill your Imp-killing needs for
quite some time (it's a bitch even on the easiest setting),
then get a N64 and tackle the all-new levels of "Doom 64".
GAMEPLAY / FUN FACTOR: B-
Same as every other "Doom" game ever released, but
especially faithful to the PSX prequel that had all the
elements of the PC elements of the one-player game intact,
as well as a Link option for Deathmatch and/or Cooperative
mode those wealthy enough to afford such a set-up (hey,
with 275 million Americans in the country anything's
possible). The environmet is as macabre and evil as ever,
the PSX control pad still controls fairly satisfactory
(although it tends to 'stick' when there are hordes of
enemies and the frame-rate affects your strafing and
turning abilities), and the game is still a classic.
That said, the levels are amazing and lethal in their own
right (as tough to defeat as the baddies themselves), and
the game is geared toward "Doom" veterans the same way the
sequel to "Tomb Raider" appealed toward veterans of the
first one.
GRAPHICS / VISUALS: C+
The graphics are a tad less polished and clean than the
one's in the first "Doom", and at certain spots they
break-up and reveal structures bare and seams exposed; even
the pixelation of the soldiers and the walls (a trademark
of the series) seems considerably worse in "Final Doom",
which is surprising considering the game is likely using
the same engine as the first PSX game. Slowdown is more
frequent (because there are more numerous hordes of baddies
hunting you down), which results in the usually-steady
24-30 frames-per-second to drop into the 15-20 range, which
tends to affect the control and the gameplay experience.
Maybe the old PSX engine couldn't be tweaked beause Midway
was busy using their resources for the "Doom 64" engine,
which makes the same-old game look like new for approx. 15
minutes. Hey, we're talking shooter-mayhem junkies here!
MUSIC / SOUND EFFECTS: B-
The cool and atmospheric music in the first "Doom" is
absent from "Final Doom", replaced by background humming
and slight musical intonations that resemble (but do not
approach the level of quality) Trent Razor's compositions
for "Quake". The rest of the trademark sounds of "Doom"
are all here, and some (the screams of death and pain, the
shrieks of the incoming army of undead, etc.) come across
crystal-clear and clean, unlike others (those damn
exploding barrels, as well as some of the guns and the
opening of the doors) which seemed sample at a lower rate.
If you seek total absortion into a desolate and nightmarish
world, turn down the lights and crank up the volume; what
you'll hear won't be pretty, but it's definitely moody as
hell.
OVERALL: B-
If you're a God in this genre and devoured "Doom" at its
highest difficulty-setting with ease, then "Final Doom" is
your gourmet meal awaiting your approval for certification
as a gamer's gamer; this game isn't for the weak of heart
(the violence is cartoony in its over-the-top slickness,
but the demonic references are quite disturbing) or the
gamer without nimble and agile fingers. Think of it as
proof that, when it comes to defending space colonies from
bad things from hell, you're da man (and need to get out of
the house more often). Not a purchase IMHO (it isn't part
of the "Greatest Hits" collection, unlike the first "Doom")
but a definte rental for those nights when precise and
accurate analog control pisses you off and you crave the
joy of digital pads shaped like crosses (sarcasm 101??!!).