Ultimate DOOM
Four episodes of relentless demon-blasting across 36 maps, from Phobos moon bases to the pits of Hell. This is where the FPS genre was born, and it still plays like it means it.
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Ultimate DOOM is the definitive retail release of id Software's 1993 original, packaging the classic three-episode campaign alongside a fourth episode, Thy Flesh Consumed, that adds nine new maps and cranks the difficulty to a level that will punish even seasoned players. You are a lone space marine, starting with nothing but a pistol, working your way up through shotguns, chainguns, plasma guns, and rocket launchers as you carve through zombie soldiers, Imps, Cacodemons, Barons of Hell, and worse. The whole thing is built around speed: no reloading, no vertical aiming, just constant forward momentum and resource management between kills. The first three episodes move through UAC installations on Phobos (Knee-Deep in the Dead), the satellite Deimos (The Shores of Hell), and the depths of Hell itself (Inferno). Each has its own visual identity and escalating enemy pressure. The level design rewards exploration, with hidden secrets and percentage-tracked kills and items that give completionists something to chase. The autoaim system keeps combat fluid, and the infighting mechanic, where a stray demon projectile turns monsters against each other, adds a layer of tactical chaos that still feels clever. Maps range from tight corridors to sprawling open spaces, and individual levels can be blasted through in two to twenty minutes depending on how thoroughly you look around. Thy Flesh Consumed, the exclusive fourth episode, is where this version earns its name. Romero, American McGee, and Shawn Green designed levels that are ruthless from the first room: scarce ammo, scarce health, enemies crammed into choke points, and Barons of Hell appearing before you have the weapons to deal with them comfortably. The Ultra-Violence and Nightmare difficulty settings transform the whole package into a serious endurance test. Casual players who want a breezy nostalgic trip should probably start on Hurt Me Plenty and treat episode four as a bonus challenge. The honest caveats: there is no jump button, mouse look is handled differently than in any modern shooter, and the engine's pseudo-3D roots mean enemies on different floor heights can still clip your movement in awkward ways. The WAD-based mod ecosystem is enormous and thriving, so if the base content is ever exhausted, a decades-deep library of community maps is one download away. On Steam, this release has since been folded into the combined Doom + Doom II package, so buyers should check which version they are actually purchasing. What has not changed is the core loop, which remains as tight and responsive as anything released since.

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Información del juego
- Desarrolladora
- id Software
- Distribuidora
- id Software
- Fecha de lanzamiento
- 1 ene 1998