Doom 64
The Doom sequel that spent 23 years trapped on a cartridge nobody bought is finally playable on PC, and it turns out the wait was worth every year.
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About Doom 64
I went into Doom 64 expecting a greatest-hits remix and came out the other side genuinely unsettled. That is not what classic Doom usually does to me. Where the original games are bright, punchy, almost campy in their aggression, Doom 64 strips that color out and replaces it with dynamic colored lighting, deep shadow, and a wavetable synth score that composer Aubrey Hodges designed to feel genuinely threatening rather than pump-up background noise. The result lands somewhere between a straight action game and something with a survival-horror undercurrent, closer in atmosphere to Doom 3 than to Doom II, yet mechanically it never abandons the corridor-running, switch-flipping, keycard-hunting loop the series built its name on. The Nightdive Studios remaster handles the transition to PC cleanly. Widescreen support, modern resolutions, full mouse-and-keyboard remapping, and a stable 60 fps are all present and accounted for. The 28 main levels from the 1997 original are here intact, along with The Lost Levels expansion added exclusively for this re-release, a new episode that ties the classic game's ending into the continuity of Doom 2016 and Doom Eternal. That lore bridging is thin in practice, but the extra maps themselves are built with the same claustrophobic design sense as the originals and are a legitimate reason to keep playing after the credits. On the weapons side, everything from Doom II returns with revised sprites, altered sound effects, and small mechanical tweaks. The super shotgun reloads faster and kicks back on firing; the rocket launcher has a perceptible recoil; the plasma gun hums with an electric core sound that makes it feel meatier than its predecessor. The real wildcard is the Unmaker, a hitscan weapon that starts life as a weak laser but upgrades significantly once you find all three Demon Keys hidden across secret levels. That upgrade loop is one of the game's most compelling ideas and also its most frustrating design choice: the final level, The Absolution, includes a mechanic that is noticeably harder without those keys, and the secret levels that hold them are not easy to locate. In the internet era it is a minor inconvenience to look up a guide; in 1997 it was punishing. Just be aware the game hides some of its best content aggressively. The tone is the strongest argument for playing this over a replay of the originals. The level geometry is more organic, with caves that look like caves and structures that read as architecture rather than abstract corridors. The enemy roster is trimmed (no Arch-Vile, no Revenant, no Spider Mastermind), but the new Nightmare Imp and the Mother Demon boss fill the gaps with designs that lean harder into horror than anything in the PC games. The maps also repopulate cleared areas and trigger ambushes from directions you thought you had already secured, which forces a pace shift that some players will find satisfying and others will find aggravating. If you come in expecting the full-throttle sprint of classic Doom, the slower, trap-heavy design will read as a flaw. If you are open to the game on its own terms, that deliberate tension is exactly where its personality lives. At 93% positive across thousands of Steam reviews, the community has largely landed on the right side of that question. This is not the flashiest retro shooter available, and the complete absence of multiplayer has always been a gap. But as a piece of the Doom series that went genuinely unplayed by most PC gamers for over two decades, and as a legitimate atmospheric pivot for the franchise, it holds up with very little apology required. Alex, Scout Team
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Game Info
- Developer
- id Software
- Publisher
- Bethesda Softworks
- Release Date
- Mar 19, 2020
