Doom II
83
★ /10
Game Boy Advance, iOS (iPhone/iPad),
Nintendo Switch,
PC,
PS4,
Xbox 360,
Xbox One, Zodiac
Where to buy
Doom II: Hell on Earth is a 1994 first-person shooter developed by id Software and published by GT Interactive. Released for MS-DOS in September 1994 (less than a year after the original game), it took the revolutionary, industry-defining foundation of the first Doom and cranked the dial to absolute maximum. Instead of reinventing the technical wheel, id Software focused entirely on delivering more enemies, vastly more complex levels, and arguably the greatest video game weapon ever coded.
Core Concept and Story
Following the events of the first game (and the Thy Flesh Consumed episode), the Doomguy finally manages to return home to Earth, expecting a hero’s welcome. Instead, he finds that the demonic invasion has already arrived. The planet is in ruins, billions of people are dead, and the remaining survivors are trapped in massive spaceports because the demons have erected a forcefield preventing the evacuation ships from launching.
Adding insult to apocalyptic injury, the Doomguy discovers the demons have murdered his pet rabbit, Daisy. Driven by pure rage, he single-handedly assaults the starport, deactivates the forcefield to let humanity escape, and then plunges directly into the heart of the demonic infestation to shut down the portal to Hell.
Gameplay and Features
Mechanically, Doom II runs on the exact same id Tech 1 engine as its predecessor. There were no major graphical overhauls, no new movement mechanics, and no new engine features. Instead, the sequel drastically changed the flow of combat through two major additions:
- The Super Shotgun: This weapon single-handedly defined Doom II. The sawed-off, double-barreled shotgun consumed two shells per blast and dealt devastating, point-blank damage. It fundamentally altered the combat loop, encouraging players to sprint directly into the faces of heavy demons, pull the trigger, and instantly backpedal to reload. It remains one of the most mechanically satisfying weapons in video game history.
- The Expanded Menagerie: The original Doom roster was great, but Doom II introduced a gauntlet of legendary, highly lethal new demons that forced players to constantly prioritize their targets:
- The Chaingunner (Heavy Weapon Dude): A hitscan nightmare that could shred your health from across the map in seconds.
- The Revenant: A towering, screeching skeleton equipped with shoulder cannons that fired terrifying, glowing homing missiles.
- The Mancubus: A massive, grotesque demon wielding dual flamethrowers that fired wide spreads of fireballs.
- The Arch-vile: The ultimate priority target. A fast, terrifying alien-like caster that could ignite the player with an unavoidable line-of-sight attack and, worst of all, resurrect dead demons back into the fight.
- Abstract Level Design: Because they were no longer bound by the tight corridors of a Mars tech-base, designers Sandy Petersen and American McGee created massive, sprawling, highly abstract maps. Levels like “Downtown” and “Suburbs” didn’t look like realistic cities, but rather massive, open-air jungle gyms designed for chaotic, 50-enemy crossfires.
- The Icon of Sin: The final level introduced a massive, wall-sized demonic entity. To defeat it, players had to ride a raising pillar and fire rockets perfectly into an exposed hole in its brain. Famously, if you use a “noclip” cheat to walk through the wall, you discover that the actual hitbox taking damage is the decapitated head of developer John Romero impaled on a spike.
The Modding Foundation
While the original Doom started the modding revolution, Doom II is the undisputed holy grail of the community.
Because the DOOM2.WAD file contains the Super Shotgun and the massively expanded enemy roster, it became the default base for almost every custom level and total conversion mod created over the last 30 years. When you see massive, modern community projects like MyHouse.wad or total overhauls like Brutal Doom, they almost universally require Doom II to run.
Expansions (Final Doom)
In 1996, id Software released Final Doom, an official standalone expansion consisting of two massive, 32-level megawads created largely by the community and contracted developers:
- TNT: Evilution: A highly atmospheric campaign focusing on complex puzzles and realistic (for the time) level architecture.
- The Plutonia Experiment: Developed by the Casali brothers, this is infamous for its staggering, sadistic difficulty, throwing Arch-viles and Chaingunners at the player in incredibly tight, unforgiving arenas.
Quick Note
Doom II: Hell on Earth didn’t need to change the engine because the engine was already perfect; it just needed to give players more things to shoot and a bigger gun to shoot them with.
In short: It perfected the “combat chess” formula of the franchise. By introducing a flawless roster of distinct, highly lethal enemies and handing the player the Super Shotgun, it created an endlessly replayable slaughter-fest that the modding community continues to build upon to this very day.











