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Pass The Controller > Mobile > Every Doom Game Ranked – Passthecontroller
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Every Doom Game Ranked – Passthecontroller

May 17, 2025 25 Min Read
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Every Doom Game Ranked - IGN

Table of Contents

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  • 7. Doom 3
  • 6. Doom 64
  • 5. Doom II
  • 4. Doom: Dark Age
  • 3. Doom: Forever
  • 2. Doom (2016)
  • 1. Doom

destiny. Four letters, two gun barrels, one Space Marine, and a series of Devil Gut boats are needed to change the face of the game forever.

The ingenious series of ID software is Ground Zero, including first-person shooter games, PC games, online multiplayer, community mods, speed running and more.

That’s how video games are still Later he lives in the shadows of this hellish masterpiece. The FPS genre has evolved a lot The series itself has also had a variety of successes since the day they were called “Doom-Likes.”

How do your favorite titles rank among the main entries of the franchise (or there)? Which doom games are cursed to cover themselves with courage and glory, and who is cursed to cover the depths of your knees? We promise not to tear and tear the series and make it too rough to bring about all the destinies: ranked.

7. Doom 3

Doom 3 in 2004 is the ultimate John Carmac final result published on the rest of the ID, and I feel that way.

Carmack served as a deadset in a next-generation remake of Doom to showcase the impressive new light and shadow features of the IDTech 4 engine. Doom co-creator John Romero was gone for a long time at this point. The remaining ID OGs stubbornly opposed what they considered a technology demonstration Retread, seeking purpose. Carmac has overturned them very publicly, and therefore we have destiny 3.

To their credit, Carmack and the Crew have made a major difference in their pursuit of modernising the series. Doom 3 is a slower and more story-driven event than the first two games. There are voiced NPCs and lore-filled terminals that interact in very clever ways. Its Jump Scare and “Monster Closet” instill a sense of unsettling survival horror, in contrast to the Run and Gun Arcade Frenzy of Classic Doom.

It is a brave effort to bring Doom to a new generation of gamer culture. The problem is that this generation is very ugly.

The graphics technology itself is amazing. Projectiles and explosions make the game’s dull metal corridor interesting, but the decision of ID to showcase the game’s lighting engine is a fatal flaw in the game. I can’t see anything. intentionally. The game is adjusted to be extremely dark until you switch to a flashlight. This cannot be used at the same time as a weapon.

This was largely filled with reasons from the fans, but the battles are actually tweaked around it. Juggling between seeing an enemy and filming it creates a huge amount of drama and tension. It’s actually a bit cool and not that fun. The popular “duct tape” mod addresses this, and somehow it makes things worse, as did the “BFG Edition” remaster of Doom 3. I have your light and Your gun trivializes the entire battle loop. It’s the worst of both worlds.

The new demon design is sunk in colour and charm, with iconic hatred being transformed into an instantaneous umbrella bow. Aesthetics are very timeless and everything is wrong for destiny.

Doom is a heavy metal mural with an airbrush on the side of a speeding van. Doom 3 is a concretization of Nu Metal Butt Rock, more of a mud Valley than Metallica. It’s decent as to what it is, but it takes over 12 years for the series to refresh with the actual Rizz.

6. Doom 64

Some fans claim that Doom 64 is a true sequel to Doom 1 and 2. The ID closely oversees the development of the N64 exclusive Midway Games, bringing an interesting but ultimately insignificant side entry of the series. Gaiden.

The game still uses sprites, but instead of a digitized photo of a hand-made maquette, the Devil in Doom 64 is pre-rendered with the same SGI technology as Donkey Kong Country. The enemy’s design is slightly restrained, but not near the grey chunks of Doom 3. And they have a higher resolution than vintage flesh.

DOOM 64 won’t hurt Too much There are many things due to its nominal console limitations, but the size of the small cartridge means fewer enemies, and the reduction in the shotgun animation frames really takes away the kick. In the worst case, Midway couldn’t get multiplayer behaviour.

Still, overall the game looks great. The Doom 64 has a very dark Gothic vibe, and of this era there is an incredibly sophisticated and luxurious coloured lighting system.

Instead of Midi Speed ​​Metal, the soundtrack is a dark ambient drone. There’s no HUD or the sad face of Doomguy. The gameplay is roughly the same, but the new scripting event system creates a neat opportunity for map design.

Doom 64 appears to be a game that Carmack co-owners feared their ID would make. There’s no difference sufficient Ensures a higher place on the list. Doom 64 is a fun, engaging, evolutionary dead end.

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It brings us to another follow-up that doesn’t reinvent the wheel:

5. Doom II

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Today’s fans demand major changes to make the sequel worth it, but in the past they were completely happy with its iterative successors like Doom II.

The 32 new levels were designed in-house with IDs, numerous new enemies and one new weapon, and were enough to make the 1994 Doom II the best-selling software program.

Doom II is Doom Refined. Old monsters are reconstructed in a clever way, but fresh faces like Renavent and Archbill add complexity to the Devil’s distribution. Your Arsenal has only one addition, but it’s the super shotgun, the weapon that comes to define the Doom.

So, with all this wonderful new stuff, shouldn’t the Doom II be upgraded directly to the original? that largely IS, but the Doom II map design doesn’t hit the same.

Maybe it’s a larger and more open level of volume compared to the disciplined accuracy of the original sacred site. Although Doom II was called “Hell on Earth,” the aging technology couldn’t actually produce compelling suburbs or downtowns a few years later, just like Dukenukem’s build engine.

It’s possible that John Romero has been checked out. On the verge of leaving the company after colliding with Quake, Romero contributed a map that contributed less to the Doom II, compared to the 10 definitive levels from the first game.

Doom II feels more like a journey than Doom. As shareware, the first game was split into three (later four) distinct episodes, with the interstitial map screen using a screen between levels that followed your path of destruction across the moon on Mars until your flesh was consumed by the hell itself.

As a boxed game for Get Go, Doom II is presented as a barely connected 32-level megawad. The game probably depicts a complete demonic invasion of Earth, which is primarily conveyed through three different Skyboxes.

The map’s obligations were primarily handled by American McGee, the designer of Alice’s fame, and Sandy Peterson, who truly shines with unique gimmick levels like tricks, traps and infamous barrels. Doom II has a lot of some great maps and innovative twists, but overall it’s a more uncoordinated and satisfying package than the first game.

At the time, map quality wasn’t that important. Fans already share a large amount of their own custom levels, passed it as a .wad file via floppy disks and 28 kilobe modem. Doom II is almost as a platform rather than as a standalone title. It gave modders and warders the opportunity to shine and become legal.

A group called Teamtnt created two megawads and moved their IDs, so they bought the rights and combined them as “final fate” for retail. Today, these maps and others are fully integrated into Canon due to the modern release of Doom II. The game will be a more comprehensive product, but that alone is more expensive than the next product and isn’t enough to raise the latest entry.

4. Doom: Dark Age

The Dark Ages cannot be different from Doom II. A sequel that refuses to offer the same, Dark Age suddenly turns from Doom’s eternal neon frenzy to a new setting in a harsh Gothic style, matching the dramatically altered gameplay.

If eternity is destiny, if you meet Devil Make Cry, dark age is the soul of destiny. The gameplay is not slow. As some trailers make you believe, it is intentional and the individual actions of the players will have more consequences.

Stand and Fight is more than just a marketing slogan, and it’s the only way to defeat boss and badder enemies. Melee combat means being intimate and personal with swapping monsters, mace blows and shotgun explosions in hellish boxing matches.

The verticality of the Eternal was gone and intentionally neglected in honor of the original Doom’s lack of jump button. The projectile moves more slowly, suffocating the battlefield with a pattern that evokes bullet hell shmups and serious Sam. The Glorious Murder is the shadow of the previous, well, glorious, taking the backseat into a new rhythm of the battles of the Dark Ages.

The most influential addition to the Doom Formula is the Parry mechanism that allows players to deflect green attacks with a new integrated shield saw. It’s the backbone where the game is designed and you won’t click with everyone.

The Dark Age brings some firsts to the franchise, including friendly NPCs fighting alongside Slayers, as well as the difficulty sliders to make the series more accessible. It’s also the first game since Doom 64 to run short of all kinds of multiplayer.

The online components of Slayer Trilogy were noble but mostly meek efforts. The ID decided to throw it away completely and focus on creating the most persuasive campaign they could. It’s a shame to see the IP that literally invented Deathmatch drift completely away from multiplayer, but frankly, many fans won’t miss it.

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You must provide the latest ID credits. They don’t play the same game twice. Will the Dark Age be a new way to franchise, or will it be an interesting turnaround like the aforementioned Fate 64? Only time can tell if you have the same staying power as the next entry.

3. Doom: Forever

Doom: Eternal is the fate game of Doom games. It’s everything Doom 2016 fans expect from a sequel, and while the atmosphere is different from its predecessor, the overall experience feels more lively and alive.

Doom Franchise isn’t exactly known for its adoring scenery and diverse biomes, but Eternity strikingly mixes snow levels and baroque ivory fortress with the usual high-tech base and meaty health space. We are not used to seeing this type of environmental diversity in our destiny. It’s a refreshing change of pace.

The monster abandoned the last remains of the realistic Fate 3 design and accepted the inner iconography. Cacodemons bleed blue again, Imp has all the spikebacks and the ex-human once again accepts the crew cut. If Illumination has made an animated doom movie, then this is what a monster looks like.

Along the more expressive demons, Doom:Eternal accepts its unique arcade. Doomslayer now has extra lives. He secures from the glorious pickups in the world called “1UP.” Weapons and items now float and rotate from the ground. two Air dash.

DOOM: Eternal is not a video game designed for maximum readability and playability. It is worth noting that the gaming’s technical performance is perfect and offers smooth frame rates across a variety of hardware that is proud of its famous ancestors.

When it comes to combat, Doom: Eternal asks far more people than in 2016. There is far less ammunition, so you are forced to juggle most weapons in almost every battle. While choosing the right gun for the right enemy and exploiting weaknesses is essential, some fans have argued that the dark, fate counterpart, with limited vulnerability windows, is too far for power fantasy.

DOOM: The biggest flaw in Eternal is that it’s going too far. Doomslayer has new guns and enemies to deal with, meat tocks that pull themselves across the battlefield, and hand rena bullets and bombs and fire clumps essential to survival.

Even Doomguy himself was a little too big for his armored green briches, somehow getting a huge universe fortress between the games.

Speaking of being lost, Destiny: Eternity suffers under a thin mountain of lore. An endless paragraph of an indecipherable sci-fi fantasy with more appropriate nouns than the phonebook is at your bloody fingertips. For some, it is a welcome addition that will enrich the series. For others, it’s the Arrowthros around the neck of Doom’s Action First Ethos. Filming begins as soon as the screen melts.

It’s a great sequel and is better than its predecessor in many ways, but as an overall package, it’s just not enough

2. Doom (2016)

Doom 2016 is Doom’s platonic ideal.

Marrying the original movement with aesthetic purity, married with a self-aware tone with winks that evoke recognition for the series of society as well as the “Heart Me Lots of Me” attitude of the first game.

This is the fate we imagined in our adolescent brain. It’s the fate of the infamous 90s comics, a purple nightmare that Jack Thompson and Joe Lieberman warned us – and that’s it Glorious. But Doom 2016 rarely happened.

The game was originally conceived as “Doom 4.” It is designed around a dull modern demon invasion that incorporates some of the worst excesses of 7th generation shooter game design.

Scripted set pieces, cover-based gunfights, and health rebirth won DOOM 4 The Dedive nukname “Call of Doom.” You can “press f to respect f” and “can you press f to rip the demon’s chin and cut your belly?”

Marty Silva and Hugo Martin rescue Doom 4 from the coastal hell of development by essentially stripping it up to the luxurious romp, willing to rekindle the series’ lost soul.

It’s no coincidence that the retro “Boomer Shooter” comeback began around Doom 2016. The aggressive and push-forward gameplay jumps at Cacodemons in the air as Mick Gordon is incredibly restrained guitar blows away the riffs of pure hype. Here, Glory was first killed and expanded in a future sequel, but not as elegant as its debut.

Simple is the word of fate for 2016, and sometimes it hurts. Unlike later games, there is little incentive to circulate weapons. It’s easy to carry a rocket or SSG to Spider Mastermind. Still, barebone’s approach is highly praised, especially when it comes to plotting.

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It was John Carmack who compared the video game story to the famous story of the X-Rate movie. “It’s expected to be there, but it’s not important.” The less-than-than-like approach in Doom 2016 is very refreshing after its sequel’s dense metal halanthan nightmare. There’s never a storytelling bad In eternity and dark ages, it’s not as interesting as Doomslulayer screams as they are in the same anger as the drones at the expo.

It took some enormous courage to name the 2016 reboot “Doom,” but that incredibly self-confidence is what drives the game so great. There’s only one shooter in the world that could be the top of 2016.

But first:

Honorable mention: mods and wads

Without the tips of hats against the legions of modders and map designers who really made the game themselves, the assessment of fate would not be complete. Carmack is conveniently packaged in a file called “Wads” and packaged in a file called “Where is all the data?”, designed to make Doom Engine easier to modify.

This allows everything from custom levels to total conversions. You can play Zelda on Doom. Visit Jerry Seinfeld’s apartment. Exploding Chex Quest breakfast cereal.

The possibilities were endless, especially once the engine became open source. Games like Brutal Fate and Serrako can look surprisingly modern with ancient ID technology, but Myhouse.wad uses the engine’s infamous quirk to weave non-Ecrid liminal nightmares.

Doom is a great open source success story, and the community and career that have been inspired for decades are a big part of the series’ legacy.

Heritage starting with our number one pick: 1993’s

1. Doom

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Doom has acquired the place on Mount Rushmore, the medium.

As documented in the Masters of Doom in a great book, the creation of this game is a great example of how developers strip away unrelated details and focus on what works. As a groundbreaking ID, yet follow-up to plain shooter Wolfenstein 3D, original designer Tom Hall dreamed of a vast space RPG with multiple playable characters, inventory systems, a thick “Bible” filled with backstory and lore.

Carmac and Romero correctly perceived all of this as chaff who got in the way of the fast and brutal gameplay they had envisioned. They slowly stripped off unnecessary flavour and realism, and what remained was the bare bones and no BS movement on adrenaline. Fate is like an alien honorary xenomorph. You must respect that purity.

There is no mouserk in the original fate. Aiming for the Y-axis is literally not important. As long as it is in the center of the gun, you can hit that imp onto the shelf above it. Doomguy cannot jump. The only interaction with the world other than filming, punching, and chainsaw is the “Use” button that spammes endlessly when searching for each legendary map through secret doors.

Through official re-releases, whether it’s a fan-made source port, anyone can pick up the game and understand the assignments right away. Running, guns, clefts, tears. Find keys and snuggle power-ups and keep your destiny alive as you stare at the bullet through your soul from the UI.

To say Doom has aged means that Tetris or Pac Man has aged. Its simplicity is its greatest strength. There is little friction between you and the coveted “flow state” that all action games aim for. Doom’s athletic appeal will become immortal,

Anyone with a working PC released as shareware could freely play Doom’s first episode, from the iconic first moment of the E1M1 to defeating the Bruiser brothers with Phobos’ anomaly. Additionally, checks can be mailed to ID if necessary, but deep knee accessibility and availability at nine full levels of dead have all ensured Doom’s control.

Doom has become an abbreviation for the game itself. The moral panic over video game violence has led critics and politicians to warn parents about a demonic massacre simulator that distorts the hearts of children, and blames the shooter for the actual tragedy. It is a sad footnote to an otherwise unparalleled success story, and a formative moment in gaming history that will help shape a still-developed industry.

At the start of every new project, the current developer of ID plays through the original Doom, finds an interesting new way to get used to its brilliance and expand the formula.

Every entry on this list is in some way a response to the first game, trying to regain its glory or recreate something that makes it fun. Some games have been successful and others are upset, but they are chasing the perfection that was already achieved in 1993. Doom is still the best Doom.

Where does your favorite fate rank on the spectrum? Have they left eternity over 2016? Should we include an amazingly amazing mobile phone RPG? Leave a comment and let us know.

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