History VideoGame / Doom

8th Aug '16 5:07:06 AM radiaki
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** [[Comicbook/{{Doom}} He probably just realised it must have huge guts]].
24th Jul '16 8:40:04 PM radiaki
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* AscendedFanfic: ''Doom 4'' brings in VideoGame/BrutalDooM's fatalities/melee finishers.
** The weapon mod system is the same one from VideoGame/DooMTheRoguelike and its Zdoom "port".



* WasOnceAMan: The Revenant in Doom 4. To quote its trading card: "Revenants are UAC Military operatives that have been methodically transformed into Demonic combatants through cybernetic augmentation and repeated Lazarus Wave Exposure."
7th Jul '16 3:57:39 PM steam66
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* GameMod: Lots of [=IWADs=] and total conversions for the original ''Doom'' games are still being produced, even twenty-plus years after the release of the first game. WordOfGod states this is by design, taking note of the map making efforts in their predecessor series ''Wolfenstein 3D'' and desiring to make custom content creation more accessible (as well as to ease internal development), the game is inherently modular and can easily have components swapped in and out with fanmade assets. Furthermore the engine source code was open-sourced in 1999, not only permitting porting the game to just about anything with a CPU, controls, and a display but giving an entirely new depth of game modding potential that allows for deep-level modification of the engine to completely reforge it.

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* GameMod: Possibly 60 percent or so of Doom's appeal today, aside from playing the vanilla game on source ports. It's got one of the most wildly varied modding communities out there, and some of the higher quality mods can make Doom look utterly unrecognizable compared to its first release. Lots of [=IWADs=] and total conversions for the original ''Doom'' games are still being produced, even twenty-plus years after the release of the first game. WordOfGod states this is by design, taking note of the map making efforts in their predecessor series ''Wolfenstein 3D'' and desiring to make custom content creation more accessible (as well as to ease internal development), the game is inherently modular and can easily have components swapped in and out with fanmade assets. Furthermore the engine source code was open-sourced in 1999, not only permitting porting the game to just about anything with a CPU, controls, and a display but giving an entirely new depth of game modding potential that allows for deep-level modification of the engine to completely reforge it.



** The Extreme Weapons Pack for Doom II, due to it's intentionally-crappy weapons, can be used for a SelfImposedChallenge (so long as you don't use either [[LethalJokeWeapon the toothbrush, or the Game Boy]], which are the best weapons in the mod).

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** The Extreme Weapons Pack for Doom II, due to it's intentionally-crappy weapons, can be used for a SelfImposedChallenge (so long as you don't use either [[LethalJokeWeapon the toothbrush, or the Game Boy]], which are the best weapons in the mod). Among its "extreme weapons" include a pistol that Doomguy cleans (a VERY long and unskippable animation that precludes weapon switching) every time you stop shooting it, an old, rusted shotgun that takes several seconds to finally fire and which has a jammed pump, a chaingun with realistic recoil (that is, you go flying backwards like you're strapped to a jet engine...), and the Chuper Chotgun, with a "chuper" broken right barrel (causing you to spin wildly when you fire it), and to top the cake off Doomguy struggles to put the shells in properly.



** ''VideoGame/BrutalDoom'' is ExactlyWhatItSaysOnTheTin -- your weapons have all received a power upgrade (and your wimpy peashooter has been replaced with an assault rifle that can fire on full automatic and is capable of scoring headshots on enemies), the action is much BloodierAndGorier than the original game with many enemies now capable of being [[LudicrousGibs smeared all over the vicinity]], the Berserk Pack now gives you the option of doing Fatalities on enemies, and your enemies have received an upgrade as well and are fully capable of ripping you to shreds, making gameplay a lot tougher than the original.

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** ''VideoGame/BrutalDoom'' is ExactlyWhatItSaysOnTheTin -- your weapons have all received a power upgrade (and your wimpy peashooter has been replaced with an assault rifle that can fire on full automatic and is capable of scoring headshots on enemies), the action is much BloodierAndGorier than the original game with many enemies now capable of being [[LudicrousGibs smeared all over the vicinity]], the Berserk Pack now gives you the option of doing Fatalities on enemies, and your enemies have received an upgrade in both stats and AI (for example, in vanilla Doom, the zombie soldiers are pathetically weak, dumb, and fire very inaccurate single shots. In Brutal Doom, they've got burst-firing assault rifles, are a good deal faster, and their AI is no longer nearly as braindead. They can even sometimes combat-roll out of your attacks and throw grenades.) as well and are fully capable of ripping you to shreds, making gameplay a lot tougher than the original.



* GatlingGood: The Chaingun. It's been a series staple and can [[MoreDakka mow down most enemies in seconds]]. The only time it becomes ineffective is against bosses.

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* GatlingGood: The Chaingun. It's been a series staple and can [[MoreDakka mow down most enemies in seconds]]. The only time it becomes ineffective is against bosses. Despite its threatening appearance, though, its fire rate and behavior is more akin to an assault rifle; in Strife (another Doom-engine game released a few years later), the weapon is even redrawn into a rifle, and behaves convincingly enough. It's completely pplayed straight in mods like Brutal Doom, though; there it can messily pulp practically any enemy in a matter of seconds.



** Former humans of any kind in Brutal Doom. Zombie soldiers can hit you from long range, and are usually annoyingly good at whittling down your health, but a quick rifle burst or shotgun blast will floor them. Shotgun zombies will rip into your health, but are still easy to gun down, and chaingunners (especially in those vanilla-designed, Chaingun Guy-heavy wads like Plutonia) will absolutely tear you apart, yet will fall like wet tissue paper when you respond in kind.



** The Marine himself is one; he moves incredibly faster than every enemy in the game and can easily outrun their non-hitscan attacks, while his weaponry is far more powerful than what the demons possess (for example, the aforementioned Revenant rocket is one of the most dangerous attacks any enemy possesses, yet it is a less effective and weaker attack than the Doom Guy's simple Shotgun, and outside the Spider Mastermind and Cyberdemon, enemies that possess a weapon the Doom Guy has have a strictly inferior version). However, the Marine only has 100 HP at base (even less than the aforementioned Pinky), and at max health and armor has the equivalent of 400 HP (which most higher demons exceed).

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** The Marine himself is one; he moves incredibly faster than every enemy in the game and can easily outrun their non-hitscan attacks, while his weaponry is far more powerful than what the demons possess (for example, the aforementioned Revenant rocket is one of the most dangerous attacks any enemy possesses, yet it is a less effective and weaker attack than the Doom Guy's simple Shotgun, and outside the Spider Mastermind and Cyberdemon, enemies that possess a weapon the Doom Guy has have a strictly inferior version).version- example being the three-pellet-shooting shotguns the zombie sergeants tote, compared to your seven-pellet shotgun. However, the Marine only has 100 HP at base (even less than the aforementioned Pinky), and at max health and armor has the equivalent of 400 HP (which most higher demons exceed).



* GuideDangIt: Some of the secret areas can reach this level. The Containment Area in Episode 2, for example, not only has a secret room ''within'' a secret room, but there's a secret passage within that secret room leading to another part of the stage, and there's ''another'' secret room within that secret passage.

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* GuideDangIt: Some of the secret areas can reach this level. The Containment Area in Episode 2, for example, not only has a secret room ''within'' a secret room, but there's a secret passage within that secret room leading to another part of the stage, and there's ''another'' secret room within that secret passage. Those who are used to more linear, modern FPS games will also sometimes find difficulty in navigating most Doom maps, as they tend to include repeatedly moving through areas to acquire keycards and open locked doors.



** Arachnotrons don't really make noises themselves, but their walker platforms continually make a mechanical stomping as they patrol the area. It's terrifying knowing a group are stalking you, especially in maps like "Dead Simple" in Doom 2. Their plasma guns are also very powerful, and hearing the distinct "PEW" of one firing means you have a split second to react before the fast-moving projectiles fry you.



* HeroTrackingFailure: Enemies tend to miss their shots when the player is circle-strafing around them, unless the enemies are able to surround the player.

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* HeroTrackingFailure: Enemies tend to miss their shots when the player is circle-strafing around them, unless the enemies are able to surround the player. Averted with hitscan enemies like any former humans, as they will face the player and fire an unavoidable tracer shot/spread/barrage. Though that's subverted in that all former humans have relatively mediocre accuracy, and might not hit you at all anyway.



** RetCanon: The Doomguy in the cellphone-only ''Doom RPG'' series is related to B.J.

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** RetCanon: The Doomguy in the cellphone-only ''Doom RPG'' series is related to B.J. from ''VideoGame/Wolfenstein3D''.



* MissionPackSequel: ''Doom II'' to its forerunner. Same engine, only a single new weapon (the double-barreled "Super Shotgun"), and a handful of new enemy types (one of which is just a slightly weaker palette swap so it can be spawned more often than its stronger brother). However, TropesAreNotBad because ''Doom'' was a great game and a slew of new maps is not unwelcome. That being said, some of the level design choices in the back half of ''Doom II'' don't exactly hold up as well as you'd hope...

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* MissionPackSequel: ''Doom II'' to its forerunner. Same engine, only a single new weapon (the double-barreled "Super Shotgun"), and a handful of new enemy types (one (all of which is are resprited rehashes of other enemies- Chaingun Guys are just rapid-firing Zombiemen with superior health and a slightly weaker palette swap so it can be spawned more often than its stronger brother).new sprite, Pain Elementals are Cacodemons that fire Lost Souls instead of fireballs, and Hell Knights are just palette-swapped Barons of Hell with 1/2 the health). However, TropesAreNotBad because ''Doom'' was a great game and a slew of new maps is not unwelcome. That being said, some of the level design choices in the back half of ''Doom II'' don't exactly hold up as well as you'd hope...
3rd Jul '16 9:42:39 PM radiaki
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* AndYourRewardIsClothes: A meta-example: the XboxLiveArcade port of ''Doom II'' offers two Avatar Awards. You'll get a Doom t-shirt for finishing the regular game, while completing the XBLA exclusive episode "No Rest For the Living" will net you a full Marine costume.
** The 2016 Doom does this in the multiplayer with leveling up granting taunts, armor pieces, and paint/patterns. Additionally, those who pre-ordered the game received a full set of demonic armor, six metallic paints and three patterns consisting of the DOOM logo, Id's logo, and the {{Quake}} logo.

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* AndYourRewardIsClothes: A meta-example: the The XboxLiveArcade port of ''Doom II'' offers two Avatar Awards. You'll get a Doom t-shirt for finishing the regular game, while completing the XBLA exclusive episode "No Rest For the Living" will net you a full Marine costume.
** The 2016 Doom does this in the multiplayer with leveling up granting taunts, armor pieces, and paint/patterns. Additionally, those who pre-ordered the game received a full set of demonic armor, six metallic paints and three patterns consisting of the DOOM logo, Id's logo, and the {{Quake}} logo.
costume.



* TheBusCameBack: After the re-imagining of the series in ''Doom 3'', with a different, unrelated set of Doomguys, [[spoiler:''[[StealthSequel Doom (2016)]]'' seemingly returns to the original Doomguy after the events of the classic series, having been [[SealedGoodInACan sealed]] between the games [[OneManArmy to stop his rampage through all of Hell.]]]]



* ChargedAttack: the BFG works like this in Doom[[superscript:3]], and the ''pistol'' of all weapons has this in ''Doom(2016)''.



* FinishingMove: The 2016 ''DOOM'' game gives Doomguy the ability to melee-kill enemies once they're nearly finished, in the vein of ''Brutal Doom''.



* FragileSpeedster:
** Doom 64's Nightmare Imps move fast and have one of the fastest projectiles among the enemies, but it still only has the very low 60 HP a normal Imp has.
** In the 2016 ''Doom'', you actually can't survive much damage, but move ''insanely'' fast and can restore lost health by killing enemies with "Glory Kills".

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* FragileSpeedster:
**
FragileSpeedster: Doom 64's Nightmare Imps move fast and have one of the fastest projectiles among the enemies, but it still only has the very low 60 HP a normal Imp has.
** In the 2016 ''Doom'', you actually can't survive much damage, but move ''insanely'' fast and can restore lost health by killing enemies with "Glory Kills".
has.



* MythologyGag: Dr. Hayden, the President of the [=UAC=] in the 2016 ''Doom'', shares the same name as a [=UAC=] general in the ''Doom 3'' novels.



** Also the second power of the Artifact from ''ROE'' is a berserk charge that lets you one-shot any enemy in the game (except bosses) with your fists. Considering the FIRST power is BulletTime and the THIRD power is [[NighInvulnerable invincibility]] it's obvious why the Artifact is a major league GameBreaker.



* RecycledTitle: The 2016 game is simply called "''DOOM''", spelling out its status as a ContinuityReboot. Originally it was called "''DOOM 4''", though.



* StealthSequel: [[spoiler:What ''Doom (2016)'' heavily hints at, picking up with Doomguy being the ''original'' Doomguy from the first and second games, given his history with Hell and the constant lampshading.]]



* TranquilFury: While the marines of the first few Doom games have always been [[SilentProtagonist near silent]], save for pain noises and death screams, the Doom Slayer of 2016 never even utters a grunt of pain. And yet, despite that, he eviscerates enemies in the most brutal, violent, gory ways, and has apparently [[BloodKnight doing this in Hell]] for such a countless amount of time that when the player controls him, there is no sign or sound of exertion, rage, or emotion.
20th Jun '16 10:03:59 AM SturdyTurtle
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** The Game Boy Advance ports of ''Doom I'' and ''II'' had all the in-game blood turned green- which had the side effect of turning objects suck as shotgun shells, pips on walls and other items green since they merely changed the base palette. Ironically, the SNES port of ''Doom'' retained most of the original game's red-blooded violence, with only the Satanic symbols being censored.

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** The Game Boy Advance ports of ''Doom I'' and ''II'' had all the in-game blood turned green- which had the side effect of turning objects suck such as shotgun shells, pips pipes on walls and other items green since they merely changed the base palette. Ironically, the SNES port of ''Doom'' retained most of the original game's red-blooded violence, with only the Satanic symbols being censored.
13th Jun '16 8:26:22 AM VampireBuddha
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** And, to a lesser extent (at least in the base game), there's the fact that due to the way HitScan enemies (i.e., riflemen, shotgunners, etc) are programmed, they will always hit you unless you get behind cover (if they don't miss due to spread), even if they're on the other side of the map from you. While this doesn't matter much in the enclosed spaces of the base game, in some custom levels favoring open spaces, this can get very annoying.

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** And, to a lesser extent (at least in the base game), there's the fact that due to the way HitScan {{hitscan}} enemies (i.e., riflemen, shotgunners, etc) are programmed, they will always hit you unless you get behind cover (if they don't miss due to spread), even if they're on the other side of the map from you. While this doesn't matter much in the enclosed spaces of the base game, in some custom levels favoring open spaces, this can get very annoying.



* HitScan: All bullet-based weapons and the invisible part of the BFG's fire cycle in the first two games.

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* HitScan: {{Hitscan}}: All bullet-based weapons and the invisible part of the BFG's fire cycle in the first two games.



* ThisLooksLikeAJobForAquaman: Normally the Partial Invisibility powerup is a [[PowerupLetdown detriment]], as the erratic randomised firing it causes in enemies makes their projectiles a lot more difficult to dodge as you can no longer anticipate where they fire. Against enemies with HitScan attacks however, as you can't dodge their attacks to begin with, the erratic firing will cause them to miss you a lot more often and save you from a lot of otherwise unavoidable damage. As such, when against a large amount of hitscanners, especially Chaingunners, Partial Invisibility becomes immensely useful.

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* ThisLooksLikeAJobForAquaman: Normally the Partial Invisibility powerup is a [[PowerupLetdown detriment]], as the erratic randomised firing it causes in enemies makes their projectiles a lot more difficult to dodge as you can no longer anticipate where they fire. Against enemies with HitScan {{hitscan}} attacks however, as you can't dodge their attacks to begin with, the erratic firing will cause them to miss you a lot more often and save you from a lot of otherwise unavoidable damage. As such, when against a large amount of hitscanners, especially Chaingunners, Partial Invisibility becomes immensely useful.
9th Jun '16 7:16:24 PM Kytseo
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Added DiffLines:

* OurZombiesAreDifferent: The zombies in this game are very humanlike, to the point where they wield guns instead of shambling with their bare mitts like your typical living dead.
5th Jun '16 10:29:06 PM ViperAcidZX
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'''''Doom''''', Creator/IdSoftware's December 1993 follow-up to ''VideoGame/Wolfenstein3D'', was a quantum leap forward in video game design, and an even bigger step forward in video game violence. It follows the [[ExcusePlot story]] of an unnamed [[ASpaceMarineIsYou Space Marine]] posted to the Union Aerospace Corporation's base on Phobos, one of the moons of Mars. When teleportation experiments between Phobos and Deimos cause Deimos to vanish and a horde of grotesque monsters to invade the Phobos base, our hero is the only human left alive between the two bases. He fights his way through the creatures in search of a way off Phobos, finding himself transported instead to Deimos, now residing in the creatures' homeland, which turns out to be none other than Hell itself.

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'''''Doom''''', ''Doom'', Creator/IdSoftware's December 1993 follow-up to ''VideoGame/Wolfenstein3D'', was a quantum leap forward in video game design, and an even bigger step forward in video game violence. It follows the [[ExcusePlot story]] of an unnamed [[ASpaceMarineIsYou Space Marine]] posted to the Union Aerospace Corporation's base on Phobos, one of the moons of Mars. When teleportation experiments between Phobos and Deimos cause Deimos to vanish and a horde of grotesque monsters to invade the Phobos base, our hero is the only human left alive between the two bases. He fights his way through the creatures in search of a way off Phobos, finding himself transported instead to Deimos, now residing in the creatures' homeland, which turns out to be none other than Hell itself.



Followed by '''''Doom II: Hell on Earth''''' (1994), which saw the demons invading Earth, and was also a huge financial and critical success. In between ''Doom II'' and ''3'', ''Final Doom'' was released the same month as ''VideoGame/{{Quake}}''. It was identical to ''Doom II'', but came with two different {{Expansion Pack}}s: ''TNT: Evilution'', created by the third party [[GameMod modding]] group [=TeamTNT=] (originally intended to be free until id struck a publishing deal with them); and ''The Plutonia Experiment'', made by two members of the group in four months' time, generally considered the hardest of the official packs. (''Final Doom'' also included a 32-bit DirectX version of the Doom engine, making it the only way to play classic ''Doom'' on many modern 64-bit Windows machines, besides virtual machines like UsefulNotes/DOSBox or the many source ports.)

A decade later, '''''VideoGame/{{Doom 3}}''''' (2004) was released. The third installment, which was a reboot rather than a sequel, breaks with the first two significantly, with a dark, oppressive tone much more akin to a SurvivalHorror than anything. It was this incarnation on which [[Film/{{Doom}} the movie]] was based. This was followed by the expansion pack ''Resurrection of Evil'', set two years later. The game was remastered in HD, compiling the first two games with it, in addition to adding another eight levels to its campaign. Furthermore, [[ScrappyMechanic you can actually wield a flashlight and a gun at the same time]]. This compilation, titled the ''BFG Edition'', was released in October 2012.

In 2016, id Software released '''''[[Videogame/Doom2016 Doom (2016)]]''''', a re-railing of the franchise, known to most fans as ''Doom 4''. ''Doom'' used to be known as ''Doom 4'' when it was revealed in 2007, but the game went through TroubledProduction, so id decided to revive it. The reboot is more of an ActionizedSequel compared to ''Doom 3'', featuring faster gameplay and more emphasis on shooting rather than horror. It also purposely calls back to the gameplay of the first two titles by avoiding modern FPS mechanics like emphasis on cover, weapon reloading, and [[LimitedLoadout limited weapon loadouts]].

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Followed by '''''Doom ''Doom II: Hell on Earth''''' Earth'' (1994), which saw the demons invading Earth, and was also a huge financial and critical success. In between ''Doom II'' and ''3'', ''Final Doom'' was released the same month as ''VideoGame/{{Quake}}''. It was identical to ''Doom II'', but came with two different {{Expansion Pack}}s: ''TNT: Evilution'', created by the third party [[GameMod modding]] group [=TeamTNT=] (originally intended to be free until id struck a publishing deal with them); and ''The Plutonia Experiment'', made by two members of the group in four months' time, generally considered the hardest of the official packs. (''Final Doom'' also included a 32-bit DirectX version of the Doom engine, making it the only way to play classic ''Doom'' on many modern 64-bit Windows machines, besides virtual machines like UsefulNotes/DOSBox or the many source ports.)

A decade later, '''''VideoGame/{{Doom 3}}''''' ''VideoGame/{{Doom 3}}'' (2004) was released. The third installment, which was a reboot rather than a sequel, breaks with the first two significantly, with a dark, oppressive tone much more akin to a SurvivalHorror than anything. It was this incarnation on which [[Film/{{Doom}} the movie]] was based. This was followed by the expansion pack ''Resurrection of Evil'', set two years later. The game was remastered in HD, compiling the first two games with it, in addition to adding another eight levels to its campaign. Furthermore, [[ScrappyMechanic you can actually wield a flashlight and a gun at the same time]]. This compilation, titled the ''BFG Edition'', was released in October 2012.

In 2016, id Software released '''''[[Videogame/Doom2016 ''[[Videogame/Doom2016 Doom (2016)]]''''', (2016)]]'', a re-railing of the franchise, known to most fans as ''Doom 4''. ''Doom'' used to be known as ''Doom 4'' when it was revealed in 2007, but the game went through TroubledProduction, so id decided to revive it. The reboot is more of an ActionizedSequel compared to ''Doom 3'', featuring faster gameplay and more emphasis on shooting rather than horror. It also purposely calls back to the gameplay of the first two titles by avoiding modern FPS mechanics like emphasis on cover, weapon reloading, and [[LimitedLoadout limited weapon loadouts]].



* DifficultySpike: The first two levels of Episode 4 are the hardest in the first game. Everything after that, though still pretty damn hard, pales in comparison.

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* DifficultySpike: The first two levels of Episode 4 IV are the hardest in the first game. Everything after that, though still pretty damn very hard, pales in comparison.



* HellOnEarth: How the original game ends. After literally going through Hell and returning to Earth, you find that Hell has followed you home. And true to form, ''Doom II: Hell on Earth'' is pretty much ExactlyWhatItSaysOnTheTin.

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* HellOnEarth: How the original game ends. After literally going through Hell and returning to Earth, you find that Hell has followed you home. And true to form, ''Doom II: Hell on Earth'' is pretty much ExactlyWhatItSaysOnTheTin.



* PainfullySlowProjectile: Most monsters' projectile attacks move pretty slowly. Unless you're playing on [[HarderThanHard Nightmare]] difficulty.

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* PainfullySlowProjectile: Most monsters' projectile attacks move pretty very slowly. Unless you're playing on [[HarderThanHard Nightmare]] difficulty.



* StockSoundEffects: Pretty much everything, from the monster roars to the launch sound of the monster spawn cubes in [=MAP30=], thanks to id licensing sound FX from the Sound Ideas library. This is why all, or nearly all, of the FX used in ''Doom'' sound familiar to movie buffs; they've been used in many movies and TV shows, both before Doom and since. In fact, one of the stock sounds is known today as DoomDoors.

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* StockSoundEffects: Pretty much Almost everything, from the monster roars to the launch sound of the monster spawn cubes in [=MAP30=], thanks to id licensing sound FX from the Sound Ideas library. This is why all, or nearly all, of the FX used in ''Doom'' sound familiar to movie buffs; they've been used in many movies and TV shows, both before Doom and since. In fact, one of the stock sounds is known today as DoomDoors.
5th Jun '16 1:53:58 PM Eagal
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Added DiffLines:

* HellIsThatNoise:
** The "player sighted" roar of the Barons of Hell is rather pants-filling.
** The animalistic roar of a Cyberdemon ("RAAAAAARGH!!") and the booming footsteps (*KATHUNK-KATHUNK-KATHUNK*) echoing across a level are the stuff of nightmares.
** A Revenant's screech ("AAAAAAAAAAHHHH!") and the sound the missile launch (*HIRO-EH*) followed by the active noises (*HAAAOOOOW*) can also be unsettling.
** Because most enemies' encounter noises trigger upon firing a weapon in an open area, especially in the ''[[NintendoHard Final Doom]]'' expansion packs, there is a good chance that the sound of your pistol can bring about a chorus of waking Cyberdemons, Archviles, Revenants, and Spider Masterminds. ''All. At. Once.''
5th Jun '16 1:38:43 AM Dravencour
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Added DiffLines:

* HellOnEarth: How the original game ends. After literally going through Hell and returning to Earth, you find that Hell has followed you home. And true to form, ''Doom II: Hell on Earth'' is pretty much ExactlyWhatItSaysOnTheTin.
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