Video Game / Brutal Doom

http://static.tvtropes.org/pmwiki/pub/images/0f86db5f107bc6381fb5672cbdfd3f93.jpg
"FUCK YOURSELF!"
Doomguy

In 2010, a guy by the name of Sergeant_Mark_IV decided that Doom wasn't violent enough. So he made a mod for it.

The end result was Brutal Doom, a mod that takes the original game (or Doom II, or pretty much any IWAD you throw at it) and pumps new life into the aging classic. Taking cues from the infamous Doom comic book, Brutal Doom allows Doomguy to perform all manner of new tricks on the forces of Hell, and for them to respond in kind. Ever since its first release in 2012, the mod's continued to receive updates and additional content.

The mod's available for download at ModDB, but be forewarned—to say that this mod is gory is an understatement. You will literally paint walls red.

Brutal Doom inspired many "mutator" add-on mods, as well as one entirely stand-alone fan-made expansion: Project Brutality. This mod-of-the-mod adds a lot of new weapons, monsters, and gameplay mechanics—taking Brutal Doom, in the words of one reviewer, up to 111!

On New Year's Eve of 2016, Sergeant_Mark_IV released the Brutal Doom Starter Pack along with Version v20b. This campaign—which initially was called "Hell on Earth" but officially renamed to "Extermination Day" as of v21—is a three-episode standalone campaign which acts like a distilled retelling of Doom and Doom II. The first episode, "Hell on Mars," changes the setting of the original Doom's first two episodes to a UAC research base on Mars. The second episode, "Battle for Los Angeles," retells the events of Doom's fourth episode and the first half of Doom II. The third episode, "Behind Hellish Lines," takes the action directly into Hell in a new take on the final levels of Doom II's campaign.

As of October 2016, a remake of Doom 64 called Brutal Doom 64 is also in development. Unlike Brutal Doom itself, the mod only focuses on remaking Doom 64 with enhanced Brutal Doom visual effects, lacking the over the top brutal moves seen in Brutal Doom.

Note: As the mod relies on the data from whatever IWAD you use with it, all tropes listed on the Doom page also apply here.


Brutal Doom provides examples of the following tropes:

  • Abnormal Ammo: Project Brutality has the Demon Tech Rifle; it doesn't use physical ammo to reload but rather uses "demon essence" (i.e. the glowing red orbs dropped from your foes) to shoot and to use its special fire modes to posses or shrink foes.
  • Action Girl: Female UAC Marines appear in several of Extermination Day's levels, notably Industrial District (as part of the guard detail for an evacuation center) and Push (as part of the invasion force). Amusingly, they share the same Former Human sound set as their male counterparts.
    • As of v21, Sergeant_Mark_IV included an option to play as a female Marine, using art assets from FEMDOOM.wad and custom sound effects. However, he indicated that there won't be a female player Marine sprite set—according to him, Brutal Doom has over a thousand player sprites, so creating female variants would be too much work.
    Sergeant_Mark_IV: Besides, I believe a Doomgal is supposed to be just as buffed as Doomguy is.
  • Adaptation Distillation: Extermination Day retells the plot of Doom and Doom II, with some elements of the Doom movie added in—the first level of the WAD has the music from the infamous FPS sequence near the end of the movie. The first episode, "Hell on Mars," takes place at a UAC research facility on the red planet rather than on Phobos and Deimos. The second, "Battle of Los Angeles," takes the action to Earth as Hell invades—but rather than the entire planet being overrun, the fighting's contained to the eponymous city. The third episode, "Behind Hellish Lines," takes place in Hell itself as Earth's forces attempt to stop the invasion.
  • All Up to You: While the second and third episodes of Extermination Day are bridged by a fantastic War Sequence level, after that point you're alone once again—barring any friendly Marines who survived up to that point. Intermission text explains that Earth's invasion force is tangling with Hellish reinforcements, so Doomguy decided to go it alone, reasoning that a lone Marine would attract less attention. A few levels later, Doomguy learns the UAC forces have suffered thousands of casualties and were forced to pull back to Earth and hold the line there.
  • An Arm and a Leg: It's possible to shoot off limbs of the basic enemies. You can blow off a Former Human's arm off and watch him fall to his knees screaming in agony, or shoot off an Imp's leg and watch it hop around before it bleeds to death.
  • Artificial Brilliance: Several changes to the A.I. have been made, with monsters actively trying to hunt you down as possible and certain monsters are now capable of dodging your shots. The Project Brutality version of BD further enhances the enemies you can encounter, including new variants and new attacks on the old ones.
  • Art Evolution: Aside from the add-on mutator mods providing higher-definition textures and sprites, there's also cases of this in the base mod—
    • Because Brutal Doom's standalone campaign Extermination Day uses the Freedom IWAD Doomguy's appearance changes greatly from the base game. He has a wider nose and more angular chin rather than a Lantern Jaw of Justice. He also has darker hair, bags under his eyes, and a scruffy beard and mustache that makes his portrait appear dithered. These changes make him more closely resemble how he appeared in the (in)famous Doom comic.
    • Extermination Day's approach to level design is also much different from the original games. Doom and Doom II have a very abstract level design which, as Ahoy put it, serves "an unknown purpose in-universe." Extermination Day's levels have much more detail, pushing the envelope of what the aging Doom engine (and its added abilities with enhanced ports) can do.

      Extermination Day also aims for a more believable architecture, providing visual context for certain locales. For example, the level "Marine HQ" really does look like an administration building, complete with office spaces, bathrooms, barracks, armory, and cafeteria. This attention to detail is especially noticeable in the second episode—massive, sprawling urban zones that allow you to enter almost every building for door-to-door combat with Hell's legions.
    • As of v21, several of the weapons have new art and sound assets: among them, the Super Shotgun, Minigun, Rocket Launcher.
  • Awesome, but Impractical: There's a few cases of this—
    • On paper, the Mancubus Flame Cannon is far from Video Game Flamethrowers Suck—while the primary fire is short-ranged, it has a much wider range of effect vertically. You can shoot it out a doorway, window, or over a ledge and torch enemies above and below the blast. The flames drop loose flame onto the ground which cause further damage. Enemies caught in the stream of fire flinch constantly. Some foes can even be set ablaze, making them run about and damage other monsters, cause infighting, or set off explosive barrels.

      However, the weapon has significant splash damage that will hurt Doomguy if he's too close to his target or to any obstructions. This is even more of a problem with the cannon's long-ranged secondary fire, where the projectile has huge collision detection and can wind up hurting or killing players trying to use it like a tactical shooting weapon. It's certainly not a good choice for PAR TIME seeking players.
    • The Revenant's Hellish Missile Launcher sounds amazing in theory—giving Doomguy the ability to fire the same super-persistent homing missiles the Revenants use on him? Hell yes. Unfortunately, they aren't nearly as good about homing when Doomguy uses them, often veering off-course vertically and slamming into a roof or ceiling. Given their Splash Damage, this can wind up injuring or killing Doomguy in the process. These missiles also aren't very damaging when used on mid-level demons such as Hell Knight, Mancubus or the Revenant itself, leaving the Revenant missiles only useful for clearing out Imp ambushes. Also, ammo is rare, since you only get it from Revenants.
    • As of v20b, the Plasma Rifle has Splash Damage of its own. While that gives it great crowd control potential, it also means that Doomguy will get hurt if he tries firing it too close too monsters or obstructions. Given the size of the projectiles, this means it's only safely usable in open areas. This issue also extends to friendly Marines wielding plasma rifles, as they can wind up hurting Doomguy with the splash damage.
    • Speaking of plasma weapons, Project Brutality's expanded repertoire of plasma-firing weapons are easy to find—but not only do they consume energy cell ammunition rapidly, energy cells are much rarer to find compared to ammo for bullet-firing weapons.
    • The autoshotgun in Project Brutality can be dual wielded. While this provides you with plenty of firepower, unless you find the drum magazine upgrade you'll spend more time reloading than firing.
  • Back from the Dead: As of v20b there's a bug that sometimes allows Doomguy to revive rescuable Marines that are dying or are dead, assuming they weren't gibbed, blown apart, or went through the vanilla DooM death animation. Walking up to their corpse and pressing the "use" key will cause rescued Marine corpses to pop right back to life as if given an order, while Marines who died while tied up will be set free. This bug even works on friendly Marines who died to fire attacks, and sometimes even ones that disappear when killed—if you find the exact spot where they died.
  • Back Stab: Punching an inactive and unaware zombie or Imp from behind triggers a short third-person animation showing the Doomguy killing said enemy with a quick Neck Snap.
  • Badass Back: As of v21, the Rocket Launcher now has includes backblast damage that can kill enemies directly behind Doomguy.
  • Badass Boast: Prior to v19, Doomguy had a number of One Liners taken directly from the comic which could be invoked with a hotkey. In Project Brutality, Doomguy gives one ever time he pickes up a really big gun.
    "My cause is just ... my will is strong ... and my gun is very, very large."
  • Berserk Button: Flip off the Cyberdemon at your peril.
  • BFG: It wouldn't be Doom without it. The Project Brutality version adds even more; The BFG 9K Mark IV has it's plasma shot along with a contact laser and frontal shield, the Chaingun has an upgrade that turns it into a triple minigun, the Auto-Cannon is a triple-barrel gun that shoots slower but hits harder than the chaingun, the M2-Plasma Rifle fires strong bolts and burns in wide swaths in front on Doomguy, the BFG 11K Plasma Beam tears through hordes with its plasma beam and can act as a plasma chaingun, Black Hole Generator creates a "miniature" black hole that pulls in anyone stupid enough to be near enough and crushes them before it explodes, the Mancubus Flame Cannon can be used as a flamethrower or fire flame shots and can be used to pour or shoot globs of acid onto foes, and the Renevant Missile Launcher fires seeking missiles and railgun shots.
  • Bloodier and Gorier: Takes the gore of the original game Up to Eleven and putting it about on level with Braindead. Fallen enemies form pools of blood when killed, Imps slump against walls when dead, Doomguy will hold onto Shotgun Guys heads when he rips them off and throw them as an attack, etc...
  • Blood Knight: If he wasn't one already, this mod makes Doomguy into this. Prior to v19, he would sometimes laugh triumphantly after performing a fatality on an enemy.
  • Bloody Hilarious: The gore is so over the top that it often becomes this. And it is at least the half of the mod's appeal.
  • Blown Across the Room: The regular shotgun, now known as the Pump-Action Shotgun in Brutal Doom is capable of sending Imps and Former Humans flying backwards if shot at point-blank.
  • Boom, Headshot: Brutal Doom adds the ability to shoot enemies at specific spots that affects the damage you deal to enemies. Headshots are not only the best way to slay humanoid enemies and conserve ammo, but also gives the satisfying destruction of your enemies' brains.
  • Bottomless Magazines: Averted. Unlike vanilla Doom, most of your weapons have limited magazines and must be reloaded either manually or once the mag has been emptied. There is, however, a mutator mod that reverts back to Doom's bottomless magazines.
    • And as of v21, the base mod now includes a menu option to "turbo reload," effectively removing the magazine/reload mechanic.
  • Cluster F-Bomb: If you play Brutal Doom online, chances are at some point you'll all start invoking this trope.
  • Convection Schmonvection: In MAP08 of Extermination Day, there are pools of lava that will hurt you if you go near them. In all other cases (as of v20b) lava only hurts if you make direct contact.
  • Covers Always Lie: This mod averts the vanilla game's oversight by replacing the pistol with an assault rifle and introducing friendly marines you can rescue.
  • Demon Blood: Cacodemons still bleed blue blood, but prior to v21, the green blood that Hell Nobles (Knights and Barons) bled in the original game was removed. With v21, the green blood was restored in conjunction with some improvements Sergeant_Mark_IV made to the blood graphics.
  • Die, Chair! Die!: Many of Extermination Day's static props (trees, chairs, and the like) can be destroyed, and Sergeant_Mark_IV continues to add interactivity of this sort with each update. v21, for example, included the ability to destroy vehicles left sitting on the road in the "Battle of Los Angeles" episode, and introduced the ability to destroy the house appliances and wooden fences seen in the level "Twisted Neighborhood."
  • Difficult, but Awesome: The fatality attacks leave you open to enemy attacks and for inexperienced players it will consume more health than you can recover but used well with skill, you can becoming a barehanded badass ripping and tearing demons guts and accumulate health up to 200.
  • Disk One Nuke: Unlike the vanilla game's pistol—which never used once you got the chaingun in the vanilla game unless for a Self-Imposed Challenge—the Assault Rifle features decent damage output and the ability to accurately scope and headshot most demons, making it a very useful weapon to the end. Meanwhile, the minigun that replaces the original game's chaingun has a much higher rate of ammo consumption and a wider shot pattern, relegating its usefulness to close encounters.
  • Drone of Dread: Extermination Day's third episode, "Behind Hellish Lines," almost exclusively uses this kind of music in contrast to the rock/metal that dominates the first two episodes.
  • Dummied Out: Multiple cases of this in the mod. Some examples—
    • Although v19 removed the Waffen-SS soldiers due to controversy surrounding the display of Nazi imagery, their MP40 is still in the mod; the player just has to use the console to get it. The weapon was added back into gameplay with Project Brutality and also makes a comeback in Extermination Day.
    • Prior to v21, the Skulltag weapons (the railgun, grenade launcher, and BFG10K) weren't anywhere to be found in Extermination Day, but console commands allowed you to wield them. Similarly, the weapons from Chex Quest can be used in Extermination Day via console commands, but they use Brutal Doom's art assets.
    • As of v20b, there's a dummied-out "BrutalPistol" that is a reskinned and reworked version of the vanilla pistol, using its own ammo pool and with a rate of fire determined only by how fast the player can pull the trigger. (v21 reintroduced the pistol as an optional starter weapon that uses the same ammo as the rifle and minigun, but it uses vanilla Doom's graphics—as well as some unused assets posted by John Romero on Twitter.)
    • Though the player will typically encounter NPC Marines welding rifles, pump-action shotguns, miniguns and (rarely) double-barreled shotguns and plasma rifles, there are also marines who wield rocket launchers and BFG9ks that can only be found by summoning them with the console.
  • Eldritch Abomination: The Final Boss of Extermination Day is no longer a wall with demon head with hole on it, but a titanic demon that's literally called "Eldritch Abomination" if it manages to kill the player.
  • Enemy Chatter:
    • The Waffen-SS soldiers who appear in Brutal Doom prior to v19 (and after v20b) use voice clips of German soldiers from Call of Duty once they've spotted/heard the player.
    • Inverted with friendly Marines, who are quite the chatterbox when idle or in combat. While following Doomguy, they have a tendency to talk a bit too much—even interrupting their own lines—causing their dialogue to get repetitive. If you manage to keep a squad's worth of them alive, having them follow you around will get quite noisy.
  • Evil Tainted the Place: In a clever and subtle nod to the original Doom episodes, Extermination Day's episodes gradually play this trope out. In the first episode, you'll come across quite a bit of corpses mutilated by the demonic invaders, but nothing too bizarre. By the second episode (and mirroring what happened to Deimos Base in "The Shores of Hell") however, the further you advance through Los Angeles the more you'll notice the city itself turning into an eldritch hellscape. At first it's just evidence of horrific Satanic rituals—but then you'll come across rooms which give way to walls of writhing flesh and streets parted by rivers of lava and blood ...
  • Every Car Is a Pinto: Originally averted in Extermination Day, as all cars and vehicles were simply part of the geometry. Played straight in v21, however: as part of Sergeant_Mark_IV's ongoing effort to make the levels more interactive, he made it possible to damage and destroy vehicles. After taking enough hits, they'll catch fire, and after a new more they'll explode.
  • Exploding Barrels: Aside from standard barrel behavior from the original Doom, non-flaming barrels can be picked up once you have a Berserk pack and thrown for a massive boom. Walking right into barrels allows to move them. Flaming ones can be kicked and rolled on the floor, leaving behind a trail of flames.
  • Finishing Move: Melee attacks under the effect of a Berserk pack or Demon Strength Rune will trigger these. Conversely, melee attacks of most monsters will also result in one if they kill you, or each other. Rescuable Marines also perform finishing moves, if they kill a foe with a melee attack.
    • There are other fatalities Doomguy can perform that don't require a Berserk pack—but they can only be done under certain circumstances:
      • Kicking (or shooting) the head off of Imps and Former Humans when they're on their knees and bleeding out,
      • Kicking (or shooting) the head off of a Hell Knight or a Pinky Demon after they've lost an arm,
      • Mutilating an enemy with the chaingun or dual rifles,
      • Gibbing an enemy that's running around on fire,
      • Bisecting a Hell Noble when it's dying.
    • In v21, Sergeant_Mark_IV introduced some additional first person view finishing moves. One example: if you knock an Imp down with an attack that hasn't killed it, you can walk up to the Imp and stomp it to death with a kick.
  • Flipping the Bird: You can flip off (and insult) whatever is stands in your way with a simple push of a button, and it's conveniently mapped to the F key by default no less. It is actually a useful way to wake up unaware enemies without wasting ammunition. It also sends certain enemies into Berserk Mode. In v20, using the command with your fists out causes Doomguy to flip off the enemy with both hands.
    • Since it's programmed to work like a low-damage attack, this can lead to some unexpected results, such as blowing up explosive barrels by flipping them off a few times. Who knew that they had such thin skin?
  • Friend or Foe: If a friendly Marine was ordered to hold position and the Doomguy walks past with other Marines following him, there's a chance the Marine holding position will "panic" and open fire on the other Marines as they come within sight. Most of the time, this is harmless, as the friendly Marines can't injure Doomguy or each other. However, Plasma Rifle and Rocket Launcher-wielding Marines can wind up hurting or killing Doomguy from their weapons' splash damage.
  • Game Mod: Extensively. New graphics and visual effects, new weapons, new features like finishing moves and being able to pick up monster weapons, remixed music, Ludicrous Gibs taken Up to Eleven (complete with objects like flesh chunks and blood splatter persisting in the world and reacting to things like explosions even after death), and new enemy attacks and behaviors to balance out all the changes for the player (as well as higher difficulties beyond the Ultra-Violence level). This goes Up to One-Hundred-And-Eleven with Project Brutality; a mod for Brutal Doom (that eventually became a standalone mod) that takes Brutal Doom as a base, and expands upon it with stuff such as new weapons, enemies, and gameplay mechanics.
  • Gatling Good: While Brutal Doom replaces the chaingun with a proper minigun that shoots very fast indeed, the mod-of-the-mod Project Brutality goes one step further and gives you a gatling gatling gun—that is, three spinning miniguns that also spin, for a total of eighteen barrels of spinning death.
  • Give Me Your Inventory Item: Inverted with friendly Marines. Should Doomguy completely run out of ammunition, any Marines following him will give him a random amount of equally random ammunition (rifle cartridges, sometimes shotgun shells, rarely even rockets) to keep him going.
    "Hey, Sarge—I found some ammo back here. Have some."
  • Glowing Eyes: Putting aside Spectres (see Red Eyes, Take Warning below) many monsters now have brightmaps as of v21. This makes certain enemies' eyes glow that didn't before, like Imps.
  • Gorn: Sweet Christmas. The original Doom, which was extremely bloody and gory for the time, is downright tame compared to the blood-splattering carnage on display here. And if the default gore setting isn't gory enough for your liking, you can crank it up to "Edgy as Fuck", "Japanese Cartoon" or the maximum, "Overdrawn at the Blood Bank".note 
  • Grievous Harm with a Body: With a Berserk pack, you can grab Lost Souls and chuck them at whatever you please. Hell Nobles also have the ability to chuck zombies at you and Revenants can do the same with Imps (after slamming them around a bit). You yourself can use zombies as human shields if you grab one you've previously wounded, and launch them at your enemy when you're done.
  • Groin Attack: Can be done on regular mooks and all Hell Knights/Barons of Hell.
  • Guns Akimbo: v20 added akimbo Assault Rifles and Plasma Rifles. Project Brutality adds to this with dual pistols, dual revolvers and even dual automatic shotguns.
  • Half the Man He Used to Be: One of Doomguy's finishing moves after getting a Berserk pack involves ripping and tearing an enemy half from the torso. It is also possible to finish off dying Hell Nobles by blowing their upper body messily off their bodies.
    • Some enemies survive this, however. The Revenant will still try to rocket you even after you've blown its torso apart from its legs.
  • Hand Cannon: Project Brutality has the UAC .50 Hand-Cannon, a powerful revolver that you can dual-wield.
  • Hand Wave: How does the Doomguy restore his health after performing fatalities? Stress relief.
  • Heart Container: Health and armor bonuses can still boost your stats beyond 100 as they normally would, however, they can go beyond vanilla Doom's cap of 200. Well beyond, into the thousands. (And depending on difficulty level, you're gonna need that much health and armor to survive the Final Boss.)
  • Heroic Mime: Not anymore; Doomguy can taunt and harass foes and Project Brutality makes him even more vocal as well as unhinged. He takes absurd pleasure in picking up big guns, chainsaws,even bigger guns, and ripping and tearing his way through all who oppose him.
  • High-Pressure Blood: Happens sometimes when zombies and imps have their heads blown into bits—they'll stand in place while blood spurts out from their neck for a few seconds before their bodies finally drop.
  • Humble Beginnings: Extermination Day has origins in Sergeant_Mark_IV's Recurring Nightmare mod for Doom II. This mod sought to rework the original Doom campaign levels to have more detail and believable architecture, while retaining their layout. A demo beta, released on June 19, 2015, allows players to go through the first episode sans the secret "Military Base" level. However, as Sergeant_Mark_IV mentions, it contains 50 maps. The rest of the reworked Doom episode maps are there, in various states of completion, as well as a number of similarly redesigned Doom II maps.

    The kicker is that Recurring Nightmare includes several early versions of levels later used in Extermination Day. For instance, MAP50 is an early, unfinished version of the Extermination Day level "Eye of the Storm," with the battle against a Cyberdemon and a Spider Mastermind happening in a Hellishly mutated indoor stadium rather than shopping mall. What would have been "Against Thee Wickedly" from the fourth episode of Doom, on the other hand, is a near-complete version of the Extermination Day level "Necropolis."
    • As of v21, Sergeant_Mark_IV created a "brutalizing" script which detects which map the player is on, and switch the intended map out for a new one. In this way, he's bringing back the Recurring Nightmare revamped levels as "brutalized" versions of the original game's levels—and with the way the script works, *any* IWAD or PWAD's levels can be brutalized in this way. What's more, the script's smart enough to tell the difference between levels from one WAD or another, so that it won't mistakenly send players to a brutalized version of a different WAD's level.
  • Hyperactive Metabolism: As part of Sergeant_Mark_IV's ongoing effort to add interactivity to Extermination Day, as of v21 he gave Doomguy the ability to eat food found lying around in the levels, recovering health in this way. Doomguy can also now drink from running water (showers, sinks, faucets) to gain health, a bit like Duke Nukem 3D.
    Sergeant_Mark_IV: It's not a cool apocalypse if you can't break into abandoned houses to rob the refrigerators.
  • I Cannot Self-Terminate: One of the idle lines from the friendly Marines invokes this—
    "Listen ... I've been lucky so far, but—if I start to turn, promise you'll shoot me. I don't wanna be one of those fuckin' things."
  • Idiosyncratic Difficulty Levels: The difficulties are renamed (mostly as references to the Doom comic) and include three more.
    • Prior to v20b, the skill levels were as follows:
    • As of v20b and Extermination Day, they've been changed to:
      • Power Fantasy (Lots of enemies, but they barely do any damage)
      • I'm Too Young to Die (Less damage taken)
      • Hurt Me Plenty! (Default amounts of enemies and damage taken)
      • Ultra Violence (More enemies and increased damage)
      • I Am Super Bad (Enemies deal 50% more damage)
      • 12 in a 10 Point Scale (Enemies are much faster, like Doom's "Nightmare!" mode)
      • Black Metal (Previous two skill levels combined, with twice as much ammo lying around)
      • Realism Mode (Enemies have much less health, player takes much more damage)
  • Invulnerable Attack: You are completely invincible when performing fatalities. This means you can be pelted by projectiles from five different directions and not feel a single thing until you finish stabbing that Pain Elemental with its own horn. Unfortunately, this also applies to enemies.
  • It's the Only Way to Be Sure: In Extermination Day's second episode "Battle of Los Angeles," Doomguy finds an evacuation center heavily guarded by UAC forces. An NCO informs him that if the military can't contain the demonic invasion, the American government will authorize a nuclear strike on the city to stop it from spreading.
  • Kaizo Trap: As of v20, after you kill a spider mastermind, you can still be crushed under one of her many falling legs.
  • Last Ditch Move: Introduced in v19. When you shoot off a Former Human or Former Sergeant's arm, they'll sometimes pull out a pistol and shoot in your general direction several times before finally succumbing to their wounds. Similarly, Pinky Demons may sometimes enter a berserk mode after losing one of their arms, in which they move even faster for a short amount of time before they bleed out.
  • Literally Shattered Lives: In Project Brutality, one of the weapons you may find is a Cryogenic Dispersion Rifle, which freezes enemies solid upon death. It's secondary fire pulls out your sidearm for easy and quick shattering.
  • Ludicrous Gibs: HELL YEAH!
    • Later updates take this even further, introducing the ability to mutilate fallen enemies and spray the walls with even MORE blood after you've killed them. Doomguy can also kick enemy body parts around after they've been gibbed.
  • Luckily, My Shield Will Protect Me: In Project Brutality, all shields protect the wielder from damage sources coming head-on. This really only works for Riot Shield Sergeants as they can duck behind it. The BFG 9K Mark IV can generate one and the Cyber Hell Paladins have one, but these shields only cover so much of their bodies so they have to make do with soaking up stray shots on not getting hit.
  • Made of Plasticine: Even a simple assault rifle is more than capable of tearing anything into gibs.
  • Man on Fire: Played straight by the former humans (any of them) as well as Waffen-SS Nazis, Imps, Pinky Demons, Cacodemons, and the Marines (including Doomguy himself) if they are killed by fire weapons. Marines and the Waffen-SS go through a death animation in which they flail about as they burn to ash. However, all of the Former Humans and the hellspawn mentioned previously will instead run (or fly, in the Cacodemon's case) about while on fire. They deal collision damage in this state, so it's advisable not to get too close with them—however, if you're close enough and you can gib them while they're still alive, you'll receive a Cruelty Bonus for doing so.
  • Manual Leader, AI Party: In Extermination Day, if Doomguy manages to find every friendly Marine and keep them alive he'll have about two squads' worth of soldiers at his command.
  • The Many Deaths of You: Just as your enemies can be killed in brutal ways, the same applies to you. Demons can bite your head off, Former Commandos can blow a hole into your torso, your body melts if you die in pit of nukage/lava/blood, Barons of Hell will tear your body in half vertically, and then some.
  • Mercy Kill: Those mutilated Marines impaled on posts or hanging from the ceiling, moving and somehow still alive? In one of the few changes that makes the game less disturbing, Brutal Doom lets you kill them, putting them out of their misery.
    • Many of the ways in which you can earn a Cruelty Bonus come off more like a Mercy Kill instead. For example: blowing the head off an Former Human, Imp, or Demon that's just lost an arm (or a leg) rather than leaving them to suffer an agonizing death.
  • Mission Control: In the first episode of Extermination Day, three of the levels open with an announcement over the base intercom from surviving Marines holed up at the base's headquarters.
    "Attention all Marine units, this is Command. We are barricaded in the Command Center, we are trying to send distress signals to Earth. If anyone out there is still alive, regroup to our position. We have ammo and food. Godspeed."
  • More Dakka: Brutal Doom replaces vanilla game's minigun with the mighty Mach-3-Minigun, a very useful tool for close-quarters combat. Project Brutality amps it up with "Minigun Upgrade", which converts your already powerful minigun into an eighteen-barreled tool of destruction. Yes, that's right, you now have 3 miniguns firing at once, that can be pre-spun for even higher rate of fire. The result gobbles up ammo like a hungry pig, and is able to fell a Cyberdemon in three seconds of focused fire. Also, it's incredibly stress-relieving to waste hordes of squishies with this baby!
  • Multiple Gunshot Death: When using the Dual Rifles or Minigun in the base mod, sustained close-range fire on Imps and Former Humans can cause their bodies to fall apart into bloody pieces, even as what's left of them is still standing. Continuing to fire on them until there's nothing left earns you a Cruelty Bonus.
    • Cacodemons that take a shotgun/super shotgun blast at close range will sometimes fall to the ground, visibly blown open but still twitching. If you keep firing on them with the shotgun while they're not-quite-dead, you'll continue to blow pieces off of them, eventually earning you a Cruelty Bonus.
  • Mythology Gag: "Rip and Tear" has been a popular meme among the Doom community thanks to the Doom comic. With this mod, however, you can literally rip and tear some enemies in half after picking up a Berserk Pack or Demon Strength Rune. (In fact, players can alternate between two modes while Berserk, the one that causes Finishing Moves literally named "Rip and Tear! Mode.")
    • The design of Extermination Day's levels are full of allusions to the original campaigns in Doom and Doom II. For example—the final battle in the first episode is against two Belphegors (a centaur-like Baron of Hell that throws BFG-sized energy blasts) that guard a portal. The second episode's level "Dead Streets" contains a number of buildings with a layout similar to those found in the Doom II level "Downtown."
    • A few other Extermination Day levels are based on Sergeant_Mark_IV's Recurring Nightmare map pack, which are themselves revamps of Doom and Doom II levels. "At Hell's Gate" is based on the reworking Sergeant_Mark_IV did on the Doom level "Hell Keep," as is the level "Tower of Babel." "Eye of the Storm" also appeared in Recurring Nightmare, but in a very unfinished state which made it clear the level was originally based on the Doom II level "Gotcha!"
  • Night-Vision Goggles: Brutal Doom changes the way the Light Amplification Visor works. Instead of simply changing the lighting of a map to maximum level, it instead mimics an image intensifier by brightening everything with a green monochrome appearance. However, the visor also displays most monsters (and some other things, like light sources) in an inverted, bright green color palette—evocative of thermographic cameras, a very different sort of technology.
  • Ninja Pirate Zombie Robot: Cyber Hell Paladins, robo-lion-man-knights with an Arm Cannon and shield. These enemies appear only in Project Brutality.
  • Nintendo Hard: Pretty much every enemy in the game has taken a level in badass and gained new abilities to balance out the upgraded arsenal Doomguy has. There are also three new difficulty levels that are tougher than Ultra-Violence.
    • The greatly heightened threat of the enemies can play hell with the intended difficulty level of certain third-party maps. Brutal is intended to turn the original Doom levels from somewhat hard to fairly hard, but if a map pack is tuned to be very hard in the original game it can become almost impossible to beat it in Brutal—and occasionally downright so; see Unwinnable example below.
    • As of v20b and the Starter Pack, the difficulty levels received a revamp. In place of "Last Man on Earth," there is now "Realism Mode." In this mode, Doomguy takes dramatically more damage—for example, at 100 health and no armor, a single Imp's fireball is a One-Hit Kill, and their pounce attack is also immediately lethal even if you've picked up a fresh piece of Heavy (Blue) Armor. Stepping into slime or other damaging floors is almost immediately lethal if your health and armor isn't well above 200. This causes some problems, as certain levels (even those in Extermination Day!) require taking a fairly extended dip in the stuff—often without a radsuit.

      On the flipside, there are less enemies compared to the easier modes. They're also much easier to kill; Former Humans, Imps, and Nazis die immediately to a headshot from the rifle, and most of the tougher enemies can't survive more than two direct hits from a rocket.
      • In v21, Realism Mode's speed nerf was removed—instead, players can now opt to use a sprinting mechanic regardless of difficulty level.
    • Project Brutality—a Game Mod to the Game Mod—takes Brutal's ideas and improves on them. It has new variants of the original enemies which deal more damage, and while it does give you new weapons and tactics to compensate the result is definitely harder.
    • And for those who still think this is too easy, there's the Maps of Chaos mod, which expands existing Doom and Doom II levels and adds a lot of enemies. It's specifically tuned for Project Brutality, and turns the difficulty knob way past eleven.
    • Still not satisfied? Maps of Chaos has an overkill version that massively increases enemy spawning and makes the difficulty downright grotesque. The smallest room invariably has a dozen enemies at least, every significant item is guaranteed to open trap walls with swarms of demons, there are teleport triggers every which where so just stepping into your average corridor can spring a flood of enemies into a part of a level you thought you'd cleared, and many maps start you off with crowds of monsters already targeting you. Oh, and later in the game high-level enemies like hell knights get the same spawn rates as medium enemies earlier on - and there are several instances where you fight more than one super-enhanced cyberdemon at the same time. Good luck.
  • No OSHA Compliance: Zig-Zagged in Extermination Day depending on the level. For example, "Nuclear Power Plant" provides evidence that the facility was OSHA compliant until the demonic invasion left it a mess—there are platforms with guardrails, the reactor core must be accessed via an airlock with a built-in decontamination shower, and there's a locker room nearby that supplies radsuits. On the other hand, "Nukage Processing" has no safety measures to keep someone from falling into the pools of nukage outside, and there are no radsuits in sight.
  • Non-Indicative Difficulty: The theoretically easiest difficulty level ("Power Fantasy") gives you Ultra-Violence and Nightmare's enemy frequency, but they only deal 30% damage, allowing you to mow down hordes of monsters with impunity.
  • Off with His Head!: If you're unlucky enough to have Imps claw you to death, they might tear your head off your body. You can also rip the head off of Zombie Sergeants and throw it, if you get the right kill move.
  • One Bullet Clips: You lose no ammunition when changing a magazine/energy cell before it is empty, even though the discarded one is visibly thrown to the ground. Of note, though, is that reloading the assault rifle before it empties gives 31 rounds, while reloading from empty gives only 30, and reloading the shotgun produces a Dramatic Gun Cock only if the gun was empty beforehand.
  • One-Hit Kill: If you let a Baron of Hell grab you (without having overcharged health), it will rip you in half, killing you instantly. The Cyberdemon has also gained a stomp attack that is instant death if you get too close to him.
  • Overdrawn at the Blood Bank: With some extensive usage of all the weapons you can carry, you will be able to paint the walls a very thick coat of red, and most of the finishers delivered by Doomguy and the monsters release generous amounts of the red stuff. Fire a BFG in a room full of weak enemies and watch the paint explode.
    • Invoked in-game: it's the name of the bloodiest gore level selectable in the options.
  • Pistol-Whipping: If friendly rifle-wielding Marines are close enough to an enemy, they'll smash them with the rifle's butt. (By the way, this is known as a "buttstroke." We're not kidding.)
    • In v20c, it's now possible for Doomguy to also melee with the rifle and pump-action shotgun. If he's aiming down the weapon's sights and attempts a kick, he'll perform a buttstroke instead.
  • Power-Up: Most of the classics return but are accompanied by new ones in Brutal Doom and Project Brutality such as the "Demon Strength Rune" a more common form of the Berserk Pack and the "Revenant Transformation", which forcibly warps Doomguy into a Revenant for a short period of time before he turns back.
  • Precision F-Strike / Flipping the Bird: At the push of a button: "FUCK YOURSELF!" One side mod makes the finger taunt a literal strike, making anything you flip at explode into gore. You can also use it to open certain secrets.
  • Rare Random Drop: The Demon Strength Rune, which provides Doomguy the same effect as a Berserk pack sans the healing effect, rarely drops from the demonic enemies like Imps and Demons.
    • v21 added an assault shotgun—but it's only available if playing on the Skulltag difficulty setting, and even then it only randomly appears: the assault shotgun has a 1 in 4 chance of replacing a Super Shotgun in item placement.
    • In an instance that probably qualifies as a Good Bad Bug, you can use Doom II's super shotgun in Doom I wads via a rare drop. You have to find and free a friendly Marine, hope they're armed with the double shotgun and either have them die or kill them yourself. Grab the dropped double shotgun and you're in business. Needless to say, this very rarely happens in normal play without Save Scumming (the Marine's weapon is randomized).
  • Rated M for Manly: It's badder, bloodier, and filled to the brim with heavy metal mayhem.
  • Red Eyes, Take Warning: Brutal Doom changes the appearance of Spectres. In the unmodded games, they look like a highly visible pinky-shaped smoke or shadow. In the mod they are invisible until they attack, except for a pair of glowing red eyes and the nearly totally transparent shape of their body.
  • Red Shirt: Aside from the rescuable friendly Marines, there are other non-player Marines found throughout Extermination Day, particularly in the Battle of Los Angeles episode. Most of them stand guard and fire three-round bursts at enemies they see. These Marines come in helmet and helmet-less flavors, as well as several different combinations of race and sex. Strangely, they use the Former Human sound set, and will "flinch" if Doomguy walks past with friendly Marines in tow—which almost makes it sound like they're cheering him on.
    • The level "Push" features a subtype of these Marines that loosely follow Doomguy (but not from level to level) and cannot be given orders. Mostly, they run about in a semi-random fashion, sporadically firing single shots from their rifles. In a sense, they're faster Former Humans (of the vanilla DooM variety) that are on the player's side. Their speed gives them a surprising amount of survivability, as they tend to jink out of the way of most projectiles.
  • Road Runner PC: Doomguy moves blazingly fast in Brutal Doom. In v20b, the difficulty setting Realism Mode cuts down his speed to a more believable level (he runs as fast as he walks in other difficulty settings) ... but in v21, Sergeant_Mark_IV removed this speed nerf in favor of giving players the ability to turn on a sprinting mechanic, usable in any difficulty level.
  • Robo Cam: Project Brutality has the Revenant Transformation power up which turns Doomguy into a Revenant. He (and you) see the world through red lenses along with some static and programs running.
    • A downplayed version occurs in the base mod if Doomguy grabs the Revenant's Hellish Missile Launcher. When the player attempts to fire the launcher while not aiming at a valid target, "NO TARGET" appears as a HUD-like message in the middle of the screen.
  • Secondary Fire: Added to most guns.
    • By the numbers:
      • The fists get a slower, more powerful punch.
      • The chainsaw (or angle grinder, which it's called in v20b) gets a horizontal swipe attack.
      • The assault rifle, pump-action shotgun, and MP40 have an iron-sight mode. This turns the assault rifle into an excellent marksman's weapon, the shotgun into a decent precision one, and somewhat cuts down on the MP40's wide shot pattern.
      • The super shotgun secondary fire consists in firing only one barrel instead of both.
      • The chaingun's motor is revved up and fires much faster, but is massively inaccurate and alerts monsters to your presence just by its constant spinning noise.
      • The Skulltag grenade launcher fires fused non-impact grenades for excellent around-the-corner potential.
      • The plasma rifle gets a seven-shot shotgun-like spread.
      • The Skulltag railgun zooms in and becomes the ultimate sniper rifle from hell.
    • Project Brutality adds even more:
      • Mancubus Flame Cannon: Flamethrower or Acid pour.
      • Demon Tech Rifle: Depending on the mode you can fire a spirit to posses or shrink demons.
      • Heavy Plasma Rifle: Plasmathrower that Doomguy spreads in a wide arc.
      • UAC .50 Hand-Cannon: Fanning the trigger for faster but less accurate shots.
      • Automatic Shotgun: Flack cannon shot from the under barrel.
      • UAC-HMG Auto-Cannon: Switch between ammo box (reload, no overheat) or belt-feed (no reload, can overheat).
      • Rocket Launcher: Charge shot to fire a stronger projectile.
      • Heavy Grenade Launcher (similar to the Skulltag one): Fires bouncing grenades.
      • Super Grenade Launcher: Detonate any grenade already fired.
      • UAC Cryogenic Dispersion Rifle: Switches to pistol to shatter frozen foes.
      • BFG 9000 Mark IV: Fires smaller plasma bolts to make it look like Christmas or can place floating shields depending on the mode.
      • BFG 11K Plasma Beam: Shoots plasma bolts like a chaingun.
      • Black Hole Generator: Remotely trigger the black hole you shot.
      • Revenant's Hellish Missile Launcher: Fire unguided missile or burst beam for the Rail-gun mode.
      • The rest of the guns can switch to iron sight mode for more accuracy aside from the Chaingun and Super Shotgun.
  • Shield Bash: While in "Rip and Tear" mode, Doomguy can rip the shield away from Project Brutality's Cyber Hell Paladins and strike at them with it. Two hits to the head to bring them down and a single strike to crush their skulls. Strangely, Doomguy cannot do this to Project Brutality's Riot Shield Sergeants.
  • Short-Range Shotgun: Averted with the standard shotgun, as its tight spread and ability to aim down the iron sights make it decent at medium ranges at well. Project Brutality takes the aversion Up to Eleven, as you can load slug shells that turn the shotgun into a sniping weapon. The Super Shotgun, however, plays this trope straight.
  • Shotguns Are Just Better: The Super Shotgun, which was already dripping with awesome firepower in the base game, benefits from Brutal Doom's gameplay overhaul. It is very powerful, has fairly good range, and has an enormous spread. Hit someone at close range with it, and they will be no more than demon meat.
    • v21 saw the inclusion of an assault shotgun (AKA the AA 12) into the base mod, but only when playing on the Skulltag difficulty setting.
  • Shout-Out: The mod heavily references the Doom comic. Many of the new names for the skill levels are directly taken from Doomguy's lines in the comic, as are most of his one-liners.
    • Extermination Day cribs a lot of textures from other games, such as Duke Nukem 3D—which is formally acknowledged in one of the campaign's secret levels, a near-exact replica of Duke 3D's first level, "Hollywood Holocaust."
    • The Light Amplication Visor's changed effects also mimic those of Duke Nukem 3D's Night Vision Goggles.
  • Sole Survivor: Intermission text in Extermination Day regularly assumes that Doomguy is the only Marine to survive each episode, regardless of whether or not he has any friendly Marines with him.
  • Spread Shot: Hell Nobles can perform a 3-way fireball attack. Versions of Brutal Doom prior to v19 and after v20b gave the plasma rifle a seven-way spread shot for its secondary fire.
  • Stay Frosty: A Stock Phrase uttered by friendly Marines. Fitting, given one of the influences of Doom in the first place.
  • Stealth Pun: One Black Comedy-flavored example in Extermination Day. The campaign has two secret levels—one is "Wolfenstein," featuring a Wolfenstein 3D-themed (but closer in appearance to Return to Castle Wolfenstein) level in which Doomguy finds himself inexplicably teleported into a German castle-turned-Nazi stronghold during World War II. This secret level's entrance is in the campaign's other secret level—a near-exact replica of Duke Nukem 3D's first level, titled "LA Holocaust."
  • Stripped to the Bone: Most of the plasma-flamer death animation leaves a charred skeleton.
  • Squad Controls: Friendly marines have two general commands—hold position, or follow the player. Switching between states requires walking up to the Marine and using the "use" function. This allows the player to set up killzones by having the Marines lie in wait for incoming enemies, or to keep them from tangling with something that will certainly get them killed. (Alternatively, ordering them to stay put is also good for keeping them out of your way if they make the game too easy for you.)
  • Take That!: Prior to v19, the Commander Keens were reskinned with Justin Bieber's face. Since then, the reskin was removed.
  • Tank Goodness: In Extermination Day's second episode, "Battle of Los Angeles," Doomguy doesn't just fight alongside fellow Marines. They've brought heavy metal with them, and several of the levels in the episode feature tanks providing supporting fire, with devastating results.
    • Doomguy also has to fight tanks a few times in Extermination Day. The second episode's level "Warzone" has one such tank crewed by Former Humans guarding the way to the exit. In the secret Wolfenstein-themed level, the Nazis have two tanks of their own in the castle's courtyard. The only way to survive a direct hit from any one of these requires having health and armor well into the thousands.
  • The Homeward Journey: Extermination Day's first episode, "Hell on Mars," turns into this for Doomguy and the other few surviving marines of the UAC Mars base. With the demonic invasion leaving the base's hangar in shambles and no help coming from Earth, the survivors decide to fight their way to the Portal Testing Labs to get home.
  • There Is No Kill Like Overkill: The fatality you can perform on the Archvile. Performing this fatality causes Doomguy to RIP THE ARCHVILE IN HALF, THROW ITS UPPER TORSO TO THE FLOOR, CURBSTOMP ITS HEAD AGAINST THE GROUND AND THEN LAUGH IN TRIUMPH. Damn.
    • Flesh Wizards in Project Brutality don't have it much better; Doomguy rips his guts out, forcing the demon to collapse into a bloody pile, and is stomped on in a fit of rage just to make sure the bastard is dead.
  • The War Sequence: Map 19, "Push," is one of two levels that bridges the second and third episodes of Extermination Day. You get to take part in a full-scale invasion of Hell itself. Backed by dozens of Marines, tanks, and even aircraft, you have to fight through hundreds of demons to reach a citadel guarding the way deeper into Hell.
  • This Is Not a Drill: The first level of Extermination Day starts off with an urgent announcement over the base intercom—
    "Attention all Marine units! We are under attack by an unknown enemy force! Everyone report to your combat stations! This is not a drill! I REPEAT THIS IS NOT A DRILL GOD DAMMIT!!"
  • Those Wacky Nazis: Again prior to v19, in both Doom II Wolfenstein 3D-themed secret levels, the blue-dressed and comically accented SS enemies were replaced with more realistic troopers wearing grey dark uniforms and shouting actual German phrases (taken from Call of Duty 2). They also carried MP40s that could be picked up and used by Doomguy. Project Brutality kept all of this.
    • As of v20b, they're back as part of the Starter Pack campaign. This time they're accompanied by guard dogs (who, in Realism Mode, can One-Hit Kill Doomguy even if he's at 100 Health and wearing armor!) as well as tanks.
  • Too Awesome to Use: The MG42, known in-game as Hitler's Buzzsaw. The good news? It deals a crap-ton of damage and fires quickly. The bad news? You can't kick while holding it, it burns through ammo and you only get 600 rounds when you find it. To make matters worse, not only does the MG42 use its own ammo pool, you can't find anymore ammo for the damned thing. So once the gun runs out of ammo, and it will (especially if you're not careful), that's it.
  • Video Game Caring Potential: It's possible to keep friendly Marines alive throughout the entire campaign, as they will follow you from one level to another (though they might not always spawn in specific maps).
  • Video Game Cruelty Potential:
    • The "Cruelty Bonus" (a health or armor boost) is granted when you kill enemies in a particularly creative fashion—usually those whom you've just dismembered or set on fire. Bonuses that aren't caused by melee fatalities are instead triggered through close-range Mercy Kills, though, downplaying the trope.
    • It can take some effort to master killing monsters with fatalities—if you go about it the wrong way, punching an enemy to death is likely to rob you of more health than the fatality gives you back, to say nothing of armor. But watching the bad guys being torn to bloody shreds by the Doomguy makes it so worth it.
  • Ultra Super Death Gore Fest Chainsawer 3000: This mod provides the spectacularly apropos page image for that trope. (And, as far as Brutal Doom's gorefest qualities go, that page image doesn't show off the half of it.)
  • Universal Ammunition: As the pistol is replaced by an assault rifle, its common ammunition shared with the chaingun now makes sense. On the other hand, versions prior to v19 (and after v20b) also have the MP40, which in-game fires the same ammunition used by the M16-shaped assault rifle. One of the points that identifies a submachine gun (which the MP40 is, "MP" being short for "machine pistol" in German) as such is that it is an automatic weapon firing pistol ammunition; we're pretty sure the assault rifle and the minigun aren't firing the same 9x19mm rounds as the MP40!
    • This was eventually fixed in Project Brutality by adding a pistol with its own ammo pool, shared with a sub-machine gun, and putting the MP40 in yet another pool all by itself.
    • Downplayed in the base game as of v20b, in which the Nazi SS forces make a return in a secret level of Extermination Day. Players can find and use the MG42 machine gun, but it doesn't share ammunition with any of the other weapons. However, the MP40 still shares the same ammo as the other cartridge-firing weapons.
  • Unstable Equilibrium: In the unmodded games, the Health Bonus and Armor Bonus both gave a +1 bonus to either health or armor, allowing to have up to 200 in both stats. In Brutal Doom, this cap is removed, so a skilled enough player who managed to find enough of them—or got enough Cruelty Bonuses—while avoiding damages will eventually have obscenely high health and armor after enough levels. It's very easy to get armor and health stats up into the thousands this way!
  • Unusable Enemy Equipment: Averted. With the right tool, you can acquire the Mancubus and Revenant's weapons. Explode them with the rocket launcher, kill them with the chainsaw, or chainsaw the corpse. The SS replacements in versions prior to v19 (and after v20b) likewise drop their unique guns on death.
  • Unwinnable: The mod is made for the original Doom levels, and it's optimized for a small number of other mods as well. But every map-replacement mod ever made for Doom can be played with Brutal as well, including some that make assumptions about gameplay that are no longer true with Brutal Doom. For instance, a map that spawns a Cyberdemon in a relatively small enclosed room and relies on the player's reflexes to dodge its rockets can easily become unwinnable, because the Brutal Cyberdemon fires much faster and its rockets have massively increased area damage. And if the player tries to attack at melee range in order to prevent the Cyberdemon from firing rockets, they'll be squished to death instantly thanks to his new stomp attack.
    • However the newest versions such as v20 and including Project Brutality toned down monsters strengths to more balanced levels, allowing slaughterwads to be completed with skilled players. The Cyberdemon and Spider Mastermind are just toned down a little though.
    • The dedicated mod Maps of Chaos can get unwinnable simply by its insanely increased difficulty. For instance, many levels spawn you already under attack, and your reaction is bound to trigger every enemy around who wasn't already targeting you from the start. It's common to take a lot of damage before being able to take a breather, and if you ended the previous level already damaged, no amount of godlike reflexes will save you from a reload loop.
  • Villain Teleportation: While Pain Elemental Overlords can teleport to avoid damage, Flesh Wizards take it up a notch; their entire attack strategy is pop up randomly, blast some bolts at Doomguy, and teleport away until they or Doomguy dies.
  • Wave Motion Gun: One of the BFG replacements in Project Brutality, the BFG 11K fires a gigantic energy beam capable of turning the most powerful demon into smouldering chunks of burnt meat in seconds.
  • Who Needs Their Whole Body?: Revenants can be blown in half and their upper half can be just as capable of hurling rockets at you. Meanwhile their legs will amusingly waddle around aimlessly before falling over.
    • However, the American military is present in Extermination Day. The U.S. Air Force is explicitly mentioned in the intermission text after the level "Final Destination," and in the level "Industrial Zone" you'll regularly see F-22 fighters flying overhead. F-22s also perform low-altitude bombing runs twice in the campaign.
    • In the level "Dead Streets," if you're quick enough you'll catch a glimpse of a B-2 Spirit stealth bomber dropping dozens of bombs onto the streets below.
  • Your Head A-Splode: Perfectly do-able with headshots.
http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/BrutalDoom