Video Game / Brutal Doom

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"FUCK YOURSELF!"
Doomguy

A few years ago, a guy by the name of SgtMarkIV 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. The mod is continually updated over the years.

Can be download online, but be forewarned — to say that this mod is gory is an understatement. You will literally paint walls red.

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.
  • Adaptation Distillation: The Hell on Earth Starter Pack effectively merges the storylines of Doom and Doom II. With the first episode taking place on Mars, the second on Earth as Hell invades it, and the third in Hell itself as Earth's forces attempt to stop the invasion.
  • 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, 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.
  • 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 Boast: There's a button to pull one off. Usually uses a line from the comic. Unfortunately, this was Dummied Out in version 0.19. Doomguy gives one everytime he pick up a really big gun in Project Brutality.
    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 plama 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 missles 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. He will 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 Super Shotgun, which was already dripping with awesome firepower, is in Brutal Doom. 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.
  • 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 can only hold a limited number of ammo, and they must be reloaded either manually or once the mag has been emptied. However there is a Mutator mod that reverts back to Doom's bottomless magazines.
  • Cluster F-Bomb: If you play Brutal Doom online, chances are at some point you'll all start invoking this trope.
  • Convection Schmonvection: In MAP 08 of the Starter Pack, there are pools of lava that will hurt you if you go near them. Partially.
  • Covers Always Lie: This mod averts the vanilla game's oversight by replacing the pistol with an assault rifle.
  • Demon Blood: Cacodemons still bleed blue blood, but the green blood that Hell Nobles (Knights and Barons) bled in the original game has been removed.
  • Difficult but Awesome: Groin attacks (see below) are tricky to pull off against the opponents you can perform them on, but they stun-lock for a good few seconds, allowing for a coup-de grace with a close range weapon.
  • Dummied Out: v0.19 still has the hidden MP40; the player just has to use the console to get it, since the only enemy that dropped it was removed due to controversy over the Nazis wearing Nazi uniforms and speaking German. Re-added in Project Brutality
  • 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 this and melee attacks of most monsters will do so as well if they kill you (or each other) with them. There are other fatalities Doomguy can perform that don't require a Berserk pack but can only be done under certain circumstances, such as kicking the head off an Imp or zombie when its arm has been blown off, mutilating an enemy with the chaingun, or bisecting a Hell Noble when its dying.
  • 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.
  • Follow the Leader: There are a fair few variations of Brutal Doom that have been created by other Doom modders, and that's not even counting the "Mutator" side-mods that have been released.
    • Could very well have gone all the way around the block and bit its own tail as the fourth core installment of Doom itself includes monster finishing moves.
    • Doom (2016) also seems to have taken a lot of cues from this mod, especially its execution mechanics.
  • 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).
  • Gatling Good: While Brutal revamps the minigun and makes it shoot 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.
  • 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". (Alternately, you can dial it down to the slightly more restrained "Realistic".)
  • 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 Hellknights/Barons of Hell.
  • Guns Akimbo: Brutal Doom V20 adds 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 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, up to 999.
  • 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.
  • Idiosyncratic Difficulty Levels: The difficulties are renamed, and add three more.
  • 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.
  • Kaizo Trap: As of v0.20., after you kill a spider mastermind, you can still be crushed under one of her many falling legs.
  • Last Ditch Move: Introduced in v0.19. When you shoot off an arm from a zombieman, he'll sometimes pull out a pistol and shoot you before he dies.
  • 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: All shields protect the wielder from any harm from thier front. 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 ond not getting hit.
  • Made of Plasticine: Even a simple assault rifle is more than capable of tearing anything into gibs.
  • Man on Fire: Happens to the zombies, imps, pinky demons and the marine himself if they are killed by fire. They deal collision damage, so it's advisable not to get too close with them.
  • 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.
  • 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.
    • 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.
  • Ninja Pirate Zombie Robot: Cyber Hell Paladins, robo-lion-man-knights with an Arm Cannon and shield.
  • 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.
    • 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-ehnahced cyberdemon at the same time. Good luck.
  • 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: Played extremely straight; 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.
  • Power-Up: Most of the classics return but are accompanied by new ones in Brutal Doom and Project Brutality such as the "Demon Strenght Rune" a more common form of the Berserk Pack and the "Revenant Transformation", which forcibly warps Doomguy into a Revenant for a short peroid 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.
    • 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: The spectres' appearance has been altered. 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.
  • 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.
  • Secondary Fire: Added to most guns.
    • The fists get a slower, more powerful punch.
    • The assault rifle and the single shotgun have an iron-sight mode that makes them, respectively, an excellent sniper rifle and a decent precision one.
    • 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.
  • Shield Bash: While in "Rip and Tear" mode, Doomguy can rip the shield away form 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 a Riot Shield Sergeant.
  • Shout-Out: A number of the in-game text references the Doom comic.
  • Spread Shot: Hell Nobles can perform a 3-way fireball attack. Pre-v0.19/v0.20 versions of the Brutal Doom gave the plasma rifle a seven-way spread shot for its secondary fire.
  • Stripped to the Bone: Most of the plasma-flamer death animation leaves a charred skeleton.
  • Take That: Prior to version 0.19, the Commander Keens were reskinned with Justin Bieber's face. Since then, the reskin was removed.
  • 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.
    • Fleshwizards in Project Brutality doesn'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 just to make sure the bastard is dead.
  • Those Wacky Nazis: Again prior to version 0.19, 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 still has this level and allows you to grab the very rare MP40
  • 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.
    • 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 0.19 also added an 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 MP 40!
  • Unstable Equilibrium: In the unmodded games, the Health Bonus and Armor Bonus both gave a +1 bonus to either health or armour, 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 while avoiding damages will eventually have obscenely high health and armour after enough levels.
  • 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 0.19 likewise dropped 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.
    • 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, Fleshwizards 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.
  • Who Needs Their Whole Body?: Revenants can be cut in half and still shoots at you.
  • Your Head A Splode: Perfectly do-able with headshots.

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