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Video Game / Doom II

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PROTIP: To defeat the Cyberdemon, shoot at it until it dies.note 

Doom II: Hell on Earth is the 1994 sequel to id Software's hit First-Person Shooter, Doom.

Following the events of the first game, the Doom Marine returns from Hell after killing the Spider Mastermind. When he arrives on Earth however, he finds that the demonic hordes have launched a full-scale invasion and are currently in the process of slaughtering the remnants of humanity. The only hope for civilization is to escape the Earth in a fleet of spaceships, but a force-field set up by the demons is preventing them from leaving the planet. It's up to the Doom Marine to tear through the demonic forces, deactivate the force-field, and journey back into Hell to stop the apocalyptic invasion permanently.

Relying on the same game engine as its predecessor - to the point that the first Doom received some of the second's under-the-hood changes a month prior to its full release with v1.666 - Doom II doesn't stray far from the original's gameplay. It was released at retail from the get-go and has levels which are played in sequence from beginning to end, unlike the shareware release of the first game and its distinct episodes. A new roster of enemies were added to increase the difficulty and force the player to come up with new strategies while traversing the game's levels. The game also features the addition of the Super Shotgun and the Megasphere, giving the player new ways to kill demons to their heart's content while keeping themselves in top form.


Doom 64 is set after Doom II's events.

This video game provides examples of:

  • Abandoned Mine: "The Abandoned Mines". Granted, it doesn't look much like actual mines (then again, none of the levels in the classic Doom games look like the locations they're supposed to be) and it's supposed to be located in Hell, but it does have areas that look like giant underground excavated caverns which probably inspired the level design of Doom³. As you may have guessed, the abandoned mines, aren't.
  • Actionized Sequel: Doom was hardly a slow burn, but its levels tended to have just as much of a focus on exploration as they did on demon-battling, and even had some understated horror sequences and spooky music tracks. Doom II levels focus far more heavily on combat, with enemy counts that routinely number in the hundreds, designs that are frequently centered around wide-open areas that allow plenty of space for monster hordes, and a selection of music much more heavily skewed towards the MIDI format's equivalent to metal.
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  • Always Accurate Attack: The arch-vile's attack will always hit the target unless it leaves the archvile's line of sight before it finishes. Partial invisibility won't cause it to miss, but does affect the knockback direction.
  • And Your Reward Is Clothes: The Xbox Live Arcade port 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.
  • Anti-Frustration Features:
    • The Archviles can't resurrect certain enemies: most importantly, they can't resurrect other Archviles, for obvious reasons, but Spiderdemons and Cyberdemons are also unable to be revived, since that would be just plain unfair given the amount of punishment they need to put down the first time. They also can't resurrect anything that doesn't leave behind a corpse, so no resurrecting a Lost Soul or Pain Elemental, though this is due to game limitations as much as it is a deliberate design choice.note 
    • Lost Souls do not count towards your kill percentage score at the end of a map, due to them being infinitely spawnable by Pain Elementals. So besides saving a player the hassle of having to hunt down every Lost Soul spat out by a Pain Elemental, it also safeguards against 100% kills becoming unachievable in instances where a common glitch occurs that leaves Lost Souls permanently stuck in walls after being expelled from a slain Pain Elemental. This behavior was also backported to the original game with v1.666, which was released near-concurrently with the launch of Doom II. Console ports of the day are exempt from this, however, since they're built off of code compiled from v1.2 for the Atari Jaguar port; Doom II ports simply added what new assets and maps their consoles could fit over the existing code rather than recompiling v1.666.
    • Also, in the original version of Doom II, Pain Elementals cannot spawn more Lost Souls if there are too many Lost Souls already existing in the level, to help reduce how hard of an FPS drop the game might have if Pain Elementals weren't capped. A symptom of this change is that if there are too many Lost Souls placed in the level already, the Pain Elemental can't attack, such as with one that can be found early into Map 09 on Ultra-Violence.
  • Artificial Stupidity: There are some levels where, at least on high difficulties, the only way for the player to survive is to trigger in-fighting to either reduce enemy numbers or get other monsters to take out or weaken one of the big bads like the Cyberdemon; one level, "Gotcha!", is even titled such because its main set-piece is an arena with both a Cyberdemon and a Spider Mastermind in it, wherein it is incredibly easy to set them to fight each other.
  • Ascended Glitch: A quirk of the first two Doom games' engine is that a rocket's splash damage isn't a sphere as might be expected; it's a cube (or square prism) of infinite height. This questionable behavior is what allows you to damage Doom II's final boss.
  • Asteroids Monster: The Pain Elemental will spawn up to three Lost Souls in a triangular formation when it's destroyed. However, if you let it live, it'll continually spawn them. Get a Pain Elemental into a fight with another monster, and it'll spit the things like missiles. The manual referenced this, saying that "killing him is almost as bad as letting him live".
  • Attract Mode: Just like the original, the game will play a demo if left on the title screen for a second or two.
  • Badass Normal: Once again, the Doom Marine. He's so badass that he actually destroys Hell.
  • Blackout Basement: Maps 05, 10 and 25, which are respectively "The Waste Tunnels", "Refueling Base" and "Bloodfalls".
  • Boring Return Journey: The end has your character taking the long trek back home after practically destroying Hell.
  • Boss-Arena Idiocy: The final boss is a giant invulnerable face in the wall of an arena which spawns endless monsters from the hole in its forehead, its only weak spot. You can shoot rockets into the hole to kill it, but such a task would be impossible if not for the arena providing a convenient elevator that reaches right about the height of the brain hole.
  • Boss in Mook Clothing: Doom II adds Archviles, which can attack you no matter the distance and will always hit as long as it has a clear line of sight, is almost Immune to Flinching, and has the ability to resurrect many varieties of other monsters at full health to add on to the pain.
  • Bowdlerise:
    • German releases do not contain the Wolfenstein 3-D-inspired levels 31 or 32.
    • The BFG Edition and XBLA versions completely purged the secret Wolfenstein 3D levels of every Wolfenstein element: No Swastikas nor Hitler portraits, the SS guards are replaced by zombiemen squads, the unique map music themes have been replaced by the theme of MAP05 for both maps and the levels have been renamed ("Wolfenstein" to "IDKFA" and "Grosse" to "Keen") The red crosses on health packs were also removed, replaced with little red-and-white pills because of complaints by the International Red Cross about use of their symbol. The two levels were eventually mostly restored in the Unity ports as of the January 2020 patch; the SS troopers were brought back to their original spots, but are called the "Schutzkämpfer" instead. The crosses, portraits, music, and names are also restored, but with the swastikas bearing the triangle emblem of Germany's version of Wolfenstein: The New Order, and Hitler's portrait being mustacheless to more resemble the "Staatmeister" from the SNES port of Wolf3D. The pills that formerly took the place of the red crosses have been replaced as well, now as a green cross.
  • Brain Monster:
    • Alongside the returning Spider Mastermind are her children the Arachnotrons, which are basically smaller versions with plasma guns.
    • The final boss is the Icon of Sin, a giant skeletal goat face with an exposed brain as a weak point. It is only vulnerable to rockets, however.
  • Dancing Mook Credits: The ending lets you watch the moving, action, and death sequences of all the enemies (and yourself!) in a never-ending (looping) parade of slaughter and screams, which are killed and advanced to the next enemy with a key-press.
  • Dead-End Room: The exit chamber of MAP12, though it doesn't prevent you going forward, it only prevents you re-entering the rest of the map.
  • Death by Cameo: John Romero's head is the Big Bad (more accurately, the Big Bad's hit-box, and it can only be found using the "idclip" cheat and walking into the boss' brain).
  • Disc-One Nuke: The Super Shotgun. You get this weapon in the second level in the game and will make the regular shotgun mostly redundant. This weapon does about as much damage as the Rocket Launcher at close range. While the Rocket Launcher is better used at farther distances and its faster rate of fire gives it considerably better DPS, the Super Shotgun is a lot more safe (buckshot obviously doesn't have splash damage) and there are plenty of shotgun shells in the game.
  • Down the Drain: MAP02, "Underhalls", is probably the first such case in a first-person shooter, even codifying the idea of a sewer level being one of the earliest ones. It's not too noticeable for several reasons, chief among them the fact that the levels of classic Doom, this one included, are abstract and difficult to discern as real-world locations even before Hellish influence starts obviously taking hold, as well as the fact that it's not a particularly annoying level compared to any others.
  • Drought Level of Doom: Level 9, "The Pit", is famous for not having quite enough ammo to destroy all the monsters, even on a full playthrough. Those wanting 100% completion usually have to resort to using the fists or chainsaw for good chunks of the level.
  • Earn Your Happy Ending: Doomguy not only stops the demonic invasion, but he basically destroys Hell in the process. While millions are dead from the demonic invasion, at least the survivors have a future.
  • Enemy Roll Call: Hell on Earth shows each enemy along with the name in the ending, but some of the names differ from those in the manual.
  • Enemy Summoner: Pain Elementals, which only summon Lost Souls, and the Icon of Sin, which summons almost every kind of enemy in the game.
  • Exactly What It Says on the Tin: Doom II: Hell on Earth features the forces of Hell on Earth.
  • Expansion Pack: Master Levels for Doom II, a collection of standalone levels produced by some popular members of the WAD community of the time (the titular "Masters"). There was also Final Doom, a pair of 32-level campaigns that was promoted as another expansion, but unlike Master Levels, actually didn't require a copy of Doom II to work; see that game's trope page for details.
  • Exploding Barrels: There's a level full of them — Barrels O' Fun — a classic example.
  • Game Mod: Even more popular for Doom II than for the original, since it runs on the same game engine as Doom but contains new content such as the Super Shotgun, several new enemies, and a couple other features; due to all the new content, and accounting for that there was only a year between the release of the two games, the vast majority of Doom WADs use Doom II, with probably over 95% of WADs and mods being for Doom II rather than Ultimate Doom.
  • Glass Cannon: The Chaingunners and Revenants are this; the former only having marginally more health than other former humans, but able to really put the hurt on you and even other monsters with a rapid hitscan attack that can't be reliably dodged except by putting a solid object between you and them, while Revenants have relatively low health for a higher tier demon (they have 300 HP, while everything else above a Pinky has at least 400), but are one of the fastest monsters in the game and shoot homing rockets at you that deal up to 80 damage, and pummel you quickly to pulp up close.
  • Guide Dang It!:
    • Finding the first secret level exit in "Level 15: Industrial Zone" can be counter-intuitive. You need to unlock a secret area inside the lavapit at the top region of the city, and enter this secret, then backtrack to an earlier area and find that a secret room has opened in a Non Sequitur manner. Additionally, due to how one secret sector is positioned, it is also normally impossible to trigger it for the purpose of 100% Completion due to a teleporter line toggling before you can touch the secret sector, unless you use an obscure bug where a Pain Elemental spawns a lost soul that pushes you onto the sector.
    • "Level 19: The Citadel" may be confusing to navigate as many of the paths are accessed by secret passages, including the way to the three keys for the exit (fortunately, you only need two out of the three keys, red and either one of the other two, to open up the exit).
  • Hard Mode Mook: Just like in the first game, monsters are flagged with which difficulties they can appear on, which is used to increase the concentration of monsters, feature stronger ones earlier, and/or even replace lower-tier ones with stronger ones as you increase the difficulty. MAP01: Entryway has only nine monsters on ITYTD and HNTR and triples those numbers on UV and NM; the Hell Knight first appears on MAP05: The Waste Tunnels on UV above and is otherwise held back until MAP06: The Crusher; and on UV and NM, three of said Hell Knights in MAP06 are replaced with the first appearance of the Spider Mastermind, which otherwise doesn't appear until two-thirds of the way through the game in MAP20.
  • Heart Container: On top of all the health and armor power-ups from the first game, Doom II features the introduction of the Megaspheres, which instantly fill you to 200 health and megaarmor.
  • Hell on Earth: True to form, Doom II: Hell on Earth is Exactly What It Says on the Tin.
  • Hero-Tracking Failure: The game added a bevy of new demons with scattered/homing/instant-hit attacks, all intended to defeat simple circle-strafing tactics that were prevalent in the first game and bring keyboard-and-mouse players back in line with those who only used one or the other.
  • Heroic Mime: The Doom Marine once again. He does however talk to several people through comlinks, albeit offscreen.
  • Homage: There are two secret levels lifted almost directly from Wolfenstein 3-D, the second of which ended with an appearance by a quartet of (soon-to-be) dead Commander Keens.
  • Hitbox Dissonance:
    • Revenants have a very tall sprite, with them appearing even taller than Barons. However the height of their hurtbox and collision box is 56 units, the same as all the other smaller enemies. As a result, you won't be able to shoot a Revenents from an upper platform when only the top of its body is visible, and a Revenant can walk into places too short for its sprite, resulting in it clipping through the ceiling.
    • Mancubi's fireballs have sprites that are much larger than the fireballs of Imps, Cacodemons, and the Hell Nobles, however their hitbox is the same size as them, so the edges of their fireballs will not register as hitting anything. Conversely, the plasma bolts of Arachnotrons have sprites the size of around those smaller fireballs, yet their hitbox is over twice as wide.
  • Iconic Sequel Character:
    • The skeletal rocket-launching Revenants make their debut here, and would go on to become one of the most famous enemies in the series, especially featuring heavily in the marketing for DOOM (2016) and DOOM Eternal.
    • For a given value of "character", the Super Shotgun (or double-barreled shotgun). Making its first appearance here, the Super Shotgun has become a mainstay of the series, possibly eclipsing the BFG 9000 as the series' signature weapon and one of the most influential and widespread weapons in any shooter.
  • Increasingly Lethal Enemy: The Pain Elementals are Mook Makers which spit out endless amounts of Lost Souls, potentially creating a swarm of them if left unchecked.
  • Insurmountable Waist-Height Fence: A couple examples brought about by the original game's inability to jump, which means they can be beaten in a handful of seconds if you play on a source port that allows jumping.
    • Level 3, "The Gantlet", has the final area separated from one of the first rooms by a wall at about shoulder height, which if the player could jump would allow them to immediately get over it, but since they can't requires them to explore a second part killing enemies and making their way to a teleport to get over that wall. Playing on a source port that allows jumping means you can complete the level in about ten to fifteen seconds.
    • Level 7, "Dead Simple", has the exit switch on a waist-high platform that the player normally cannot jump over. What unlocks the exit in regular gameplay is a set of stair steps that rise from the ground once all enemies are killed. With a source port, the level can be finished in three seconds.
  • Interface Screw: If flames start rising up your screen, hide right now, because an Arch-vile is about to explode you!
  • Joke Character: The Spider Mastermind was considered to be a terrible final boss in the original game due to being a step down in every way from the Cyberdemon that capped off the second episode, and is in general considered to be a poorly-designed enemy that's very difficult to use effectively in a serious and fair manner, so the creators didn't hold back in using her in Doom II in ways that seem intended to make fun of her. Her first appearance on Ultra-Violence and Nightmare difficulty is as the punchline to MAP06: The Crusher, where you flip a switch and the eponymous crusher slowly but effortlessly kills her for you. After then sitting out over half the game, MAP20: Gotcha!'s major setpiece is a duel between a Spider Mastermind and a Cyberdemon, setting them at a distance where the Cyberdemon wins almost every time (even if the Mastermind wins without interference, she'll be so near-death she's not a threat anymore). MAP23: Barrels o' Fun has one in a monster closet, who is flanked by several Arachnotrons that she can easily be set to infight with, and which she can even die to given their higher numbers. Finally, MAP28: The Spirit World has two in one area, where they can be rigged to fight another crowd of Arachnotrons, rigged to fight each other, or dealt with easily using the BFG, energy ammo, and invulnerability powerups placed near them.
  • Kill Enemies to Open: "Dead Simple" (MAP07) starts the player inside a cloister with several mancubi. Once all the mancubi fall, the outer walls lower to reveal a fleet of arachnotrons in the outer perimeter. Killing them raises the central platform so that you can exit.
  • Last Lousy Point: "Industrial Zone" has a secret teleporter that is in itself not too hard to find - though the problem arises from that it's both a teleport pad and a secret-flagged zone. To register finding the secret, you have to touch the floor of the teleport pad; trying to do so will teleport you away right before you touch the floor. It took until 2018 before somebody managed to officially "find" it (by getting a Pain Elemental to spawn a Lost Soul directly on the marine's head at the right instant, shoving him into the pad's floor before the teleport took effect). John Romero confirmed on Twitter that this obscure method which appears to be a bug was in fact the intended solution.
  • Level 1 Music Represents: "Running from Evil", the theme for Maps 1 and 15, is probably the most iconic of the Doom II soundtrack. The first Wolfenstein 3D-based secret level averts this, however, using "Evil Incarnate", the theme of the Final Boss level from its expansion Spear of Destiny, rather than its original track.
  • Lightning Bruiser: Archviles are the fastest moving enemies in the game outside a charging Lost Soul and Demons/Spectres on nightmare difficulty, while having the fourth highest HP in the game with 700 alongside the lowest pain chance of any monster, and an attack that will always do a very high 80 damage.
  • Living Structure Monster: The Icon of Sin, a wall with a picture of a demon on it and the Final Boss, attacks you by summoning his various demonic flunkies to fight you. Its weak-point is a point on his "head" which lets you pump rockets directly into its brain.
  • Luck-Based Mission: The final boss can summon any demon that isn't a Cyberdemon or Spiderdemon. God help you if it summons a Pain Elemental, or worse, an Arch-Vile.
  • Marathon Level: Going by the "par time" at the end of the levels, Maps 17, "Tenements", and 28, "The Spirit World", are over seven minutes in a game where the par rarely goes over three.
  • Mission-Pack Sequel: Aside from a handful of new enemy types and one new weapon (the Super Shotgun, which is just an upgraded version of the existing shotgun), Doom II is graphically and mechanically identical to its predecessor. Many console ports, most distinctly the PlayStation version, actually combine levels from both Doom and Doom II into one massive 50+-level game, even placing some of the new II elements into levels from the original (e.g. adding in the Super Shotgun and replacing some enemies with Hell Knights and Mancubi on higher difficulties), essentially treating the second game as a literal mission pack. The two games are so similar, and so immediately distinct from all future games in the series, that many fans often lump them together, referring to them (along with Master Levels for Doom II, Final Doom, and more rarely Doom 64) as simply "Classic Doom".
    • This can even be seen under the hood. Patch v1.666 for the original Doom removed Lost Souls from the end-of-level tallies. This was because the Pain Elemental, a monster introduced in Doom II, spawns more Lost Souls to attack the player, so more Lost Souls can be in a level than were spawned when it loaded (which would mean monster counts at the end of a level could exceed 100% without this change). In fact, the console ports are one of the most literal examples imaginable, taking the same code compiled from Doom v1.2 for the earlier console ports of just the first game, then adding the new assets from Doom II.
  • Mook Maker: The final boss spews out various enemies, which can telefrag you if you're not careful. And then there's the Pain Elementals, who chuck Lost Souls at you.
  • Non-Indicative Name: The first level set in Hell is called "Nirvana", even though Nirvana is basically the Buddhist Heaven, making it a rather odd choice of name.
  • Noob Bridge: Once you reach "Dead Simple" and "Tricks and Traps", you're not going to progress much further if you don't know how to switch weapons or invoke monster in-fighting (especially if you're fresh from Wolfenstein 3-D, where switching weapons was almost never necessary and explicit monster in-fighting didn't exist).
  • No OSHA Compliance: Rivers of toxic ooze run though the middle of a high-tech military base, for no particular reason. The strategy guide practically calls this trope out by name, in its description for the Radiation Suit: "OSHA may not like it, but to get the job done, you're going to have to handle some toxic waste every now and then."
  • Outrun the Fireball: Level 23, "Barrels O' Fun", has this with groups of exploding barrels and enemies that can set them off.
  • Permanently Missable Content: Just like in the first Doom, some maps have areas and secrets that can only be accessed once, and should you fail to get into those areas before access to them is closed off or once you leave them, you'll be unable to access them again without restarting the entire level. The most infamous of these is a secret in the 27th map, "Monster Condo", where there's a secret area that's opened for 30 seconds upon starting the level, and should you fail to get into the area within the first 30 seconds, walls will come down and close it off permanently, with no way to open them back up from the outside, requiring you to restart the map if you want to tag all the secrets.
  • "Psycho" Strings: Played in the intro.
  • Punny Name: The song "Bye Bye American Pie" was both a play on the song name "American Pie" and one of the level designers, American McGee.
  • Real Is Brown: One of the earliest codifiers of this trope, where while the original Doom had a bit of variety in its environments' coloring, Doom 2 is fairly infamous for most of its textures being some shade of brown and other dull colors, making the maps appear quite drab in comparison. Even in this game's hell levels, where you would have more leeway to get creative with the environment, the maps are still predominantly brown.
  • Real-Place Background: "Suburbs" is based on two real houses, one owned by Sandy Peterson and the other by his father, although due to the limitations of the engine he could only recreate the first floor of his own house. He gives a tour of his house and compares it to the video game interpretation on his Youtube channel.
  • Red Shirt: Just like in the original, the backstory detailed in the instruction manual describes Doomguy entering the base with a team of soldiers, but all of them die before the game begins.
  • Sci-Fi Writers Have No Sense of Scale: The demons apparently hold the population of Earth hostage, but Doomguy is able to save them and evacuate the entire planet just by liberating one spaceport in some unspecified location. Even if the population of Earth was slimmed down considerably by the demonic invasion, Doomguy would still have to search the entire planet for survivors, since it is doubtful that the demons would bring them all to one spot, and there are countless places where they could be holed up.
  • Secret Level: The game contains two secret levels with maps more or less directly ported from Wolfenstein 3-D. The second secret level was only accessible from within the first, using the same exit from the Wolf3D version of the level that lead to that game's first secret level.
  • Series Continuity Error: The instruction manual's backstory refers to the protagonist as having stopped the invasion on "Mars base" and having had time to retire from the military and arrive home on Earth in a drop pod before realizing anything is up, even though the first Doom was set on the two moons of Mars, Phobos and Deimos, not the red planet itself, and the game concluded with Doomguy returning to earth from Hell via a portal to immediately discover the demons are already there. Some players have tried to resolve this error by suggesting that the player character of Doom II is actually a completely different person, who defeated the demons on Mars while Doomguy was battling them on the moons, and who also just happens to look exactly like him somehow.
  • Set a Mook to Kill a Mook:
    • Map 8 has a room with a Cyberdemon looking at you, and several Barons of Hell looking at the Cyberdemon. The trick? Don't fire a shot - the Cyberdemon will shoot at the Barons trying to get to you, and they'll retaliate. Wait until one group disposes of the other, then take down what's left. No wonder it's called Tricks And Traps.
    • Map 20 contains a large antechamber with a Cyberdemon and a Spider Mastermind on two opposite platforms. No prizes for guessing the easiest way to waste them both. The level is appropriately named 'Gotcha!' This sequence exists mostly to try and answer the The Ultimate Showdown of Ultimate Destiny-style question of who would win. It's usually the Cyberdemon, but the Spider Mastermind's odds improve in inverse proportion to the distance between them. Gotcha! is just on the Cyberdemon's side, although Spidey does sometimes win if you can get him to start firing from the side of his platform closest to the Cyberdemon. In some rare cases, they can end up killing each other.
    • Several demons have different infighting rules regarding them:
      • While the game treats Barons of Hell and Hell Knights as different enemies, they have a hard-coded immunity to each others' projectiles, meaning they cannot infight without the aid of a barrel. This exception was removed in Doom 64, where they'll infight as normal.
      • Pain Elementals can target other monsters upon being damaged, but since their "projectiles" are the Lost Souls they summon, monsters will retaliate against the Lost Souls they spawn rather than the Pain Elemental itself, meaning a monster will never engage a Pain Elemental. This was sorta-fixed in Doom 64; while monsters will still retaliate against the Lost Souls, they can now retaliate against a Pain Elemental if the Pain Elemental hits them with their new melee attack.
      • Archviles can engage other monsters as normal, but monsters are coded to never retaliate back against Archviles. Archviles additionally do not have a targeting threshold, meaning they will always instantly switch targets upon being damaged, even in the middle of their attack.
  • Shareware: Subverted. Unlike the original, Doom II did not receive a shareware release. This was because, according to John Carmack, many people who downloaded the shareware episode of Doom and beat it mistakenly considered themselves to have "beaten Doom" when they beat the demo. Also because shareware was essentially a distribution method: download the (longer than average) demo, and if you like it, mail order the full version. Doom II was conceived as a retail product from the start, so all of that was unnecessary. And then id decided to rerelease Doom at retail, as well, with the addition of a new episode.
  • Shoot the Medic First: The Archvile can revive fallen foes, so killing this guy first is essential. However, he can also deal out a ton of damage with his line-of-sight attack.
  • Short-Range Shotgun: The double-barreled shotgun was probably the Trope Maker; it shoots 20 pellets for a combined damage equivalent to a direct hit from a rocket, but its spread is so huge, including vertical spread the basic shotgun doesn't have, that you need to be close enough to hug the demon first for all the pellets to connect. The sheer power and great ammo efficiency of it, combined with the player's agility that allows them to safely weave in for close-ranged shots, makes the Super Shotgun extremely useful to the point that it's generally the default weapon to use among higher-level players.
  • Shout-Out:
    • The Wolfenstein 3-D levels. One of them even has several Commander Keens hanging from the ceiling that you have to kill to open the exit.
    • One of the messages that can show up when the player attempts to quit:
  • Stationary Enemy: On occasion, the game will enclose a mook in a confined space, always overlooking a critical area of the playfield. The Downtown area has 16 imps embedded in the exterior walls of various buildings, sniping the player through their windows. The Tenements has a revenant in a tiny cage that overlooks a narrow walkway; it also has an archvile in a booth-like compartment watching over the approach to a critical switch.
    • Stationary Boss: The final boss of the game, and by extension, most monster spawner based final bosses from the third-party map packs never move. Though it's kinda hard for them to move around when they're literally just a wall texture.
  • Suspicious Videogame Generosity: The final level starts in a small room with a Mega Sphere, a backpack, several ammo pickups, and every single weapon available in the game.
  • Take That!: In "Grosse", four copies of the titular hero of Commander Keen are hung by a noose, with the player required to shoot them to get to the end of the level. John Romero stated that Adrian Carmack, who had worked on Commander Keen, hated the games and the character, and this was his way of getting even.
  • Tech-Demo Game: Although it obviously wasn't the first game to use the Doom engine, its first Wolfenstein 3D level makes a point of showing off all the sorts of things it can do that Wolf3D couldn't - in the middle of a very faithful recreation of Wolfenstein's E1M1, 90-degree surfaces and unchanging floor heights and all, there's a new secret which includes walls at every angle imaginable, floors and ceilings of varying heights to make a staircase, and animated textures.
  • Tele-Frag: The final boss can telefrag you if its monster-spawning projectile makes its impact right where you're standing.
  • Unintentionally Unwinnable: "Dead Simple": The central staircase raises once you kill all Arachnotrons to allow you to leave the map. If played on Nightmare, Arachnotrons can respawn and be killed off again, allowing you to raise the central stairs out of reach.
  • Violation of Common Sense: You'd have to be crazy in order to take on and kill a Cyberdemon with nothing but your fists. Yet that's exactly what you have to do to get the "You Have Huge Guts" achievement in the XBLA release and the "Knuckle Sammich" achievement in the PS3 collection. At the very least, you can soften him up with guns first.
  • Well-Intentioned Extremist: The Archvile is an evil healer. His death sound is a girl saying "why?" (much distorted); he wonders why on earth anyone would want to kill him, since from his point of view he's only doing good (by resurrecting dead monsters). He's also trying to burn you to death in the meantime, which he apparently can't imagine you'd be upset about.
  • Where the Hell Is Springfield?: Doom takes place on Mars' moons. Simple to understand. Doom II takes place on Earth, but it is never specified what part of Earth the game is set in, nor are there any major locations given (other than a spaceport and Doomguy's hometown) to indicate that Doomguy is anywhere other than some random UAC base.


Video Example(s):

Alternative Title(s): Doom II Hell On Earth


Civvie and the Super Shotgun

In his Pro Doom II video, Civvie gushes over the Super Shotgun and its powerfulness. He argues that it being borderline OP is actually balanced due to the rising difficulty later in the game

How well does it match the trope?

4 (8 votes)

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Main / ShotgunsAreJustBetter

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