Doom 64 (2020 version)

Doom 64 was officially re-released on PC, Microsoft Xbox One, Sony PlayStation 4, and the Nintendo Switch on, coinciding with the release of Doom Eternal. The game was developed via cooperation between Bethesda Softworks, id Software, and Nightdive Studios, and uses a new version of the Doom64 EX codebase, re-developed using Nightdive's KEX 3 engine. A release was added on May 12, 2020.

The Lost Levels

 * Includes a new six-level episode, The Lost Levels, and one additional "Fun" level.

Added features

 * Support for arbitrary display resolutions including widescreen, ultra-widescreen, and 4K.
 * Achievements.
 * Ability to toggle between red and green blood, as originally featured in the 1997 Japanese release.
 * Localized text for English, French, Spanish, German, and Italian.
 * Haptic rumble support for all platforms.
 * Motion control support for Nintendo Switch and Sony PlayStation 4.
 * Three-point texture filtering emulation.
 * Additional overall brightness setting alongside the game's original brightness setting. It applies an additive layer over the screen to increase the brightness even further.
 * Demos now sync, including the hidden Hectic demo and title map.
 * Bethesda.net integration, allowing the unlocking of cosmetics in Doom Eternal (unlocks the "64 Pentagram" player icon and "MERCILESS EXTERMINATOR" player title).
 * Multi-line HUD message widget provides priority messages for secret areas, secret items, and the Demon Keys.

Other changes from Doom64 EX

 * Uses the newest version of the KEX Engine for its framework.
 * Shader pipeline-based renderer.
 * Mouse look and jumping removed with the goal of keeping the release as vanilla as possible.
 * The depth buffer is no longer used and instead now follows how the original game rendered the scene. Sprites will no longer be cut off by floors or walls depending on the order of subsector rendering. Additionally, sprites are now fragmented based on the subsectors they overlap.
 * Cloud rendering is now accurate.
 * The timings of some executed scripted events were off by one frame.
 * Non-player objects have slower gravity (they fall down 25% slower than the player).
 * The entire original collision detection is now retained; the broken 3D object clipping feature of EX was removed.
 * Projectiles fired from the player will immediately explode if the player is 5 or less units away from a wall.
 * Monsters are now able to trigger linedef specials flagged as "death triggers".
 * Logic for light strobing and glow effects corrected.
 * Logic for doors and platforms of type "RaiseToNearest" and "RaiseAndChange" now correctly move at half the speed.
 * Logic for perpetual platforms corrected.
 * Automap controls are now identical to the original game (hold use button to pan around).
 * Wave files are now used for sound effect playback instead of MIDI.
 * Uses the FMOD sound library rather than Fluidsynth, changing the sound font format from SF2 to DLS.

Miscellaneous

 * Medikits, stimpacks, and berserk power-ups are changed to feature a blue cross to comply with international treaties regarding the emblem of the organization.