Difference between revisions of "Doom 64 (2020 version)"

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(+Stadia release)
(β†’β€ŽOther changes from Doom64 EX: depending on the game version, either spacebar or right mouse button. Presumably affects controllers too.)
 
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{{gendisambigabout|the 2020 re-release|the original game|Doom 64}}
 
{{gendisambigabout|the 2020 re-release|the original game|Doom 64}}
βˆ’
'''Doom 64''' was officially re-released on PC, [[Microsoft]] [[Xbox One]], [[Sony]] [[PlayStation 4]], and the [[Nintendo]] [[Nintendo Switch|Switch]] on {{timeline|2020|March 20, 2020}}, coinciding with the release of [[Doom Eternal]].<ref name="etdelay">{{cite web text|author=id Software|title=DOOM 64 Released|url=https://www.bluesnews.com/s/209257/doom-64-released|publication=Blue's News|publishdate=20 March 2020|accessdate=3 April 2020}}</ref> 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.{{cite web|author=[[Stephen Kick|Kick, Stephen]]|title=The KEX Engine has gone to Hell 🀘|url=https://twitter.com/pripyatbeast/status/1186671452017197057|publication=Twitter|publishdate=22 October 2019|accessdate=22 October 2019}} A {{wp|Google Stadia}} release was added on May 12, 2020.{{cite web|author=Bradshaw, Kyle|title=Doom 64 coming to Google Stadia, free to buyers of Doom Eternal|url=https://9to5google.com/2020/03/20/doom-64-google-stadia-free/|publication=9TO5Google|publishdate=20 March 2020|accessdate=12 May 2020}}
+
[[File:Doom64 StoreHeader.jpg|thumb|300px|right|[[Steam]] title graphic for the Doom 64 re-release.]]
 +
'''Doom 64''' was officially re-released on PC, [[Microsoft]] [[Xbox One]], [[Sony]] [[PlayStation 4]], and the [[Nintendo]] [[Nintendo Switch|Switch]] on {{timeline|2020|March 20, 2020}}, coinciding with the release of [[Doom Eternal]].<ref name="etdelay">{{cite web text|author=id Software|title=DOOM 64 Released|url=https://www.bluesnews.com/s/209257/doom-64-released|publication=Blue's News|publishdate=20 March 2020|accessdate=3 April 2020}}</ref> 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.{{cite web|author=[[Stephen Kick|Kick, Stephen]]|title=The KEX Engine has gone to Hell 🀘|url=https://twitter.com/pripyatbeast/status/1186671452017197057|publication=Twitter|publishdate=22 October 2019|accessdate=22 October 2019}} A [[Google]] {{wp|Google Stadia|Stadia}} release was added on May 12, 2020.{{cite web|author=Bradshaw, Kyle|title=Doom 64 coming to Google Stadia, free to buyers of Doom Eternal|url=https://9to5google.com/2020/03/20/doom-64-google-stadia-free/|publication=9TO5Google|publishdate=20 March 2020|accessdate=12 May 2020}} The game was added to the Microsoft Store for PC and to the Xbox Game Pass subscription service on March 12, 2021.{{cite web|author=Cooper, Dalton|title=20 Bethesda Games Coming to Xbox Game Pass Tomorrow|url=https://gamerant.com/xbox-game-pass-bethesda-games/|publication=GameRant|publishdate=11 March 2021|accessdate=31 July 2021}} A [[GOG]] release was added on June 23, 2022.{{cite web|author=GOG.COM|title=...The classic DOOM 64, originally released on the Nintendo 64 in 1997, now on GOG...|url=https://twitter.com/GOGcom/status/1539988414564651009|publication=Twitter|publishdate=23 June 2022|accessdate=23 June 2022}} An [[Epic Games Store]] release was added on August 18, 2022.{{cite web|author=@EpicGames|title=Grab your boxing gloves and head to the ring to fight your enemies πŸ₯Š Then continue the battle as you hunt down the Mother of Demons and stop Hell's invasion.|url=https://twitter.com/EpicGames/status/1560280630306521089|publication=Twitter|publishdate=18 August 2022|accessdate=18 August 2022}}
  
 
==Changes==
 
==Changes==
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===Added features===
 
===Added features===
βˆ’
* Support for arbitrary display resolutions including widescreen, ultra-widescreen, and 4K.
+
* Support for arbitrary display resolutions including [[widescreen]], ultra-widescreen, and 4K.
 
* [[Achievement]]s.
 
* [[Achievement]]s.
 
* Ability to toggle between red and green [[blood]], as originally featured in the 1997 [[Doom in Japan|Japanese]] release.
 
* Ability to toggle between red and green [[blood]], as originally featured in the 1997 [[Doom in Japan|Japanese]] release.
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* Three-point texture filtering emulation.
 
* 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.
 
* 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.
βˆ’
* [[Demo]]s now sync, including the hidden Hectic demo and title map.
+
* [[Demo]]s now sync, including the hidden [[MAP32: Hectic (Doom 64)|Hectic]] demo and [[MAP33: Title (Doom 64)|title map]].
 
* [[Bethesda.net]] integration, allowing the unlocking of cosmetics in [[Doom Eternal]] (unlocks the "64 Pentagram" player icon and "MERCILESS EXTERMINATOR" player title).
 
* [[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 [[item]]s, and the [[Demon Key]]s.
 
* Multi-line [[HUD]] message widget provides priority messages for [[secret]] areas, secret [[item]]s, and the [[Demon Key]]s.
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** Shader pipeline-based renderer.
 
** Shader pipeline-based renderer.
 
* [[Mouse look]] and [[jumping]] removed with the goal of keeping the release as [[Vanilla Doom|vanilla]] as possible.
 
* [[Mouse look]] and [[jumping]] removed with the goal of keeping the release as [[Vanilla Doom|vanilla]] as possible.
 +
** Despite this, several keys are still bound to jump by default. Pressing them will cause the <code>Unknown command: jump</code> error message to appear in the console.
 
* The depth buffer is no longer used and instead now follows how the original game rendered the scene. [[Sprite]]s 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.
 
* The depth buffer is no longer used and instead now follows how the original game rendered the scene. [[Sprite]]s 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.
 
* Cloud rendering is now accurate.
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* Non-player objects have slower gravity (they fall down 25% slower than the player).
 
* 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.
 
* The entire original collision detection is now retained; the broken 3D object clipping feature of EX was removed.
βˆ’
* [[Projectile]]s fired from the player will immediately explode if the player is 5 or less units away from a wall.
+
* [[Projectile]]s fired from the player will immediately explode if the player is five or fewer [[unit]]s away from a wall.
 
* [[Monster]]s are now able to trigger [[linedef]] specials flagged as "death triggers".
 
* [[Monster]]s are now able to trigger [[linedef]] specials flagged as "death triggers".
 
* Logic for light strobing and glow effects corrected.
 
* Logic for light strobing and glow effects corrected.
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===Miscellaneous===
 
===Miscellaneous===
 
* [[Medikit]]s, [[stimpack]]s, and [[berserk]] power-ups are changed to feature a blue cross to comply with international treaties regarding the emblem of the {{wp|International Committee of the Red Cross|Red Cross}} organization.
 
* [[Medikit]]s, [[stimpack]]s, and [[berserk]] power-ups are changed to feature a blue cross to comply with international treaties regarding the emblem of the {{wp|International Committee of the Red Cross|Red Cross}} organization.
 +
* A trick known as the neutral reset, which was a way of resetting the neutral position on a Nintendo 64 controller, is not available in this version due to the fact it was a property of the controller's behavior and not part of the game's explicit coding.
 +
 +
== Physical media ==
 +
[[Limited Run Games]] produced physical collector's editions of this game for the Nintendo Switch and PlayStation 4, being sold in a period between September 2020 and October 25, 2020.  The game was shipped to buyers in April 2021.
 +
 +
<gallery mode="nolines" widths="250px" heights="170px">
 +
Doom 64 2020 Switch LRG Box Front.jpg|Switch box front
 +
Doom 64 2020 Switch LRG Box Back.jpg|Switch box back
 +
Brass Doom 64 cartridge front.jpg|Front of fake cartridge bonus
 +
Brass Doom 64 cartridge back.jpg|Back of fake cartridge bonus
 +
Doom 64 Behind the Scenes Booklet.jpg|Story of Doom 64's development and rerelease
 +
Doom 64 Switch front cover.jpg|Front of Nintendo Switch cover
 +
Doom 64 Switch back cover.jpg|Back of Nintendo Switch cover
 +
Doom 64 2020 instruction booklet.jpg|Instruction booklet
 +
Doom 64 Switch cartridge.jpg|Nintendo Switch cartridge
 +
</gallery>
 +
 +
==See also==
 +
* [[DOOM64.WAD]]
 +
* [[Doom64EX-Plus]]
 +
* [[KPF]]
 +
 +
==External links==
 +
* [https://store.steampowered.com/app/1148590/DOOM_64/ Steam] store page
 +
* [https://store.epicgames.com/en-US/p/doom-64 Epic] store page
 +
* [https://www.gog.com/game/doom_64 GOG] store page
 +
* [https://www.microsoft.com/en-us/p/doom-64/9mxnd4pqlk3w Microsoft] store page
 +
* [https://www.nintendo.com/games/detail/doom-64-switch/ Nintendo Switch] store page
 +
* [https://store.playstation.com/en-us/product/UP1003-CUSA16287_00-DOOM64X199700000/ PlayStation 4] store page
  
 
==Sources==
 
==Sources==
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<references />
 
<references />
  
 +
{{Nightdive Studios}}
  
 
{{s-start}}
 
{{s-start}}

Latest revision as of 15:01, 22 March 2024

This article is about the 2020 re-release. For the original game, see Doom 64.
Steam title graphic for the Doom 64 re-release.

Doom 64 was officially re-released on PC, Microsoft Xbox One, Sony PlayStation 4, and the Nintendo Switch on March 20, 2020, coinciding with the release of Doom Eternal.[1] 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.[2] A Google Stadia release was added on May 12, 2020.[3] The game was added to the Microsoft Store for PC and to the Xbox Game Pass subscription service on March 12, 2021.[4] A GOG release was added on June 23, 2022.[5] An Epic Games Store release was added on August 18, 2022.[6]

Changes[edit]

The Lost Levels[edit]

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

Added features[edit]

  • 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[edit]

  • 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.
    • Despite this, several keys are still bound to jump by default. Pressing them will cause the Unknown command: jump error message to appear in the console.
  • 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 five or fewer 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[edit]

  • Medikits, stimpacks, and berserk power-ups are changed to feature a blue cross to comply with international treaties regarding the emblem of the Red Cross organization.
  • A trick known as the neutral reset, which was a way of resetting the neutral position on a Nintendo 64 controller, is not available in this version due to the fact it was a property of the controller's behavior and not part of the game's explicit coding.

Physical media[edit]

Limited Run Games produced physical collector's editions of this game for the Nintendo Switch and PlayStation 4, being sold in a period between September 2020 and October 25, 2020. The game was shipped to buyers in April 2021.

See also[edit]

External links[edit]

Sources[edit]

References[edit]

  1. ↑ id Software (20 March 2020). "DOOM 64 Released." Blue's News. Retrieved 3 April 2020.
  2. ↑ Kick, Stephen (22 October 2019). "The KEX Engine has gone to Hell 🀘." Twitter. Retrieved 22 October 2019.
  3. ↑ Bradshaw, Kyle (20 March 2020). "Doom 64 coming to Google Stadia, free to buyers of Doom Eternal." 9TO5Google. Retrieved 12 May 2020.
  4. ↑ Cooper, Dalton (11 March 2021). "20 Bethesda Games Coming to Xbox Game Pass Tomorrow." GameRant. Retrieved 31 July 2021.
  5. ↑ GOG.COM (23 June 2022). "...The classic DOOM 64, originally released on the Nintendo 64 in 1997, now on GOG..." Twitter. Retrieved 23 June 2022.
  6. ↑ @EpicGames (18 August 2022). "Grab your boxing gloves and head to the ring to fight your enemies πŸ₯Š Then continue the battle as you hunt down the Mother of Demons and stop Hell's invasion." Twitter. Retrieved 18 August 2022.
Nightdive Studios
NightDiveStudiosLogo.png
Source code genealogy
Based on Name Base for
Doom64 EX Doom 64 (2020) None
KEX 3