


The end result of all these cumulative changes is a faster, twitchier game that feels strangely familiar, having just finished up Wolfenstein 2: The New Colossus.

Funny how an open-air corridor starts to look like a street with just a couple cars and signs. Most heavily over hauled are the city levels - arguably Doom 2's weakest point - which have seen a slew of upgrades to make them look more city-esque. You can disable these changes if you see fit, but the changes are interesting for the most part. Probably the most interesting addition this version is a map-altering scripting system that allows the mod to (optionally) remix classic levels, adding new details, areas and even vehicles. No longer will even decent gaming PCs creak at trying to render the smoke and blood effects, unless you really overdo it. The change-log for the newest version of Brutal Doom is large enough to make repeating it here an exercise in foolishness, but the key changes are your usual sack of graphical upgrades, a handful of new guns (including a particle-spraying automatic shotgun), a dual-wielding system and an interesting focus on optimisation. Missing Halloween by just one day, this week saw the release of version 21 (albeit in beta form) and it feels like a milestone in its transformation into something almost entirely new, and distinct from both Doom of 1993, and Doom of 2016.

It's been nearly two years since this juggernaut of Doom modding saw a major release, with its creator taking some time off to remake Doom 64 in the interim. Brutal Doom in a nutshell: Doom 2's familiar (iconic?) Icon Of Sin battle re-purposed into the very image of heavy metal excess No longer just a wall texture, the monster bobs and sways, protruding out from a wall of giant intestines surrounded by torrents of blood pouring into the arena, all whilst the player gracefully extends a middle finger on each hand.
