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Doom II RPG
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This article needs additional citations for verification. (March 2010) |
| Doom II RPG | |
|---|---|
| Developer | id Software |
| Publisher | id Software |
| Director | Katherine Anna Kang |
| Producer | Katherine Anna Kang |
| Designer | Matthew C. Ross |
| Programmer | John Carmack |
| Composer | Christian Antkow |
| Series | Doom |
| Platforms | Java ME, BlackBerry OS, Windows Mobile, iOS |
| Release | Java ME
|
| Genres | Role-playing, first-person shooter |
| Mode | Single-player |
Doom II RPG is a 2009 role-playing video game developed and published by id Software. It is the sequel to Doom RPG. It was released for Java ME on November 23, 2009, and for iOS on February 8, 2010.[1] It uses the Wolfenstein RPG engine and was developed by id partners Fountainhead Entertainment via the merger id Mobile.[2]
The iOS version can be played on modern hardware (PC and Android) with touchHLE emulator.[3]
Reception
[edit]Reception
| Aggregator | Score |
|---|---|
| Metacritic | 80/100[4] |
| Publication | Score |
|---|---|
| 4Players | 73%[5] |
| IGN | 8/10[6] |
| Macworld | 4/5[7] |
| Pocket Gamer | 3.5/5[8] |
| TouchArcade | 4.5/5[9] |
References
[edit]- ^ Doom RPG website, pointing out the fact that Doom RPG, Doom I, Doom II, and Doom 3 are in the same universe.
- ^ "Decoding Doom RPG". www.neocomputer.org. Archived from the original on 2021-05-20. Retrieved 2020-11-26.
- ^ "Doom II RPG - Apps - touchHLE app compatibility database". www.touchhle.org. Archived from the original on 2023-11-01. Retrieved 2023-11-01.
- ^ "DOOM II RPG for iPhone/iPad Reviews". Metacritic. Red Ventures. Archived from the original on December 12, 2021. Retrieved November 13, 2019.
- ^ Kautz, Paul (February 15, 2010). "Test: Doom 2 RPG". 4Players. Archived from the original on December 12, 2021. Retrieved November 13, 2019.
- ^ Levi Buchanan (February 11, 2010). "Doom II RPG Review". IGN. Archived from the original on December 12, 2021. Retrieved November 13, 2019.
- ^ Mercer, Tim (March 6, 2010). "Doom II RPG for iPhone". Macworld. Archived from the original on March 1, 2021. Retrieved November 13, 2019.
- ^ Spencer, Spanner (February 9, 2010). "Doom II RPG". Pocket Gamer. Archived from the original on February 5, 2021. Retrieved November 13, 2019.
- ^ Squires, Jim (March 8, 2010). "'Doom II RPG' – Warming Our Hearts From the Depths of Hell". TouchArcade. Archived from the original on December 12, 2021. Retrieved November 13, 2019.
External links
[edit]Doom II RPG
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Development
Background and inception
Doom RPG, released in September 2005 for mobile phones, marked the first adaptation of the Doom franchise to handheld devices, developed by Fountainhead Entertainment in collaboration with id Software and published by JAMDAT Mobile.[7] This title innovatively combined first-person shooter roots with turn-based role-playing game mechanics, tailored for the technical constraints of early mobile hardware, and achieved notable success, including winning the "Mobile Phone Game of the Year" award at the 2005 Digital Entertainment Media Excellence Awards. Building on this momentum, id Software formed id Mobile in November 2007 as a dedicated mobile development division, integrating the team from Fountainhead Entertainment—founded by Katherine Anna Kang—to capitalize on the expanding mobile gaming sector.[8][9] id Mobile's inaugural major project, Wolfenstein RPG, launched in September 2008 and established a refined turn-based engine optimized for mobile play, which emphasized strategic depth over real-time action.[10] The inception of Doom II RPG followed in 2008–2009, driven by the acclaim of Doom RPG and the technical advancements in id Mobile's engine, with the goal of creating a direct sequel that extended the Doom series' narrative into a more expansive RPG framework.[2] Key creative objectives centered on adapting the "Hell on Earth" themes from Doom II into a story-focused experience, while ensuring turn-based accessibility for mobile users through enhanced RPG progression and device-friendly controls.[2] This approach allowed id Mobile to deepen the franchise's lore on portable platforms without compromising the core Doom identity of demonic invasion and survival.[11]Production and technology
Doom II RPG was developed by Fountainhead Entertainment, a studio that collaborated closely with id Software through their id Mobile division, which handled core programming while id provided oversight and licensed Doom assets. John Carmack, id Software's co-founder, provided technical expertise, including engine development, building on his earlier proof-of-concept work for mobile RPGs. The project built upon the success of Doom RPG, adapting its formula for the sequel.[12][2] Production occurred throughout 2009, culminating in a Java ME release in November, followed by testing and optimization for multiple mobile operating systems including BlackBerry and iOS. The timeline emphasized rapid iteration to meet the demands of early smartphone hardware constraints.[2] The game reused the engine from Wolfenstein RPG, a Java-based system designed for 2D tile-based movement, turn-based combat, and inventory management, all optimized for low-spec mobile devices with limited processing power and memory. This engine allowed for first-person RPG elements without the real-time demands of traditional Doom titles. Key challenges included adapting Doom II's fast-paced, real-time action to a deliberate turn-based structure to maintain intensity on touchscreens, while integrating new assets such as additional bosses and items without overwhelming device limitations. Developers addressed hardware restrictions through simplified mapping and efficient sprite handling.[11][2] Audio featured reused sound effects and music stings from Doom II, with the Java version limited to basic implementation due to mobile constraints, while the iOS port offered enhanced audio playback. Art assets primarily recycled sprites and textures from Doom II, recolored and optimized for smaller screens, supplemented by new mobile-specific graphics; the iOS version included animated sprites, basic polygonal models, reflections, and a bundled digital comic book for narrative enhancement. These choices ensured compatibility across platforms while preserving the series' aesthetic.[2][13]Gameplay
Core mechanics
Doom II RPG combines elements of first-person shooters and role-playing games in a turn-based format, presented from a first-person perspective where players navigate and engage enemies on a tile-based grid.[5] Unlike real-time Doom titles, gameplay proceeds in discrete turns, allowing players to strategically plan actions such as movement, attacks, or item use before enemies respond in sequence based on their speed and proximity.[5][4] This system emphasizes tactical decision-making, with actions like turning or skipping incurring no turn cost, while combat resolves through stat checks for accuracy and damage.[5][2] Exploration occurs in turn-based fashion across nine episodic levels structured similarly to Doom II's maps, involving tile-based navigation in four cardinal directions to uncover secrets, avoid traps, and solve environmental puzzles.[5] Hidden areas, such as displaceable walls, reward players with resources, while interactive elements like consoles and vending machines require minigames—such as hacking sequences—for access to buffs or items.[5][2] A central hub allows revisiting prior levels with acquired keys to access previously locked areas, enhancing replayability without linear progression.[2] Core RPG systems revolve around experience points gained from defeating enemies, which enable leveling up and improving character stats including strength, accuracy, defense, and IQ; these enhancements directly influence combat effectiveness, such as hit chances or special ability success rates.[5][2] Inventory management is essential, limiting players to carrying weapons, ammunition, keys, and consumables like nano drinks for temporary buffs, with space constraints requiring prioritization during exploration.[5][4] Character selection at the start—among options like a tanky marine, agile operative, or intelligent scientist—provides initial stat variations that integrate into these mechanics, setting the foundation for personalized playstyles.[2] Difficulty escalates across episodes through denser enemy placements, more frequent environmental hazards like ongoing fire damage, and debuffs that apply per turn, demanding adaptive strategies and resource conservation.[5] Three selectable difficulty levels further modulate enemy aggression and resource scarcity, ensuring accessibility while maintaining challenge.[14] Controls are optimized for mobile devices, using touchscreens or keypads to select actions from on-screen menus for movement (e.g., forward, turn left/right) and interactions, with auto-targeting options simplifying aiming during turns.[5][4] This interface supports seamless turn-based gameplay, minimizing friction on portable hardware.[5]Characters, weapons, and enemies
Doom II RPG offers players a choice of three playable characters at the start of the game, each with distinct starting stats and abilities that influence combat and puzzle-solving approaches. Major Kira Morgan provides a balanced profile with high accuracy and superior dodging capabilities, making her effective for precise ranged attacks and evasion in tight spaces. Dr. Riley O'Connor, a tech-focused scientist, starts with elevated IQ for easier minigame success—such as hacking or bargaining—but lower overall physical stats, emphasizing strategic resource management over direct confrontation. Sergeant Stan Blazkowicz, combat-oriented with high strength and tanking potential, excels in melee scenarios like chainsaw use but may struggle with agility-based challenges. These starting attributes can be boosted through leveling to mitigate weaknesses and enhance customization.[2] The game's arsenal blends classic Doom II weapons with RPG-specific additions, allowing for upgrade paths via inventory management and experience gains. Iconic firearms include the chainsaw for melee damage that scales with strength, the super shotgun for close-range blasts, the plasma gun for sustained energy fire, and the BFG9000 for devastating area-of-effect attacks. New RPG elements introduce the holy water pistol, which sprays streams causing fear debuffs that make most demons flee while also serving as a health restorative when consumed, and throwable improvised objects like toilets or sinks for opportunistic environmental damage. Other additions encompass the soul cube, which instantly kills an enemy after being charged by defeating five others, and robot companions like sentry bots for automated support. Weapon proficiency improves with player level, unlocking higher damage output and ammo efficiency.[2][1][15] Enemies draw from the core Doom II roster, enhanced with RPG mechanics like color-coded ranks indicating difficulty tiers, while introducing unique antagonists tied to the game's sci-fi horror theme. Standard foes include imps for projectile harassment, pinkies for charging melee threats, cacodemons for aerial fireballs, and the cyberdemon as a towering boss with rocket barrages. New enemies feature the Pinkynator, a bloated worm-like entity that spawns bull demons and spits poison or acid, and the VIOS AI, a recurring demonic intelligence manifesting as hybrid digital-organic bosses that manipulate environments and summon minions. Combat interactions can apply debuffs like fear from holy water or buffs from soul cube assists, with enemy behaviors scaling to player progression for dynamic encounters.[2] Leveling up through experience from defeated enemies directly ties into these elements, raising core stats like strength, accuracy, and IQ to amplify weapon effectiveness and reduce susceptibility to enemy attacks. Higher levels enable advanced customization, such as prioritizing melee upgrades for Blazkowicz or tech perks for O'Connor, while enemy ranks adjust to provide balanced challenges, including occasional buffs like temporary invulnerability for tougher variants. This system encourages replayability across character choices, as progression alters weapon handling and enemy response patterns without altering the turn-based framework.[2]Plot
Setting and narrative overview
Doom II RPG serves as a direct sequel to Doom RPG, set approximately one year after its events. The narrative expands the "Hell on Earth" premise from Doom II by incorporating RPG-style world-building, where demonic invasions threaten human colonies and facilities operated by the Union Aerospace Corporation (UAC). Locations span UAC research bases on Earth's Moon, such as the Tycho Station, as well as installations on Earth itself and infernal realms within Hell, emphasizing a progression from isolated outposts to broader planetary threats.[2][16] The story follows a team of UAC personnel, including hardened Marines and a scientist, dispatched to investigate a distress signal from a lunar facility overrun by zombies and demonic entities. Structured across nine levels, the plot unfolds through a series of anomalies tied to UAC's clandestine experiments, escalating into full-scale Hell incursions that jeopardize Earth. Cutscenes, audio logs, and environmental storytelling reveal layers of corporate deception within the UAC, blending survival horror with themes of betrayal and technological hubris. Player choices in the RPG framework influence minor narrative branches, such as alliances or resource allocations, without altering the core progression.[16][6] Central to the intrigue are conflicts involving artificial intelligences: the UAC's supportive system SAL and the antagonistic VIOS, a demonic-influenced entity orchestrating the chaos from behind the scenes. These AI dynamics highlight themes of control and corruption, as the team navigates secret projects that have inadvertently bridged dimensions to Hell. The game bridges to the wider Doom canon by referencing prior invasions on Mars, Phobos, and Deimos, while standing alone without requiring knowledge of Doom RPG, though it enriches the lore for returning players.[2]Release
Initial platforms and dates
Doom II RPG was first released for Java Micro Edition (J2ME) mobile devices on November 23, 2009, marking its debut as a turn-based RPG adaptation of the classic Doom II.[5] This was followed by a BlackBerry release on December 11, 2009, a Windows Mobile version on February 1, 2010, and an iOS launch for iPhone and iPod Touch on February 8, 2010, all distributed worldwide.[5][17] The game was developed by id Mobile, a subsidiary of id Software, in collaboration with Fountainhead Entertainment, and published by EA Mobile.[5][2][18] Pricing for the initial releases ranged from $3.99 to $4.99 across platforms, positioning it as an affordable mobile title in the action RPG genre.[19][20] A notable launch feature was the inclusion of an exclusive digital comic book adaptation in the iOS version, providing backstory elements tied to the game's narrative on Mars and Hell.[5] Marketing centered on leveraging the Doom franchise's legacy, with promotions featured prominently in mobile app stores like the iTunes App Store and on id Software's official website to attract fans of the series' dungeon-crawling RPG style.[19][2]Post-release updates and availability
Following its initial release, Doom II RPG received only limited post-release support in the form of minor patches for the iOS version, ensuring compatibility with early operating systems such as iOS 2.0 through iOS 4. No major expansions or content additions were ever developed for the game.[21] In 2012, id Software shuttered its mobile development division, including id Mobile, to redirect resources toward console and PC projects like Doom 4, effectively ending official maintenance for Doom II RPG and similar titles.[22][23] The lack of updates contributed to the game's delisting from major app stores in the late 2010s, exacerbated by its 32-bit architecture rendering it incompatible with iOS 11 and subsequent versions released in 2017, which dropped support for legacy apps.[21][22] Today, accessibility relies on emulation and archival efforts, including a 2023 fan-made reverse-engineered port for PC. The iOS version can be emulated on modern PCs, macOS, Linux, and Android devices using touchHLE, a high-level emulator designed for early iPhone OS applications.[24] Java ME versions remain playable on legacy hardware or through J2ME emulators, supported by community-driven preservation of the original JAR files on archival platforms.[25][26]Reception
Critical response
Doom II RPG received generally favorable reviews from critics, earning a Metacritic aggregate score of 80/100 based on six reviews. IGN awarded it an 8/10, praising its engaging turn-based combat that delivers fast-paced battles interspersed with story segments across nine diverse levels. Pocket Gamer also gave it a 7/10, commending the game's faithful adaptation of the Doom formula into a mobile RPG with a successful blend of action and role-playing depth, enhanced by campy humor and narrative wit.[27] Macworld, scoring it 4/5, highlighted the strong storytelling and humorous dialogue that inject levity into the demonic plot, noting its effective level variety in a crumbling moon base setting. Reviewers appreciated the mobile optimization, particularly how the touchscreen interface simplifies interaction with menus, puzzles, and strafing without the frustrations typical of first-person shooters on the platform. Critics noted some drawbacks in the game's execution, including repetitive turn-based pacing that could feel monotonous after extended play despite the combat's intensity. Limited replayability was another common point, as the linear structure and fixed difficulty offered little incentive for multiple playthroughs beyond the initial campaign. Touch controls were occasionally described as clunky on iOS devices, though the turn-based nature mitigated some issues compared to real-time shooters. Overall, the consensus positioned Doom II RPG as strong value for fans of the series, effectively capturing the essence of Doom's action in an accessible RPG format.Player feedback and legacy impact
User reviews for Doom II RPG have been generally positive, with an average score of 8.5 out of 10 on GameFAQs based on 44 ratings.[28] Players frequently praised the game's nostalgic recreation of the Doom universe through its turn-based mechanics, which made it accessible on mobile devices without requiring fast reflexes, allowing for strategic combat and exploration that evoked the series' classic feel.[2] The witty writing and polished presentation, including animated sprites and cutscenes, were highlighted as improvements over the original Doom RPG, enhancing immersion for fans.[2] However, some users expressed complaints about the game's short length, with only nine stages that could be completed in a few hours, limiting replay value.[29] Mobile-specific limitations, such as sluggish weapon scrolling and controls adapted for touchscreens, were also noted as drawbacks that aged poorly on early devices.[2] In community discussions, sentiments were mixed; while the repetitive gameplay and slow pacing drew criticism for feeling grindy during leveling, the title was appreciated for expanding Doom lore through its narrative ties to the broader series and shared continuity with Wolfenstein RPG.[2] The game's legacy lies in its role as an early experiment in mobile adaptations of first-person shooters, paving the way for subsequent Doom ports to handheld and smartphone platforms by demonstrating viable turn-based RPG formats for the franchise.[30] Released during the burgeoning mobile gaming era around 2010, it experienced a brief surge in popularity, winning multiple mobile game awards and appealing to players seeking portable Doom experiences.[30] Its enduring appeal persists among retro enthusiasts, as evidenced by fan-driven efforts like the 2023 PC port, which revived interest in its unique blend of action and role-playing elements as a bridge to later Doom spin-offs.[30]Legacy
Modern ports and emulation
In 2023, modders released an unofficial PC port of Doom II RPG through reverse engineering of the original JAR files, enabling native play on modern Windows systems using libraries such as SDL2 for graphics and OpenAL for audio.[26][31] This freeware version is distributed via community sites like Doomworld, allowing users to compile and run the source code without requiring Java runtime for execution.[26] Emulation efforts have extended accessibility to contemporary mobile devices, including touchHLE for running the iOS version on modern iPhones and PCs, which supports higher internal resolutions while emulating early iPhone OS environments.[32][33] For Android, J2ME loaders such as J2ME Loader facilitate playback of the original Java MIDP files, converting them for compatibility with current hardware.[34] Preservation work has also benefited from decompilations of Samsung Omnia-specific J2ME builds, which were released without Java class obfuscation, easing asset extraction and analysis for archival purposes.[18] The PC port incorporates technical enhancements like widescreen resolution support and keyboard-based controls for navigation and combat, yet it faithfully recreates the game's original turn-based mechanics without altering core gameplay logic.[26] These efforts, motivated in part by the delisting of official mobile versions from app stores, remain non-commercial and respect id Software's assets by not redistributing proprietary files.[31] The Doom community has implicitly endorsed such projects through active discussion and sharing on dedicated forums.[26] In January 2025, an unofficial port of the reverse-engineered version was released for the PlayStation Vita, further expanding accessibility to retro handheld platforms.[35]Influence on series and mobile gaming
Doom II RPG contributed to the expansion of the Doom franchise by establishing a dedicated RPG sub-series, building on the 2005 release of Doom RPG to introduce turn-based gameplay and narrative-driven elements within the established Doom universe. This sequel, set after the events of Doom II and involving a demonic AI threat on Earth and the Moon, integrated role-playing mechanics such as character selection, inventory management, and leveling systems, diverging from the series' traditional fast-paced first-person shooter format while maintaining its horror-themed lore.[36][21] As an early premium title for mobile platforms, Doom II RPG exemplified id Software's experimentation with adapting established franchises to handheld devices, featuring enhanced visuals and a hybrid of first-person exploration and RPG progression tailored for iOS touch controls. Released for iOS on February 8, 2010, it demonstrated the viability of paid, narrative-rich games on emerging mobile ecosystems, influencing the development of subsequent portable adaptations of action titles with RPG components during the 2010s.[37][30] The game's obscurity due to platform obsolescence underscored broader challenges in mobile game preservation, prompting fan-driven reverse-engineering efforts that relied on archived iOS files to enable PC ports over a decade later. These community initiatives, culminating in a 2023 unofficial port, highlighted the fragility of digital mobile titles and fueled ongoing discussions about archiving early smartphone games to prevent loss of cultural artifacts.[21][30] Elements of Doom II RPG's design echoed in later id Software mobile ventures, such as ports of classic Doom titles to Android in the mid-2010s, and inspired revivals like the 2023 PC adaptation, signaling continued interest in revisiting the franchise's RPG branch for modern audiences.[37][21]References
- https://doomwiki.org/wiki/Doom_II_RPG
- https://doomwiki.org/wiki/Soul_Cube
