Doom II: Hell on Earth

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North American box art.

Doom II: Hell On Earth is a first-person shooter developed by id Software and published by GT Interactive for MS-DOS on 1994-10-10 and later ported to several platforms. It is the second game in the Doom series.

In the game's story, you play the same space marine as in the first game, only the demons of Hell have reached Earth through one of the Mars portals. Now you must fight them and destroy the huge demon in charge to stop them from destroying the planet.


I bought Doom II after it was released for Windows 95 and played it all the time. I often turn on cheats just to plow though every level mindlessly while watching TV. Playing Doom II often reminds me of the music from Queen's Sheer Heart Attack album, which I listened to a lot when I first played this game. I still occasionally use ZDoom to run various Doom WADs and play the game passively with cheats.

I own Doom II for Windows as Doom 95 and as part of the Doom 3: BFG Edition on Steam. I have beaten the game on Hurt Me Plenty difficulty.


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Best Version: Doom95 for Windows

— This section contains spoilers! —


  • I enjoy pretty much all of the additions to the game. Each of the new enemies have their own quirks, the new weapon is pretty sweet, and the various upgrades to the engine are quite nice.
  • The new maps are very well-constructed and professional and make good use of the new features.
  • The idea of Hell breaking loose on a futuristic Earth is a pretty awesome idea, even if it doesn't look very impressive due to the weaker 3D of the time.
  • Bobby Prince once again composed an enjoyable and fitting soundtrack.


  • There are some new features to the engine, and a couple new monsters, but there isn't really anything fundamentally new about this game. Over all, it feels like less of a sequel and more like an upgrade or mod.
  • The game allows save scumming. Ordinarily, I appreciate this, but, since the game is meant to be terrifying, and you can save and reload every time you get ambushed, it kills a lot of the tension.


  • Nothing.


Box Art

This art was used for all ports and regions, just with minor variations to the layout. The painting with the space marine fighting the cyber-demon was painted by Brom, but the Doom logo was designed by Don Punchatz.




Longplay - Ultra violence difficulty, 100% secrets, fast monsters.
Longplay - Nightmare difficulty, 100% secrets.


Role Staff
Programming John Carmack, John Romero, Dave Taylor
Graphics, Art Adrian Carmack, Kevin Cloud
Level Design Sandy Petersen
3D Modelling Gregor Punchatz
Music & Sound Effects Robert Prince
Support Shawn Green, American McGee
Business Jay Wilbur
Business Assistant Donna Jackson
Sound Engine Paul Radek
Tools Programming John Romero
Box Art Gerald Brom, Don Punchatz


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