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Doom II

Doom II: Hell on Earth
Doom II - Hell on Earth Coverart.png
The cover artwork for Doom II: Hell on Earth, painted by fantasy artist Gerald Brom, depicts the Doom space marine firing a shotgun at a Cyberdemon.
Developer(s) id Software
Publisher(s) GT Interactive Software
Distributor(s)
Director(s) Sandy Petersen
Designer(s) Sandy Petersen, Shawn Green, American McGee
Programmer(s) John Carmack, John Romero, Dave Taylor
Artist(s) Adrian Carmack, Kevin Cloud
Composer(s) Robert Prince
Series Doom
Engine id Tech 1
Platform(s) MS-DOS, Macintosh, Game Boy Advance, Tapwave Zodiac, Xbox, Xbox 360, PlayStation 3
Release date(s) MS-DOS
  • NA: September 30, 1994
  • EU: October 10, 1994
Macintosh
  • NA: 1995
Game Boy Advance
  • NA: October 28, 2002
  • EU: November 15, 2002
Xbox 360
  • WW: May, 2010
PlayStation 3
  • WW: October 16, 2012
Genre(s) First-person shooter
Mode(s) Single-player, multiplayer
Aggregate scores
Aggregator Score
GameRankings 95%
Metacritic 83/100
Review score
Publication Score
AllGame 4/5 stars

Doom II: Hell on Earth is a first-person shooter video game, the second title of id Software's Doom franchise. It was originally released for MS-DOS computers in 1994 and Macintosh computers in 1995. Unlike Doom, which was initially only available through shareware and mail order, Doom II was a commercial release sold in stores. Master Levels for Doom II, an expansion pack that includes 21 new levels, was released on December 26, 1995 by id Software.

Due to its success and popularity, Doom II was later released for the Game Boy Advance in 2002, the Tapwave Zodiac in 2004, and on Xbox Live Arcade in 2010. The release of the original Doom source code has facilitated ports to many other platforms, including the Apple iPhone and several other types of cellphones. On August 13, during the QuakeCon 2009 media conference, it was announced that Doom II would be ported to Xbox Live Arcade, and was released in May the following year.

Doom II was not dramatically different from its predecessor. There were no major technological developments, graphical improvements, or substantial gameplay changes. Instead, the development team took advantage of advances in computer hardware since the release of the original game that allowed them to do more with their game engine by making much larger and more intricate levels. The game still consisted of the player navigating large non-linear levels. Each level is infested with demons that can be killed with a variety of weapons that can be picked up throughout the game. Levels are completed by finding an exit, whether it be a switch or a teleport, the goal is simply to advance to the next area. As with its predecessor, Doom II's levels can be completed in a straightforward fashion. However, because the levels are non-linear players can wander off the beaten path, and those that do are often rewarded with bonuses, like health pickups and more powerful weapons. Due to the larger and more complicated maps with larger groups of monsters, the game had somewhat higher system requirements than the original.


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