DOOM II: No Rest For The Living-Review

In 2010, Doom had a big year. DOOM 3 BFG Edition came out, as well DOOM Classic Complete, which packaged all the classic DOOM content (except DOOM 64, which got shafted for a while). One of the cool bonus features of these new releases was a new episode for DOOM II titled “No Rest For the Living.” Developed by Nerve Software, the new expansion sought to feel and play like the classic DOOM people grew up with, some 15ish years after the fact. But, the upsides of a 15 year old video game is that there’s a lot of experience working with this code. DOOM II is one of the most modded games ever. So a new mission pack was not only a no brainer, it was, from a technical sense, easy. And “No Rest For the Living” absolutely delivers. In fact, it may be the best official level set for DOOM II.

“No Rest For The Living” uses the decade-plus of experience with DOOM II and brings something new and polished to the table, even while still using a lot of the old classic assets. It hits the sweet spot for level design, drawing on both solid, classic DOOM level making fundamentals while also throwing in it’s own elements that display excellent game design sense and taste. The consistency present here is also very impressive. There’s no singular level that I felt was bad or definitively weaker than the others. The map design is beautiful and polished and the enemy placement is smart and challenging. Even though it was made in the late 2000s, this is undoubtedly an exquisite piece of classic DOOM. So, let’s get into it, level by level, as we like to do with these shorter episodes.

MAP 01: THE EARTH BASE

Every DOOM should have it’s tech-base levels. They’re a staple of the franchise and are a key facet of the DOOM aesthetic. It’s just how it is. One thing you’ll notice across the franchise is that more often than not, a lot of the best levels do take place in a tech base or Hell and the further you get from that, the more volatility you’ll find in quality. We all know how weird and mid the middle third of DOOM II is, because they tried to do it in a city. Anywho, you need the tech-base level.

And this one is great. The layout of this map is smart and the enemy usage here makes for a more challenging opening level that really makes it feel like you’re going into a warzone. By the end of the level, you’ll be fighting upper tier enemies like Arachnotrons, with early game weapons like your basic Shotgun. But unlike other map packs where this limitation might be annoying, it’s balanced really well here. “No Rest For The Living” knows that it only has 8 levels to get it’s point across and it doesn’t waste one with an easy introduction.

The most infamous design element in this level is the yellow key. You see a bunch of yellow doors throughout your playthrough, but there’s no key in sight. One such door is right next to the mission Exit and you realize that it’s completely optional. So it must be good loot right? Well, get the yellow key and- SURPRISE! like 100 monsters spawn in all over the base. I mean, they spawn in everywhere, it’s a mess. And then you finally make it through and you get some weapons, including a Super Shotgun and you feel good about it, but you’ll be thinking “maybe next time, I won’t explore so hard.”

MAP 02: THE PAIN LABS

The next level doesn’t let up. It’s actually not as painful as the first one though, despite the name. It’s another tech base level and has similar enemy count and arrangement to the previous level, but you have more weapons now. I found it to be a little easier. Sure, the ante is upped a little bit- for example, now enemies will just teleport in throughout the level and doors with hordes of bad guys will just pop out. But it never feels overwhelming, it’s right in the sweet spot. You’re almost excited to have this room full of enemies you can unleash death upon.

And the level design is top notch. There’s lots of little secrets and many of them are actually visible to you, as opposed to the old “this random wall is a secret door” schtick some of the older games did. This encourages exploration and rewards curiosity. It does, in some ways, feel different from the original games made in the 90s because I felt like there was a little bit of room to breathe and explore in between encounters. All the fast paced shooting action is still there in abundance but it’s clear the devs also mastered the subtle interweave of classic DOOM’s supporting elements, which are key discovery, occasional small doses of platforming and secret areas in the map.

The length of these levels is also nice. They’re roughly 10-12 minute levels and have some real meat and challenge while not overstaying their welcome. The brevity of the maps also allow them to be more tightly designed and every room in this map reflects a real intentionality. It’s not just a space for enemies, it’s part of an area in the game universe. This whole expansion flows so well and I really do credit maps such as this one as being the reason why. It’s not a show stopper but it doesn’t pump the brakes either and it sets us up for the rollercoaster ahead.

MAP 03: CANYON OF THE DEAD

This map is a masterpiece. From the aesthetics to the technical side, this is peak DOOM mapping. This level begins in a facility, has you run through some ridiculously tight and well designed combat encounters and then it opens up into this canyon. Now, DOOM II, as I mention often, was terrible at making things look like the thing they were supposed to look like. Not here. This is a canyon and its’ clearly canyon and it looks great. The verticality and pacing make the actual combat here flow nicely.

In general, brilliant design and logistics is the hallmark of “No Rest For The Living.” There’s always the perfect amount of ammo for the perfect amount of enemies in an environment that is consistent but fresh. You can see the care and attention and also the experience of the developers. These guys don’t just know how to conceptually make a good DOOM level, they know the engine inside out and can do things with it that weren’t really conceived of 30 years ago. There’s a lot of subtle touches here and there that I found myself saying “Wow, you have to know how to program that in this game.”

MAP 04: HELL MOUNTAIN

This level builds off the previous one. And it does so masterfully as well. The level design has traces of the previous area in the beginning and then slowly develops into it’s own thing at the end. The enemy placement is, once again, fun and challenging. Plenty of ammo. You’re gonna really want your rocket launcher here because there’s lots of tougher enemies, usually in groups. I found myself frequently running back into previous areas to try and lure out enemies for a 1v1. This level is a little maze-like at points but you’ll find your way around. My best advice is to take it slow and take it in chunks. Getting into a big fire fight out in the open with the variety and caliber of enemies they throw at you in this level…it won’t end well.

BONUS: MAP 09: MARCH OF THE DEMONS

This is your standard bonus level in that is kinda kicks your ass for the hell of it. But, in terms of quality itself, it goes above and beyond. As opposed to other bonus levels in the franchise, which often feel like an afterthought or a throwaway, this level is very polished and has some mean but brilliantly designed encounters. For example, in one section, you have to fight an Archvile and a Spider Mastermind in a room full of dead enemies. Because the Archvile can resurrect dead enemies and the Spider Mastermind unleashes relentless cover fire, you’re forced to really move around and prioritize if you don’t want to get overwhelmed.

The rest of the level is just as hectic. Here they find a sweet spot of pain, making a lot of areas just big enough to cram a horde of enemies in but still small enough to trap you in corners. It’s brutal and unrelenting and it’s also a bonus level so I’ll allow it. Once again, it’s another sign that these guys know DOOM. The bonus level should be weird and it should be kind of hard. Here we get that, but we also get a genuinely well thought out and polished level.

MAP 05: VIVISECTION

This map is a modern classic and frankly I think it’s one of the best classic DOOM levels out there. “Vivisection” is kind of like a butterfly of carnage. The map slowly sort of unspools itself to you and spreads out. Each room begins filled with monsters and then gets refilled with monsters, usually as the result of some trap. There’s a lot of traps in this level. But it never feels trite or dumb. They mix it up and you’re put into different situations in a lot of the traps. It’s not redundant and, like every map in this expansion, the enemy groupings are on point. The devs really know how to design a fight where the demons complement each other. Unfortunately. Because it can make for some brutal firefights.

This a definitely a DOOM map for thinking men and Boy Scouts. You must be prepared. Because demons pop up like clowns in a haunted house. You clear a room and then POOF!, 5-10 new demons spawn in the back of that room. Then you leave and POOF!- they spawn in right behind you in the same room. It sounds predictable but it gets you every time because you’re like “surely this room can’t also be a trap.” Surprise! It’s a trap. Just a bunch of trappedy trap traps. But god damn does it play. The tension rides high and it hits a different kind of pocket than your normal DOOM level. Instead of charging into enemies, a lot of times, you’re sort of staking out a position. Any room can be accosted by a new group of enemies at any time. The room three hallways back might be occupied by the time you get there.

I enjoy the soft puzzling of this map. There’s keys all over the place and you can see them, but getting them is a challenge (because of all the traps). A few times, I found a new room and audibly groaned because I knew it was A.) a TRAP and B.) necessary to unlock more rooms that would let me get the key that was way back at the beginning of the level. Yeah, this is painfully designed, but it’s a good pain, like hot sauce. If you pitched me this level, I would’ve said “That sounds awful.” But after playing it, I have to admit that it is in fact, awesome.

MAP 06: INFERNO OF BLOOD

What would an “inferno of blood” even look like? Probably something like this. You start out on a literal river of blood in red brick castle type structure and then you get out into the open air and we’re back with the crazy firefights and traps and innovative enemy placement. This map is like a hybrid of the last two maps (not counting the secret map). It has the open air, maze-ish elements of Map 4, combined with some of the punishing enemy placement and traps of Map 5. It also switches it up and uses different ways of activating enemies.

This is more of a straight up war map, as you’re pushing through a front of enemies, often only for a second front to drift in from behind. By the end of the level, you’re likely to see layers of dead enemies all from different encounters in the same open areas. It’s a carnage filled map but it doesn’t really feel like it because you have more space to move around and more ammo available to you. The aesthetic stays true to the name, with red brick, red rocks and red blood spread all across the landscape.

MAP 07: BARON’S BANQUET

This is probably the peak of “Hell Castle” levels. We’re already seen like 2 and a half of these, but this one is probably the best designed. It’s big and windy but it’s got a lot of landmarks. I never felt lost, even though the aesthetic is admittedly a bit overbearing at times. This is a very red level.Whole lotta red. But it’s a damn good one. It’s got good secrets and even a hidden area or two with some key valuables but it’s also got a meaty main progression path that makes you use the whole level. You’ll be intimately familiar with the central staircase at the end. I don’t have much else to say about this level, but it is really good.

MAP 08: TOMB OF MALEVOLENCE

This is actually a great boss fight if you don’t have the BFG. You take an elevator down to a dark, dark maze. And in it…..well there’s a bunch of imps first. Like a veritable army of imps. But then, from the darkness, missiles. Yep. A Cyberdemon. In confined space. In the dark. It’s not ideal. You can lower some of the maze and make things more open, but only so much. You’re gonna have to play “duck and cover” with a Cyberdemon. A rocket here, a rocket there, but you need to do this like 50 times. Or you could BFG him three times if you have it. But without it, it’s easily the toughest Cyberdemon fight in classic DOOM. The tension is palpable- one or two good hits and you’re dead. And it’s dark as hell. You may not see the rocket until it’s right there.

But, after grinding and grinding him down, rocket by rocket, close call after close call, I finally downed this behemoth. And I have to say, it was way more satisfying than I thought it would be. It’s tempting to get annoyed when classic DOOM gets too challenging or tedious but “No Rest For The Living” really nailed the sweet spot. I can enjoy the challenge of fighting a Cyberdemon for 10 minutes in an enclosed space, because I only have to fight one and it’s 10 minutes. It’s a marriage of determination and convenience. “No Rest For The Living” understands the importance of brevity in a DOOM level. They also know how to make that 10-20 minutes interesting and fluid. They took a game that was made 20 years prior (remember this came out in 2010) and they made it feel fresh again with level design and taste. Pure taste all across this expansion. This boss fight really nails that down.

VERDICT

If you like classic DOOM, you’ve probably played this. Play it again. If you haven’t played it and like classic DOOM or want to try classic DOOM, this is for you. It’s such a well designed and thought out expansion. The levels flow together in ways that show the maturation of the field itself, introducing concepts and twists from modern gaming and putting them on classic DOOM. I also think the devs clearly understand the nuances of DOOM II and it’s various elements. Everything felt so well put together and proportioned. There’s not a bad map in this entire expansion. It’s nine good-to-great maps and the way they build off each other, it doesn’t feel like there’s a weak link. “No Rest For The Living” is the DOOM II expansion that we needed. It’s actually better than the main game and fully reaches the potential that was laid out way back in 1994. So if you’re up for ripping and tearing in 2.5D, fire up some “No Rest For The Living” and have a blast.

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