DOOM-SIGIL Review
John Romero’s SIGIL. Was there a more hyped up DOOM wad when it was announced? A new chapter, made exclusively by DOOM’s most enigmatic creator. The man who revolutionized modern level design and designed most of DOOM's iconic Chapter 1 brings us 9 levels more or less hand crafted by him. Love him or hate him, this is classic Romero, with all his signature quirks. Use of verticality and platforming elements, narrow spacing and heavy monster counts. And, of course, quirky and sinister traps that can rapidly amp up the difficulty of a level. It’s challenging, elegant, bizarre and awesome. This is Romero’s DOOM, a grittier and more cerebral form of DOOM. This, is SIGIL.
This wad is a like an official/unofficial expansion for DOOM canonically. I mean yes, it’s technically an independently made WAD. But, being a full chapter sized WAD made by one of the original creators and being treated as an official release in the new DOOM/DOOM II rerelease has me basically counting it as official. And frankly it feels official. In fact, I actually think SIGIL is better than Chapter 4: Thy Flesh Consumed. SIGIL is a much more focused, well paced and honestly, fun. The levels here are challenging, but feel less troll-y. The soundtrack is also notable, as it’s got Buckethead on guitar for a quirky and fun electric guitar score but it also includes an alternate MIDI soundtrack by James Paddock which I actually like more.
Let’s get into it level by level, which is probably the best way to truly digest this level set. It’s tricky, smart and feels like a natural continuation of the gameplay style of DOOM, drawing most of it’s influence exclusively from the first game.
MAP 1: Baphomet’s Demesne
This is not like your average starting level- it puts you straight into the action, with a bunch of Imps and a Shotgun right at spawn. You learn pretty quickly about one of the signature gimmicks of SIGIL- eye switches in the wall that you shoot to activate. You shoot some of these while traversing a star shaped room and it opens up more for, raising bridges and paths and of course, opening ledges full of enemies that will open fire. You’re returning fire, keeping focus on your position…it’s glorious. It’s the hardest and most involved opening level aside from the first level of Chapter 4, but it’s way better balanced. There’s a lot of enemies but also a fair amount of health and ammo.
It’s classic Romero- verticality, consistent action, fluid integration of switches and puzzle elements and of course, it’s pretty hard too relative to normal DOOM. It’s open when you would like it least and narrow when it’s inconvenient. He’s not afraid to throw some consistent monsters at you and also some damaging floors, early. It’s a badass, 10/10 start.
Map 2: Sheol
I really liked this map. It picks up right where the first map left off and then turns it to 11 about halfway through. Obviously, there’s Barons of Hell in this map, but that’s barely jarring compared to the one foot ledges you’re expected to rapidly navigate at several points. It’s chaotic and fun and definitely hectic. I mean, to Romero’s credit, this is actually a pretty balanced level in terms of enemies and pacing, but the combinations of platforming elements and punishing enemy placements make this level a grinder. You have to fast and smart to make it through this.
I did find this to be one of the most fun levels in SIGIL. It hits a sweet spot of difficulty and fun that some of the other levels just don’t hit. It’s violent, fast and challenging, but it’s not troll-y or unfair. At no point did I want to destroy my computer or curse John Romero. It felt fair, even as it did have some distinctive John Romero “Fuck You’s.”
Map 3: Cages of The Damned
This map looks a little more like traditional DOOM, but it still adheres to all of Romero’s quirks and standards. It’s got more wide open space, but that space contains a bunch of narrow walkways hanging over lava. And the gimmick is that all of the enemies are shooting you from cages, which requires more precise shooting and attention as you are surrounded by these cages and projectiles are flying everywhere. The highlight is, as you might expect, having to traverse an extremely long and difficult series of ledges right next cages full of demons.
After that you have to speed run through some poison with limited hazmat suits, which means you will take some damage somewhere along the way. Romero is punishing and he forces you to play economically. You can’t really gain control or an edge at any point. You might flawlessly shoot your way through a section and then be forced to concede half your health to make it to the next part, It really sets you up for tense, nail biting action.
Map 4: Paths of Wretchedness
Very on the nose name. There’s basically four paths in front of you and you go down each one, which usually provides you with a key or something that helps traverse the next path. I believe you’re supposed to go left to right, which does match up with the difficulty curve of this level. I did really enjoy the variety in difficulty here. I mean, it gets harder linearly, but it also hits you with different concepts to do so.
So, the first path will have you pinned against a wall, with demons shooting from one side. Another path will have you racing across lava as platforms sink upon you touching them. Another path has you fighting on a super narrow walkway. It’s a good mix of things you’ve seen before. The enemy count and monster variety doesn’t really get rougher. I mean, it’s as challenging as the last two levels, but not much more than that. But don’t worry, it gets worse later.
Map 5: Abaddon’s Void
This is the map where you’ll start to go “This is bullshit.” Because it is pretty much fucking you at every turn. We’ve got Cyberdemons, moving floors, tight corridors of fuck, catwalks, and Cacodemons in vertical spaces (which is a problem because they tend to float up outside of view, but they shoot down). In fact, that last one, with the Cacodemons- that’s the entire final five rooms. Just Cacodemons floating over your head shooting you. Like a drone strike from Hell.
The actual area and level design here is really cool though. It starts out wide open (but again, not really because the floor hurts you in most places) and then it gets really tight. I did enjoy assailing this Hellish fortress, but sometimes it was a little overwhelming juggling hit-scanning shotgunners and Cyberdemons missiles and Cacodemons floating in the stratosphere. But this isn’t like a one of those early American McGee levels where you say “what was he thinking?” No. This is intentional rat fuckery. And honestly, it’s pretty good at that. I actually have grudging respect for this level of trolling in my DOOM videogame. It’s still not as absurd as some of the Doom Eternal Slayergate bullshit.
Map 6: Unspeakable Persecution
This map is very fun. It feels like a deep cut. It really grinds into some of the elements that feel more minor in other levels. Instead of using the darkness and red textures as a transitional element, it makes them the focus of this map and you’re shooting through darkness and flashing red Hellish lights. The monster count is pretty high but it’s mostly lower tier enemies and you fight in a few large areas, either vertically or horizontally, that balances out the constant projectile fire. There’s also a lot of portals which allow you to traverse the main arena area pretty quickly and clear out enemies. I was very whelmed by this map. It was fun and strangely did not feel overly dickish. Until the Cyberdemon.
Yeah. Romero just pops another Cyberdemon in and it wouldn’t be so annoying if it wasn’t so random and wasn’t just chilling around a corner. There’s no need for that but you can just BFG it. It’s a strangely paced map because you’ll be basically just running around and slaughtering what seems a constant hoard and then you look up and everything is dead. This was honestly in my opinion a good but unmemorable map. It didn’t have enough bullshit for me to think “Oh that one” nor was it interesting for me to remember it overly fondly. It was a JAL- Just Another Level.
Except for one detail- it has the secret level entrance. But I would not take it.
Map 9 (Secret Level): Realm of Ibis
Honestly think this level kind of blows. So many lava floors. It feels like it’s constructed from pieces of all the other levels, but kind of half ass. It’s interesting due to how uninteresting it actually is. Some parts of it don’t make a whole lot of sense. There’s these super small crushing pillars that don’t really pose a threat but do look dumb. I mean this shit is kind of a mess. The enemy count is neither overwhelming enough to feel uniquely challenging, but it’s still tough and then again, so many lava floors. And then there’s a Cyberdemon near the end. It’s just whack and you’ve seen it all before but better.
Map 7: Nightmare Underworld
I hated this level when I played it because it’s hard as fuck but it’s actually badass. It starts you out just navigating a pretty linear, straightforward and then you get thrown into a bloody, evil mindfuck of platforming and shooter boxes. Ledges, cliffs, random teleports. It’s got it all. It uses verticality to the utmost and actually kind of makes you explore a little bit. It was my second favorite in SIGIL despite being the most difficult to me. You have to just survive. Even if that means running by a lot of stuff. Because ammo gets tight. This level will routinely force you to risk ammo to get ammo that you need to defeat enemies that are attacking you as try to get ammo. It feels like the Doom Eternal game loop in that sense. At one point I was counting shells and trying to do mental math for how I could stretch three shotgun shells across like two cacodemons. Disgusting work really.
But, it’s actually cool. Like somehow, this time, the drudgery works. It’s genuinely oppressive but you’ll make it if you just strategize. And I do like when Romero makes you actually think. It’s not just run and gun. You gotta scheme some of these rooms up. You probably won’t kill everything. This is a gritty level.
Map 8: Halls of Perdition
Alas! The last level of SIGIL. It’s genuinely shocking….because this is pretty easy. I mean it’s not elementary, but it’s not at all as hard as most of the levels in this Chapter. Like, the gimmick is there is you’re running through these caged hallways full of Lost Souls. But Lost Souls are one of three pure melee enemies in the game. They’re nothing but a moving target in this situation. It looks intimidating but is an entirely toothless. Nonetheless, it looks cool.
The rest of the level involves you navigating these maze-ish hallways, occasionally dealing with some trifling enemies and then every once in a while, like maybe three times, there’s a big room full of tougher enemies but these are also cake compared to the previous levels. They give you plenty of ammo and you have really good weapons at this point. You’re hardened to the game at this point. It’s a breeze.
And then when you finally go down to the area it’s surprising underwhelming. It’s just a Spider Mastermind with a Cyberdemon around the corner and you’re done. That’s SIGIL. Fun level but somewhat underwhelming, even if the aesthetics are cool.
Conclusion
SIGIL is not for everyone, in fact it’s probably just for DOOM nerds like me, who would be interested in seeing more of John Romero’s vision for the game and his unique level design style and overall approach to gameplay. But it genuinely is a good experience. It’s actually probably the second best Chapter in DOOM if you count it as one. The level design is pretty consistent, the challenge is steady and keeps you engaged. The vibes are high, even when it’s kicking your ass. It’s really strong aesthetically and has some design elements that demonstrate that Romero is as creative as ever. SIGIL may not have live up to it’s enormous, glorious hype but it never could’ve. But, put into context and judged on it’s merits, it’s pretty damn good.