Doom and Doom 2 got their 1.0.7 patches today. Gyro controls were finally added, true 16:9 without borders, massively improved game speed and load times, toggleable crosshair for accuracy, added timer for speedrunning, DeHackEd support, BTSX Ep. 1 and 2 are now availible for BOTH Doom and Doom 2 instead of just Doom 2 and the original PC title screens are back. The game is nearly perfect now.
What about Homefront 2 and that Battle Mage game on PS4 with 15fps... or Battlefront 2 lol? Once fixed I feel all these games were significantly better than this port in terms of fix quality, but John is a bit overnostalgic here and I respect that 🤘😎
Leaddevo Right on. Try playing the most serious competing game of the era, Duke Nukem 3D, and you see that it, putting it kindly, hasn’t aged well. Doom (1993) on the other hand is, as you say, still stupidly playable.
Badtanman Yes, it does, and perhaps it’s just a matter of taste, but I played thru DN3D last year (or 2018, quite recently anyway) and by the fourth episode I was hoping it’d be over soon. It’s hard to point out exactly what’s the problem, but I think I found out I disliked the enemies and combat in general. Doom, on the other hand, is something I still play through regularly and aside of couple of levels (such as Barrels of fun) I’m always enjoying the game as much as I did in 1993.
I still have my original Duke 3D Megaton remastered version i bought years ago on Steam before this whole Gearbox License Debacle took place. Press F to pay respect to one of the greatest games ever that you cannot buy anymore.....
@@cyborgparrot1996 Yeah man. I pity the fools who have only THIS horrible Gearbox Mess left to play. And it doesn't even have a Linux Version like the version we still have.
"But can it play Doom?" - The first question asked at every announcement of tech for the rest of time. Apple "And now the iphones faster than ever!, any questions?....Can it play doom?"
If I told my 90s self that in 2020 I'd be watching a Doom review video , on the internet, on a 4.8Ghz computer, with 375Mbps broadband internet, I'd slap myself. But here I am.....
JohnnyNismo do you remember the voodoo graphics cards 🤣 my first custom computer I built for myself ran a 128 mb voodoo card, 5gb hard drive! A massive 256mb Ram!! On a celeron 800 MHz 😬 I was blown away with games like half life, unreal, the chosen, rainbow 6 then of course the genius of a 16 year old coming up with Counter Strike. What a time to be alive, the birth of online gaming was something else! I remember going to Lan meets to compete, u had to bring your own computer and monitor the old fashioned CRT monitors where not easy to carry around! 😂 It was a pain but there was no better way to spend your Sunday afternoon! I’m rambling on, sorry 🙄😬😉
The first time I played original Doom, I had to play it in low res and had to shrink the screen to the size of a deck of cards. And I loved every minute of it.
The red cross on the medpacks was removed as it violates international law, for the Red Cross, naturally. Sadly it isn't viable to return it in any capacity.
@@Protocultor I suppose. I checked my Doom and I have red crosses. Some trademark crap is just too much. There is such a thing as fair use. No one is going to confuse a power up in a game for well anything else. If they do I can't help them, nor can the Red Cross for that matter.
@@1pcfred Fair use is a part of copyright law, not trademark law. Trademark law specifically requires aggressive enforcement else the trademark be nullified. The Red Cross has some international scope of enforcement involved as well, so Bethesda wisely decided to avoid legal battles this way.
@@bluejayofevil I'd have told them to go pound sand. The international law has to do with using red crosses in wars. Which has zero to do with the American Red Cross. It is all about not hiding your strategic assets with red crosses to keep them from being targets. Which folks do when they're desperate. Although in combat everyone shoots at corpsmen anyways. You don't see many lawyers in trenches either.
I just can’t wrap my head around how they can’t get this game running perfectly on Switch. There’s no way it can be that demanding. The resolution issue is a real bummer.
It's probably less about how demanding the game is, spec-wise, and more about overcoming technical boundaries. They are dealing with a game utilizing tech from nearly 30 yrs. ago, including methods and techniques that aren't even used anymore. They are taking a game originally designed to run on a PC using DOS, and converting to run on a hand-held console. Even outside of the game itself, there are issues like widescreen displays and HD fidelity, which weren't a factor back then.
James Bauer but you also have tons of source ports available that have fixed, and worked around any possible issue. Many of those are many, many years old, and all of which are under GPL so source code is freely available. So I see it as they had tons they could research on techniques other folks were using to solve those problems.
It looks like the s game still uses a purely CPU-based rendering system, which actually makes the Switch version very impressive because the Switch has a very weak CPU in comparison to not only other consoles, but other mobile devices in general.
I wish they added an option to chose the soundtrack from the PS1, N64, and 3DO (which freakin’ rocks) versions. Maybe in the next update, Bethesda/Nerve? 🤞
Everyone 2020: Doom is a must buy for handheld consoles now that they patched it Me in 2016: Puts doom wad on android phone, runs gzdoom, custom wads and mods like brutal doom.
I hope they could add a widscreen option just to have more visibility, just like he said at 10:29, they are doing it with the new Doom 64 port, so why not with these 2.
@@XristoferLee that's the stretched vision you had on the original 1.0 version of the ports. Having stretched FOV, meaning the same 4:3 image but in "fat mode", is not the same as having actual widescreen vision, where you actually see more to the sides.
The biggest issue for me, which I'm surprised you didn't mention, is strafing. There are no strafe buttons in the console versions since all movement has gone to the directional sticks. There are a few places that cannot be reached anymore since proper strafing is required to build up enough speed to traverse some areas. I think they should make the L1 and R1 buttons strafe buttons, especially since there are already buttons for changing weapons. There's no need to have 4 buttons all doing the same thing.
This is the biggest issue for me. Co-op was the best part of the 360 ports (for me and my friend at least). I had a ton of fun with that and I would love to do it again.
sgtcoffman yea, exactly. I thought having online in new ports of these games would be no brainers. Deathmatch is a big staple of doom and co op is awesome. They’re their locally but online is more convenient and true to the original doom.
@@gamerplayer8882 No, lmao, the original Doom only had LAN games until DWANGO was released, even then it wasn't true Client/Server, so yeah. It wasn't until CSDoom and the multiplayer ports started to come out when you could play "online".
How about a df retro on doom 3 would love to know how the Xbox original was able te play the game and why it didn't came to other consoles and the original pc version ofcourse
Yeah there's like 3 different versions of Doom 3 right? The OG PC release, the OG Xbox port and the BFG 'remaster' release. Would love to see how the 3 compare!
_While PS4 runs at three times the original resolution at 960x600, the Switch is reduced to 640x400 instead_ The games are from the early '90s, they are not even rendering in full HD and they still have frame drops?! How is this even possible?
made for entirely different hardware, and it likely doesnt scale well so aspect ratio has to be the same. they may as well remake the game to 1080 if they were going to do that
I’m going to have to agree with a lot of comments here. This is still a joke considering the amateur source ports were 1000 times better from the start. Not to mention I used to own the iPhone port that was made my John Carmack that they later updated to the Bethesda one. Bethesda just came in and broke something that was already working fine.
amateur source ports were developed over a span of literally decades and were in large part based off already existing engine rewrite BOOM done by the team that was tasked with releasing a TNT: Evilution wad so that's a pretty bad comparison for a new source port written from a ground up. As for mobile version, I have yet to check it out.
The devs would have loved to use the PC source ports, but the GPL licences they're made under are incompatible with console APIs. They had to go back to the very original code from 1993 and effectively start from scratch.
DF should do a video on the unofficial ports of the first 3 Quake games (including expansions, some HD texture packs/mods and Multiplayer), Hexen II and RTCW to the PS Vita. They are of amazingly high quality and all ported by one guy! Well worth a full look at!
Now that they fix them, hopefully they got a physical Doom collection plan for us soon. I hate to see these wonderful games stuck in the digital subspace of time. A Doom collection which includes Doom, Doom II, Doom 3, and Doom 64 as well as all the add-ons all on disc/cart would be awesome.
Quick question John... "Did you begin your involvement with Digital Foundry so you could get developers to make the changes you wanted to the games they've published?" What power you wield!!
He puts a hell of alot of work into it and he tests and looks into every detail of the game and i think devs find DF retro usefull because they shine light on alot of issues and stuff that might completely been oversighted by the devs i would belive that devs feels DF is like a benchmark tool that gives back a good feedback with alot of testing and data behind it to back the criticism up. ☺
@@GoodmansGhost True. I saw Sigil gameplay and was impressed by it's badass visual design. Downloading it rn. I remember when i first played STALKER CoP and saw a Pripyat cutscene. I was shocked, because i thought it was an actual real-life footage, just recorded not using very high resolution. And this is a game with 2007 graphics, not even best by 2007 standards in terms of polygon amount, texture resolution, etc. How you design your visuals and pick colors is much more valuable than how much $ you paid to your texture and model makers.
There's still quite a lot of things that needs to be added such as: - Online functionality for co-op and deathmatch - A full screen option - An option to fully rebind control inputs on all console platforms. - The Plutonia MIDI pack for the Plutonia Experiment. - Keyboard and mouse support for the PS4 and XBone versions of Doom 1&2. - An option to be able to play every downloaded expansion pack offline without the need of a constant Internet connection. There's also a couple of things missing in these ports such as: - The "A Secret is Revealed!" message. - The fast demons feature that's exclusive to Nightmare difficulty.
I also hope they add an option to toggle fastmonsters in general, in fact an extra difficulty options menu would be nice for doing even more things such as toggling multiplayer-only monsters or recieving double damage or more
I really feel like Bethesda shoved the port out the door, and most of the time was spent on writing the new engine and ensuring cross-platform compatibility. Launching a surprise game on 3 consoles at once is pretty tricky... I’d also speculate that when it comes to features, they probably hit their goal for what they intended at launch uh, right now.
@@SzatanistaDzezowy You're goddamn right. AAA execs are grown adults and professionals at Billion dollar corporations, not struggling students making a success story out of their dads' garages. Customers bartering just as shrewdly as execs, or _"complaining"_ as you call it, is why quality exists. These sleazy execs need to stop chasing that handout money, put on big boy pants like the rest of us, and push the best quality while treating customers with respect on day one. Not patch it when they get to it months or years after release.
@@lbgtr87 "nothing was wrong with the 1.02 version" That's why they had more improvements in the latest patch. Because nothing was wrong with the previous version. 🙄
I never liked Quake 2. The gameplay just wasn't there for me. I used to be a fan of Quake but it didn't have the staying power of Doom. I'm still a huge fan of Doom. It is a video game to me.
Side note: I don't own an iPhone, so I can't reffer to them, but on the DOOM and DOOM II ports of Android mobile platform, 60 fps is unlocked all time (I've tried both on a Samsung Galaxy Note 10+ and a HUAWEI Mate 30 Pro and they both run perfectly at a stable 60fps rather than 35 on the 1.03 update)
They will fuck it up if they do. They won't patch carmacks original code, so it will be with netlag delay on inputs like the 360 had. 50ms added on top. You dont wanna play it. Skulltag on pc used to be where to go, but its discontinued. Something else has definitely taken over
Wow, they made a 25 year old game run properly!? Thank you so much Bethesda for putting in the bare minimum of acceptable effort to fix your broken product, months after it went on sale!
I’d say it’s more than the bare minimum, especially since they added DeHackEd support and a list of curated community MegaWADs, as well as the ability to add your own mods on the PC and Android versions. There are more capable source ports but this is still a nice way to play Doom with little fuss.
I don't ever use sleep mode. Never have on anything. Most of the laptops I use don't wake up properly from sleep and I don't own a PC. The boot time for my PS4 isn't long enough to bother me. Plus, I like knowing that if the power goes out when I am not home, I won't have to sit through that data rebuilding thing it does. I noticed several games didn't like to run correctly when I tried it back when I first got the PS4 so, it's a non issue if I just use it like a proper console and just shut is down when I am done.
He just used a glitch that activates if you bounce the wall behind you at the start 24 times and then input a very specific series of inputs and then increased the video speed in editing, totally legit strat
considering my only prior experience of Doom was on the SNES, I've got absolutely no issues with how the Switch version was handled... imagine my surprise that I could actually use BOTH control sticks to look around AND move at the same time as opposed to awkwardly do everything on a d-pad while also strafing with the shoulder buttons... never again.
I don't know that it would work because the levels are not actually 3D models and everything else is just 2D sprites, also I don't *think* the engine supports any lights at all as it is.
This is a "careful what you wish for" situation, I wouldn't want a world where Bethesda is trying to compete with every free sourceport out there because they could just as easily use that momentum and power to ruin a lot of community projects with their sheer size and greed if an executive decided they wanted to someday. It's best to keep them separate and keep the ecosystems on PC as lively as it ever was.
They actually listened again! They recently replaced the 16:10 mode with a proper 16:9 widescreen mode! Not only that, but they added in gyro aiming for PS4 and Switch!!! YES!!!!! I'd LOVE for you guys to cover it if you can. EDIT: From what I've experienced, it seems to me like they may have fixed the sleep mode framerate dips as well, though it wasn't mentioned in the patch notes, so I could be wrong.
@@ikagura Sorry for the late response, but yeah, it's pretty damn good, and offers two different types of gyro aiming actually(yaw and pitch). Though last I checked, the gyro aiming is inverted when set to pitch if you're playing in TV mode with joycons for some reason. It's really weird.
"Bethesda released a port of the first three Doom games" - hey cool, I wonder if the third one he's talking about is Final Doom or Doom64... .....ohhhh. :| (jokes aside, this is fine and dandy but in case anyone doesn't know about the still-amazing modding community, the best way to play is with a source port like gzdoom, so you can catch up on all the best pwads of the last 25 years - Memento Mori, Scythe, Alien Vendetta, Hell Revealed, just to name a few. There's enough amazing free content to spend a lifetime playing)
I'm holding out hope for Pass 2. The Switch port of Doom Eternal got delayed for further refinements (meaning it won't launch on Switch on March 20, probably a good thing too since I expect most Switch owners like myself will be picking up Animal Crossing that day) so who knows, maybe to help promote the port Bethesda approached Nintendo about getting Doomguy/Slayer into Smash.
@@BloodRedFox2008 I'm hesitant. They just revealed Altair's Mii costume without explicitly naming Assassins Creed which I'm assuming was due to ESRB concerns. Not sure they'd be able to fit in Doom Slayer seeing how they want to keep it E rated
I just bought these two ports tonight, after learning they included Master Levels, Sigil, TNT and Plutonia, and No Rest for the Living all in one place (yeah I could have just played them on PC, which I do have them for, but - please don't kill me - I greatly prefer playing games on my consoles than on my laptop), and am just blown away. I was not expecting them to be this big an improvement over the original 360 ports, and maybe they weren't at launch, but they sure are with the patches! I'm on freaking cloud 9, finally having Doom I and II in awesome quality AND a TON of add-ons on console. About the only drawback I see is the lack of online multiplayer, but if you don't play online, it's not a big deal. I would like to see it implemented just so people who do play online can enjoy it, however. They may be old as dirt, but Doom and Doom II have aged ridiculously well. The weapons, the enemies and enemy design, the map design, the music and sound effects, everything just comes together so well. You can play Doom in 2020 and enjoy yourself without even trying. And no you don't need Brootal Dewm! Brutal Doom is not bad in my opinion, it's fun, but the gameplay and balance of Vanilla Doom I and II is untouchable as far as I'm concerned.
I know this comment was 3 years ago but I am surprised you waited so long just to play them on console. God, I remember back in 2005 nearly 15 years ago now playing Doom 1 and 2 on my Celeron processor Pre Windows Vista era Laptop (that thing was so ridiculously slow). About the only thing I could play on that Laptop was Doom. I didn't have a mouse or anything, just a crappy keyboard that somehow worked well with GZDoom back in the day, WASD for movement, spacebar for Use, Ctrl for fire, and arrow keys to look around. "That's how we did it in the 90's, Son!"
I feel like the switch version has got additional input latency that wasn't there before, like another layer of vsync Edit: okay so John felt the same way. Glad it's not just me.
I havent noticed any actual input lag, other than since the game is running faster i've just had to adjust my reaction time. It feels weird at first after playing it at 35 fps.
Also I constantly have lockup when returning from rest mode. It's still easily the least stable game I have on my switch, which is ridiculous for a 25 year old game being ported
So glad you pointed out the input latency on Switch. I couldn't figure out why the game was so much harder all of a sudden until I narrowed it down to the added lag. I've put in some serious hours on the Switch ports so the difference was pretty jarring after the patch.
Would like to know how they compare to Doom, Doom II on Xbox 360/PS3. This would be very helpful information so people can decide if there's any benefits from upgrading to Doom, Doom II on Xbox One/PS4.
This just shows how amazing the original Doom games were/are!! We're still playing them, and I have been really excited for the new releases. Just waiting for Doom 64 now!!!
I found out about these Unity ports around two months ago and was slightly bummed out that I hadn't discovered them back in 2019 but looking at the atrocious state they've been, I must say this is probably the best time to be playing them.
The creators gave the first episode of Doom away for free. The game made it's creators wealthy. A few years later they released the source code and allowed anyone to make or compile their own version of Doom. Yet 20 years later, people are still buying it! Does piracy really kill the industry? I think not. Down with DRM!
Some comments about the Switch version: 1. random pitch does not work properly and many sounds are much higher / lower than the original version (I recommend disabling random pitch) 2. the port cannot keep the frame rate stable with the "No Rest for the Living" megawad (docked switch, but probably in handheld mode the same thing happens) 3. occasionally the game may crash (I experienced only 1 crash in 5 hours of play) 4. the supershotgun pitch is wrong 5. the chainsaw's sound effect is buggy 6. some sprites are not shown correctly when you are on a low platform and the sprite on a high platform 7. the wide screen just stretches the image, without increasing the field of view like PrBoom does 8. it is very difficult to get used to the aim using joycons, it is highly recommended to use a Pro Controller or something similar, although this removes the only advantage of this port, which is to play in handheld mode
Doom II is still trash on PS4. The game constantly hitches in later levels, and I cannot get through Barrels o Fun without the game crashing. I have adjusted every setting I possibly can, reinstalled the game multiple times. I have an SSD in my PS4 Pro. Can't find anyone else with this issue. I don't have any issue with the first game.
Feels so empty without multiplayer. That was a true wonder back in the day. Telefragging and gibbing to your hearts delight is sorely missed. XBox Live port had it, why can’t these?
Dunno if you mean online multiplayer, but it definitely does have multiplayer. I played deathmatch and coop with some friends recently on the Switch version.
Unfortunately there is something wrong with the Xbox versions of these games. The pc, switch, and ps4 versions are butter smooth but the Xbox version feels like the frame pacing is completely fubar.
The moment the new updates were released, I immediately bought Doom 1&2 on Switch. Glad to see they not only fixed both games, but add-on support was a nice touch.
Props to Bethesda and Nerve. It's great to see game companies that own up to and correct their mistakes, and throwing in extra free content as a bonus is just awesome.
"Don't need their emails now that everybody gave them on day one when most sales happened, you can patch it off so we get some props for repenting" - Bethesda exec laughing -
The 3DO port remixes and the PS1/N64 soundtracks are also acceptable and canonical choices. Personal opinions, but I'm also a fan of the SNES port rearrangements, and Andrew Hulshult's remixes, though I feel like some of his pieces miss the point of the originals. Also when is he going to do a full remix of DOOM II's OST?
The games have been updated again since this video. They now have full widescreen support and I think the sleep mode issue has been resolved, among other things.
@@MegaTerryNutkins It came out in 1993. On a platform which shouldn't have been able to run anything resembling doom. The framerate is really low, but it's surprisingly playable.
@@ikagura Definitely runs better, but it has the benefit that it's a game designed with the snes in mind. Doom was made with pc's in mind, and it was somehow replicated with a brand new engine.
On the Android port of Doom, you can actually play at a higher frame rate than just 60. On certain phones with a higher refresh rate (I'm using the ROG phone with 90Hz), you can play the game at 90 fps. Idk if it works on other phones, but it works on mine
@@metalvideos1961 They added add-on WAD functionality to get Final Doom and Sigil on these ports. If they got the rights from Aubrey Hodges, a PSX music or even sound add-on is totally feasible.
@@MGMan37 well since they are a legit company they have to ask permission first i believe. so if they dont get green light for using the PSX sound then it probably will not happen. point is you guys on console should just be able to use mods as well. dont know why there is not a GZdoom port or something for the console to play the same things as we can on pc. i mean after playing classic doom for the billionth time you get bored with it. i mean i personally dont get bored with it. but you get my point. there are tons and tons of amazing mods out there for doom and doom 2. its a shame that you guys are not able to play it. so they should just add mod support in general.
@@metalvideos1961 You know that GZDoom isn't even based on the original doom code? It's a completely different engine that happens to run Doom, and it's way too fucking advanced, so it's unfair that you compare a different engine with the original Doom engine running in Unity as wrapper, and really, this new port has support for mods, you can load add-ons (Of course, any mod that changed weapons would have to be DeHacked, but it is something) Not only that, but I think that GZDoom is open source, meaning that if they wanted to use it, they would have to make their port open source, which is something they won't do.
@@xX_Lol6_Xx the core of GZdoom is still the original doom engine. they just modified it. its literally still based on the original ID1 engine. without that they couldnt modify it to use it for Gzdoom and the crazy mods you can do with it now. so what you say makes literally no sense. they cant make a modified engine of the doom engine without the original engine. or do you really think they created a whole new engine just for Gzdoom? yeah not going to happen. the key is in Modification. and thats whats going on.
Fun fact, the hud wasn't stretched in the Bethesda ports back in release, its actually pixel perfect. It was in vanilla Doom where its slighty taller, stretching some of the pixles, you can see that in the % signs, Chocolate Doom tries to imitates this stretchiness that original doom does. Apart from the Hud though, the other parts were indeed in the incorrect aspec ratio, I wish they gave you the option to keep the hud pixel perfect though, like GZDoom or PRboom does
It's not supposed to be pixel perfect. DOS Doom runs at 320x200 (8:5) which was intended to be stretched to 4:3 by the monitor. Analog scaled resolutions were common place back in the day because it was basically a free hack thanks to CRTs. You could do it like Doom and shave a few useless horizontal lines for performance, or do it like Capcom (384x224 to 4:3) and make your graphics appear higher resolution than they really are.
More Doom is always good. It's testament you created something monumentally cool when people are still talking about it and playing it freaking three decades later.
The importance of Doom cannot be overstated in the video game world. There's before Doom then afterwards in the world of video gaming. As far as fast gameplay is concerned I still don't think it has been equaled. I mean your character is the fastest thing in the world. You can even outrun missile projectiles. Which is hilarious. Oh no there's a missile coming at me, run!
Bring a wad editor to console, a database of user maps you can contribute to, and online multiplayer and I’ll agree it’s a must buy. I hope they’ve removed the ‘crosshair’ by default now, too.
For how dated the Consoles are and how anemic the CPUs where even at 2014. I blame the lack of 60FPS on terrible optimization. I mean Bethesda and the development studios under it haven't had one single good optimized game come out for decades no matter it be console or any end of PC. The fact a upscaled and updated old game like the original Doom is having issues is more telling on development and the current business practices of shipping unfinished products. Also remember Doom 2016 actually runs a more stable 60 FPS on base PS4 which is in all regards a more demanding game. Bethesda just gives developers little time, money, and quality control. That and many veterans leave or are fired thus why many issues seem to repeat in Bethesda made games. PC is the best way to play always, but if any of us play Bethesda games we have likely had to add player patch mods, tweak existing issues ourselves, and not rely on Bethesda actually doing they're job... Console users get screwed not just because of dated hardware, but when companies like Bethesda give the same treatment as on PC with no way for them to fix said issues. Though that is also partially fault of console makers as they don't want certain abilities to mod the console willingly.
I guess this goes to show how impressive 25 years of graphical engine optimizations have been. Strip away all of them and use only a single core of the CPU (no GPU at all) and even Doom has slight slow down.
I played Doom on a 386 DX-25 and it kept up. With PC speaker sound! I actually had to take the speaker out of the case and put it into a glass stuffed with some paper towels because it was kind of harsh. Finally getting a sound card it was nice to have a volume control. PC speaker was PC speaker back then. You got what you got. If there was a way to adjust the volume I never knew about it. That particular PC had a heck of a PC speaker too. Was an AT&T model as I can recall.
@@bauul. Everything I owned could play Doom. Quake on the other hand forced me to upgrade to a Pentium CPU. Nothing but a Pentium could play Quake. I even had a Cyrix P166 and that chip was fast. But it was only a pimped out 486. It didn't have 586 instructions so it couldn't play Quake. Which ticked me off because it says 6x86 right on the chip. I'm looking at it right now. It's a heavy bugger I'll give it that.
The only thing I want to see from these ports now is if they can somehow get multiplayer working like how the 360 version did. Still fairly happy with the port as it is right now, though
One more interesting thing: If you have a save file on the Wolf3D levels and load them from before this patch, you'll still get the version with the zombiemen, but if you load it from the level select (or from a post-patch save file), you'll get the version with the SS soldiers.
It's interesting to see how this version functions on the consoles! I hope this version continues to get updated and receive more curated level packs that will probably require the current limits of this port to be increased. Here's hoping it only gets better from hereon out!
Inconsistent pixel scaling was my biggest issue - I can never unsee it, so no, still not gonna get this port for the Switch. Thanks for pointing it out!
As of this comment with Quakecon 2020 happening, Doom 1993, Doom II and Doom 64 are on sale 50% at $2.50 each until August 10 2020. Combined with this patch fixing up most of the flaws, I’d say now’s a good time as any to pick these up.