The thing is PS1 Doom was always regarded as a pretty good conversion. I know Final Doom is missing content but it was still a decent enough for console players. Plus every PS2 was backwards compatible. So I'm not that surprised we never got a PS2 port.
One thing id could've done, though, is make a collection of some of their games. Like Wolfenstein 3D, Dooms, maybe even throw the first two Quakes in there.
You should check out "PSX DOOM: Master Edition". It's a PS1 hack made by fans that converts every level that did not make it into the official PSX Doom and PSX Final Doom releases. Pretty amazing.
@@unvaxxeddoomerlife6788 I don't think it's necessary, there's already plenty of conversions for PC. I know two great ones: PsyDoom and GEC's Master Edition. The Master Edition runs on a fork of GZDoom and you only need the required Doom wads. Easy to run but not accurate, though it's pretty damn close. As for PsyDoom, it is an accurate recreation because it uses the image file of the PS1 disc and there's a variety of options and configurations, including for uncapped framerate. Just having an uncapped framerate option already makes it better since the framerate was abysmal in some maps in the original PS1.
If id Software had released an "id Legends" type compilation for the PS2, then they would have made a fortune. Make it include Doom 1 and 2, Quake 1 and 2, Wolfenstein 3D, and Spear of Destiny. Even better, it could contain some of the best fan-made mods for the games, too.
id Software would have to have that compilation approved by Activision, since at the time the PS2 was released, Activision was still publishing id's games.
id was pretty clearly focused on the Xbox during this gen and I suspect they didn't think it was worth bothering with PS2 ports of the OG Doom games, since at this time they arguably weren't "retro" enough to evoke a huge amount of nostalgia and even on the Xbox they were relegated to bonus content on releases of Doom 3. Carmack was also open with his disdain for the PS2 architecture and dev tools, which continued through to the PS3 era, though the PS3 was at least powerful enough to handle id's latest games.
I remember when RAGE came out he made it very clear that although the PS3 version looked very comparable to the Xbox, it was a LOT harder to work on. He probably hated every second of coding for the PS3 and it no doubt added to the famously long development time of that game.
Imagine this: The Doom Collection for 6th gen systems! It would include Ultimate Doom, Doom II, TNT Evilution, The Plutonia Experiment and The Master Levels all in one package with the maps unmodified from the PC! That’s 152 levels! And the box could then say “Over 150 demon slaying levels!” Sell that for the 2002 equivalent of $30-$40 Canadian and you’d have a powerful collection!
I still think it's weird that doom missed the 6th generation, even though a lot of retro collections were being released at the time like Namco Museom, SNK different collections, Sega Megacollection, ect.
It really is pretty strange that there never was a port to the PS2. I know Sony’s infamous for not wanting 2D games on their newer hardware, I wonder if that sentiment carried over to (pseudo)3D games that had saturated the market? I’d imagine PSX doom being compatible also made the sales pitch harder as well. Interesting video!
yeah that happens in the original game if you play it in a vanilla compatible port that lets you upscale the software rendering. it stretches horizontally near the middle of the screen because that’s the portion ID assumes to be visible
@@jess648 I notice it happens in DOS too, It's less noticeable but it's there. I always thought it was id trying to fake a skydome by making the sky texture warp and appear to "wrap" like it would as seen in, say, GZDoom.
This port doesn't look very good. Not entirely sure but to me it looks game runs at 320x200 and is badly scaled to NTSC resolution - also probably different PC framerate isn't corrected from 35fps to 60Hz and game stutters - it is hard to say from the video though. PS2 should have enough power to run Doom 1 and 2 at 640x480 and handle any framerate conversions - which modern ports of Doom like Gzdoom handle beautifully. In fact with some effort I think PS2 should be able to handle Doom games at 640x480 at 60fps. Running 16-bit software mode might be a bit too much for PS2 - which actually is the best way to play classic Doom games. I mean even on modern GZDoom ports 3D rendered has some differences in sector lighting, sprite placement and clipping and especially when you use no-clip the classic Doom rendering style is very trippy. On PC at least 16-bit rendered is quite a bit more taxing and so I am not sure if it could be possible to handle it with PS2 CPU - maybe something I will try to check using similarly specced PC. Anyways, imho with proper effort Doom port for PS2 could be so much better. Also missing music... ideally it has OPL3 emulation and/or Timidity with SC-55 soundfont for best experience. Really disappointing port. But hey, at least there is Doom for PS2... not that I would recommend playing it.
@@ThatNukemGuy Apparently it takes some experience with Xbox1 to make good ports. Recently I read in documentation for HalfLife1 port to this console and game needed 1.4GHz CPU upgrade to run at 60fps consistently. You would expect HL1 not having any issues running on PC with Celeron ~700MHz even using something like Vista (say with few services that trash disk access all the time disabled...) let alone Windows 2000/XP but apparently optimization on XBox is tricky. One reason might be just not configuring release build correctly and games running with tons of debug stuff running needlessly using up CPU time and memory. These things did also happen at times for retail releases so who knows.