
Developed since 2010, the 18th Cacoward winner and Moddb 2012 MOTY Editors' Choice for Creativity, Brütal Doom elevates Doom to an entirely new dimension. It intensifies the game's violence to unprecedented levels, introducing copious amounts of blood, along with distinctive gibs, death animations, dismemberments, headshots, executions, fire and explosion effects, flares, and more. The environment becomes significantly more realistic and interactive. You can kick severed limbs and heads (sometimes using them to trigger traps earlier in the level or even hurling them at enemies to inflict damage), shoot enemies in the head for greater damage and more graphic deaths, and destroy various objects in the environment (like trees, lamps, and hanging bodies). You can splatter blood on the floor, walls, and even the ceiling, push explosive barrels to set traps or wield them as weapons, silently approach enemies from behind for stealth kills, and the chainsaw truly cleaves enemies in half. When you obtain the berserk pack and gain super strength, you can perform cinematic executions and tear your foes apart with your bare hands. Some enemies will scream in agony and attempt to crawl away when near death, and they can even be used as human shields, among many other features. Everything in Brütal Doom is intensely amplified. Sounds are louder, visuals are grander, movement is faster, and impacts are harder. You can even feel the shock of explosions. Enemies are tougher and more intelligent, while weapons and explosions are more powerful and deafening. Your arsenal has been upgraded to a lethal collection, completely redefining the vanilla Doom's "progressive weapon system." Each weapon is potent with its own strengths and weaknesses—no weapon is ever obsolete when you find a new one, but rather serves a different role in different scenarios, making Brütal Doom more balanced and strategic than the original. You also gain new abilities. With any weapon selected, pressing Q (default key) lets you kick enemies at close range to knock them back. Every new feature and weapon is carefully balanced and integrated in a way that fits the Doom universe. Many of the features can also be toggled on or off to tailor the best personal experience.
"Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important." John Carmack, Doom programmer, as quoted in David Kushner, Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture, Chapter 8, p. 120.
| PC | March 6, 2012 |
| Linux | March 6, 2012 |
| Mac | March 6, 2012 |