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It should be noted, however, that by the time the game was released the specifics of the story had become relatively unimportant and somewhat disorganized.
This is mainly due to a last-minute mix of two different game designs: lead level designer John Romero wanted to make a dark fantasy beat ' em up / RPG hybrid game, while level designers Tim Willits and American McGee wanted to make a more futuristic, Doom-like game.
Ultimately the Doom-like mechanics were implemented and many of the dark fantasy design elements were incorporated into the graphics and visual effects of the game.

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