Bethesda's 2016 Doom, originally developed for the PS4, Xbox One and PC, releases today on Nintendo's hybrid handheld Nintendo Switch. Considering the power disparity between the machines it was originally designed for, and the one it has just been ported to, how does the Switch port handle being squeezed into a far smaller machine?
Well, surprisingly well. I've spent a few hours with the retail version of Doom on Switch, and it's frankly surprising how well it handles the game.
Doom on Switch runs at 720p and a near-perfectly locked 30 frames per second, in both docked and undocked modes, rather than scaling performance up when docked like many Switch games. It manages to maintain that 30 frames per second fluidity, with only a few minor dips noticed when first entering a couple of very packed rooms.
One small technical issue in the game at launch, seemingly exclusive to the Switch version, is that at times all game audio will cut to almost total silence. This issue can be fixed by restarting the area, or reaching the next loading screen in game, but it is a little jarring if it happens. It's not a common issue, but it happened more than once for me without an obvious trigger.
When played on the handheld screen, Doom looks great, but occasionally smaller enemies in the distance can be a little harder to see, just due to their having been designed for a larger screen size.
When played docked, this is not the best looking version of Doom, but it doesn't look dated either. If this is your first time playing the game, you're unlikely to be bothered by the visual downgrade.
The Switch port is lacking the Snapmap feature found in the PS4, XB1 and PC versions of the game, but otherwise the multiplayer mode is intact and performs well. It' a more-than-competent port of a game never designed for this kind of hardware.