John Romero doesn't agree.
Sandy Petersen, the level designer of the first two Doom games, called Doom II "a quickie cash grab" on his Twitter in September, saying it was made "to use some assets from the first game and give the designers something to do while Quake was being built."
The game's designer John Romero did not agree.
"DOOM II followed a long pattern of id development. It was a retail sequel to our previous game, just like Spear of Destiny was a retail release for Wolf 3D," he said. "Same with our Keen games. It wasn't a cash grab or something to keep us busy."
He then added that the studio didn’t start working on Quake until after the release of Doom II. "It was the main focus of our team for eight months. Like Carmack said, it was a big deal for us and I’m incredibly proud of that game."
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