This is in many ways a way rougher accounting of the id days than David Kushner's Masters of Doom was. First of all in sheer quality of writing and editing, which leads me to take a star off: Romero often repeats information throughout several chapters that feel like he wrote earlier chapters later in the process without some editor rigorously cleaning up the other chapters. Due to some rambling sentences, Doom Guy gets exhausting at times. A stronger editing process would have fixed this, I presume.
It nevertheless is an important work of literature for the games industry and an interesting read.
I want to highlight the last third of the book, themed around the post-id time, which is explicitly written to be readable without the rest and thus repeats some info. This I think is a great thing, since a lot of interested readers will have read Masters of Doom anyway, and Romero freely references Kushners book, verbatim at times. Why shouldn't he, when a lot of the quotes are his? Nevertheless, there is little new in the first two thirds of the book, but the tidbits that are make up for it, like the strong focus on Romero franchising out id property and overseeing publishing operations with legendary studios like Raven. This is genuinel, useful information, as it sheds light on some of the more dramatised clashes between Romero and Carmack that Masters of Doom puts in the spotlight. It pays to read both books if you are really interested in the history. Otherwise, decide:, read MoD if you are out for entertainment, or Doom Guy if you want more technical info about game devs of old, game business insights, and the voice of a legend telling it - just bear in mind that it is probably coloured in his own favour, as autobiographies tend to.