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Alternate title: Attack of the utility closet Imp. Boo!
Ok, one thing I must stress right away is that the atmosphere of
this game is simply brilliant. The Mars base feels so claustrophobic
that you can feel it get under your skin. id have paid a staggering
amount to detail - like the e-mails on the PDAs you pick up, the
overenthusiastic tone of the UAC promotional videos - all of it just
works together to make it all the more creepier. From the Half
Life-esque beginning to the part where the shit hits the fan, the
tension builds up admirably. With this kind of atmosphere, and these
hyper-realistic graphics, you could easily have the scariest game ever.
Unfortunately, Doom 3 doesn't get to claim that title. There are gamers who have no problem admitting they pissed their pants playing System Shock 2 or the Shalebridge Cradle mission in Thief: Deadly Shadows, laughing at those who got frightened playing Doom 3.
This
is not to say that the game isn't scary - it definitely has quite a few
jump-off-your-seat moments. Unfortunately, the vast majority of the
scares rely on cheap tricks that demean the game - imps spawning behind
you, zombies from secret chambers coming for you when you pass some
invisible trigger, doors opening to reveal a critter poised to lunge at
you - a certain predictability sets in after a while. Bleh.
Most
of the zombies and demons are well designed, and only the skeleton with
the rocket shoulder pads is downright comical. The mid-game boss in
Hell is pretty good, but the final boss is a bit of a let-down
(especially when you consider that the buildup in the final level is
awesome).
Weapons are mostly revised versions of the classic Doom
loadout, with a few minor additions - namely, the handgrenades and the
machinegun. Some work, like the plasma gun - others are just
disappointing. The shotgun (whose predecessor is widely acknowledged to
be one of the best weapons ever in a game ), while very effective with
dealing with imps and critters at close quarters, has a gunshot report
like someone slammed a door real hard. Seriously wussy.
Now,
combat - unloading a shotgun into the face of a zombie or an imp is
satisfying. And having a shootout with a squad of possessed soldiers is
also fun - however, it feels really out-of-place when you hear them
communicating tactics over the radio (another HL touch).
It
also seems that id tried to make sure that there would be plenty of
fumbling for the right weapon in tight situations. The flashlight issue
has been widely discussed (I used the 'Duct Tape' mod that fixes a
flashlight with a narrower cone of vision to my shotgun and machinegun
- made the game a whole lot less frustrating, and didn't make it any
less spooky), but I've also got to bring up the grenades. IMO, there
should always be a separate key for lobbing a grenade while still
holding your weapon - it gives combat a much more fluid nature. Halo had it, and Remedy learned their lesson with Max Payne 2.
If id intended that you fumble for grenades in the heat of battle to
make it more 'interesting', then it's just another cheap trick.
Again,
towards the latter half of the game, combat becomes noticeably
repetitive and predictable. It's like, 'Ok, this is a cul-de-sac with
the spare door panel I need to open Lab A sitting at the far end, and
as soon as I pick it up, the demon 'guardians of the spare door panel'
are bound to spawn and try to kick my ass, so what weapon should I
use?'
One feature used
here that I'd really like to see used in other games is the interaction
with control terminals and the like. Whenever you look at anything with
which you can interact (ie, have it relatively centered in the screen)
such as medstations, control panels or humans, you lower your gun and a
cursor replaces the crosshair, so you can use the left mouse (fire
button) to activate it. This is really intuitive, though it helps that
the graphics and textures are so hi-res that you can read the panels
from your default view. That's one thing that helps keep you in the
game - when you're punching a code into a numpad lock, you're doing it
in your regular view, there's no huge numpad that pops up and fills the
screen.
Even the level progression I found to be a little off.
While I'm definitely glad that they had the final levels on Mars
itself, I'd be happier if we had only been given glimpses of Hell,
rather than have to visit it. And the Alpha Labs and Delta Labs section
were terribly tedious. Nowhere near as bad as Halo's 'Library' mission,
but pretty drawn out, all the same. IMO, the game opens strong and ends
strong (Caverns and Excavation were pretty great), but there's some
so-so stuff in the middle.
But I would've really loved to have
some well placed firefights with a small band of space marines versus
the demons. There are some scenes in the game where you're following
this tiny sentry drone to your destination, and it OWNS every demon it
comes across in a matter of seconds. Now, if that was so much damn fun,
my scenario would rule! I know it's not 'in the spirit of Doom' to have
any assistance, but it would've served id much better if they had kept
possession of their nads, and put it in if it made the game better. Doom 3 doesn't feel like either of its predecessors, anyway.
Ah,
maybe I'm being too hard on them, and they just couldn't handle all
those polys at the same time. All in all, it's a good game if you've
got the rig for it, but a far cry from what it should've been.
Developer: id software
Publisher: id software, Activision, Aspyr Media
Platforms: PC, Xbox
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