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Ten years is a long time in this industry. It was ten years ago
that Doom was first unleashed to an unsuspecting public, at a time
when the gaming world was just clawing its way out of the bedroom
coding dark ages and into the multi million pound industry it is
today. A lot has happened since; gaming has become bigger than Hollywood,
technology has increased to allow far greater freedom for developers
to make even more beautiful looking games and we've been treated
to many groundbreaking games that have evolved ideas and shaped
the industry into what it is today. Doom now is looking like a slightly
older grandparent, something that's still got good stories to tell
but doesn't have the influence it once did.
What
makes Doom the classic it's since been remembered as, is that it
was one of the earliest first person shooters to push the boundaries
of the genre [And arguably giving birth to it - Ed]. The graphics,
the tense atmosphere, the excitement; it showed everybody what could
be achieved when developers took risks and broke away from routine.
This second sequel has been a long time coming, with the Doom franchise
since being superseded by a variety of newer, younger games, and
rightly so. It seems appropriate that Doom 3 should be released
now, at a time when the FPS is as big as it's ever been. Appropriate
perhaps, but this venture will doubtfully be remembered as the classic
its predecessors were.
Let's
start with the blindingly obvious first; the graphics. Yes, even
if you've not been up to speed on Doom 3 news and previews, chances
are you'll have at least seen its stunning graphics in some form
or another and, yes, they are as impressive in the game as they
are in screenshots and video clips. It should be no surprise, as
the first showing of the game was to demonstrate the power of 3D
cards some two or three years ago and surprisingly, despite its
age and increasing competition from games like the recent hit Far
Cry, Doom 3 still manages to be the most impressive game of the
year. Near flawless in its presentation, this game never fails to
look visually stunning.
You're
greeted from the outset with blindingly smooth textures, with no
flaws, glitches or hidden faults that are the usual bugbear of many
of today's games. Here the graphics are fluid, flowing throughout
with nary an out of place joint or off-putting anomaly. It's amazing
how good these graphics look and it's obvious that id have spent
a long time creating, nurturing and improving the visuals since
the games first appearance. What will impress you the most however,
are the amazing shadow and lighting effects. Lighting is something
Doom 3 takes in its stride, not even more recent efforts that have
impressed in this field come close to the realism in the lighting
effects here. This in turn produces some amazing shadows of objects
that happen to find themselves in front of a light source, something
that is used frighteningly well in creating scares later in the
game - a common occurrence being a great big hulking shadow from
around the corner, only for it to turn out to be a creature half
the size.
Character
models also bustle with fine detail and though the human models
can appear a bit leathery (particularly the zombies) they look and
move with the exact same gusto we've come to expect from these next
generation first person shooters. It's the creatures that will impress
in this area however, not only in the way they are designed but
also in the way the move and interact with the surroundings (more
on this later). But stunning though the graphics are, Doom 3 still
manages to be one of the darkest, most claustrophobic games to be
released this year.
Like
a direct opposite to this year's Far Cry, instead of having wide
open, lush looking greenery, Doom 3 puts you in a science base,
with corridor after corridor of pipes, grime and metal. It's for
a reason though, as the levels have been designed in a way to make
you feel uncomfortable, trapped in an environment you can't possibly
escape from and with no hiding places for you to sit and wait until
things quietly blow over. One of the first big advancements you'll
notice is that Doom 3 isn't merely just a shooter; it's also a part
horror game that plays with your fears like a cat plays with a terrified
mouse.
Though
officially a sequel, there is a lot here that reeks of remake. The
game is again set on a science research base on Mars, owned by a
multi billion-dollar corporation called UAC and you are yet again
put in the shoes of a lowly space marine who has to fight his way
through all sorts of nastiness. To keep up with the ever-changing
needs of gamers, Doom 3 this time comes with a proper, fully-fledged
story, based loosely on the events that took place in the first
game. Here UAC seem to have been involved in some shady goings on,
causing many strange things to happen in the base, which has in
turn caused a lot of problems with employees, many of who seek to
be transferred away from Mars. You play as a nameless, voiceless
marine, sent to the base to replace other personnel accompanied
by a sinister looking senator and his Schwarzenegger type bodyguard.
Id
have obviously been paying a great deal of attention to the FPS
genre for many years, seeing as the game doesn't just plonk you
straight into the thick of the action as soon as your feet get off
the dropship; instead things start slowly, with an introductory
level not too unlike the beginning of Half-Life. You can chat to
fellow workers, eavesdrop on conversations and generally just do
a bit of exploring before everything goes to hell. Even in these
early stages of the game, there's an uncomfortable atmosphere about
the place. Scientists mumbling to themselves about missing personnel,
stories shared about strange voices and noises; it's clear from
the outset that what you're listening to is something you'll eventually
have to face head on and very soon. Once you are assigned to your
first mission (find a missing scientist in an old part of the Martian
Base) things take a turn for the worst, as the UAC's experiment
into teleportation technology somehow taps into hell, spewing out
all kinds of demonic creatures that quickly turn on the human inhabitants.
Story
wise, plot details aren't forced down your throat; there are no
mammoth twenty minute cut scenes here, merely short, minute-long
segments that introduce new creatures or the next section of the
game. Doom 3 isn't driven by a story, it's an action game and one
that doesn't have time for Hollywood scripted sequences. But a story
is there, one that is presented to the gamer in a way that they
can explore themselves.
The
PDA, the next new introduction to the Doom world, is your portal
to not only the listed objectives, but also a storage area for other
people's PDAs that you'll find littered around the base. These little
devices give you a great deal of insight into the events that lead
up to the catastrophe you are now caught in, giving you access to
video logs, e-mails and audio recordings that go into detail about
the UAC's many nefarious deeds. These however provide a more practical
function concerning secrets.
Onto
big addition number three. In the old Doom games, secret rooms containing
all sorts of goodies where hidden in the walls, leading to many
an hour spent walking alongside corridors, tapping the space bar
in the hope that one such room would present itself. Now for this
modern re-imagining, secrets are put into big lockers, always in
plain sight and easy to spot, but just so you're not given all the
advantages, each locker is sealed with a key code. Quite brilliantly,
key codes are stored in the personal e-mails and audio logs of peoples
PDAs, forcing you to go listen, read and pay attention to the plot
while trying to keep an eye and ear out for those hidden combinations.
Is this a cheap way to get people interested in the story? Maybe,
but it's a vast improvement on the old method and is perhaps the
only area of the game with consistent puzzles.
Yep,
you heard me right, finding key codes for padlocks is about as complex
as puzzles get in this game. In keeping with its roots, Doom 3 is
every bit the shooter its granddaddy was ten years ago. From the
offset you have one method of survival - kill anything that moves.
The opening is suitably chaotic, as the slow paced exploration becomes
a full blown invasion, screams from other marines can be heard over
the radio, workers you passed a few corridors back now come to hunt
you down in their undead form, while all kinds of strange noises
and paranormal sights invade spaces that where only a few minutes
ago calm and peaceful. In the fine tradition of 'things that go
bad', this is a situation that gets a whole lot worse before it
starts to get better.
And
it does get worse; the slow trickle of slow moving zombies and undead
marines is a precursor to the bigger, nastier creatures that make
an appearance later on. Again, many of the creatures are recycled
from the first Doom and while you'll recognise certain things about
each one, some have been given a complete facelift. Take the Imps
for example, once merely a human-sized goblin type creature that
threw fireballs at you is now a six-feet tall insect like being
with ten eyes. It has the same attack, though it moves frighteningly
faster and also has the tendency to jump great distances to rip
chunks of health off of you. Zombies are now varied, from the slow
moving undead scientists who skulk in the shadows, pouncing on you
when you get too close, to faster marine zombies who use cover and
weaponry. Other familiars that make an appearance include the rocket-launching
Revenant, the flame-throwing Archville, the Cacodemon, Lost Souls
and the Mancubus.
The
Hell Knight is another returning creature to get a complete face
lift, once a foul looking demon who occasionally came in invisible
form, the Hell Knight now is a huge, lumbering beast with a gaping
jaw and fearsome attack. It makes an appearance later in the game,
thankfully due to its strength and powerful attack it is perhaps
the biggest change to Doom's enemy roster and also perhaps one of
the scariest. But we aren't just treated to re-emergence of past
foes, there are some fresh faces added to the mix as well, such
as the spider like Trite that attack in swarms and hide in all sorts
of small places, just waiting for you step by, the Pinky Demon,
most recognisable from early videos of the game, is now a huge four-legged
bull like creature that shakes the screen as it runs and has a powerful
charge attack, and then you are treated to the truly freaky creatures
such as the half-cherub, half-insect monsters that sound as spine
tingling as they look.
The
Doom games were always part horror; scary at the time, the games
had an unsettling atmosphere together with perfectly placed sound
effects and creepily designed enemies to fight, so it's no surprise
that Doom 3 plays as much as a horror game as it does a shooter.
From the beginning, the game sets up a chilling atmosphere, whether
it's from stories muttered by science staff about ghostly goings
on or the darkly lit corridors of the UAC base. Two types of scare
tactics are used in the game; the first is the most noteworthy because
it's the one that frightens the most, namely the atmosphere.
The
most important aspect of creating a horror game is to create a tense
atmosphere - it's no good trying to scare people if you haven't
built up the right kind of atmosphere - and thankfully it's something
that Doom manages with great effect. The game mixes the use of sound
and playing on your fear of the dark to create some truly nerve-wracking
moments. The sound of zombies you can only hear, creeping out of
the dark corners of the room you just entered is a prime example
and it's made even worse by the fact that the game doesn't allow
you to carry a torch at the same time as you carry a gun, meaning
if you want to see what's lurking in the dark you have to disarm
yourself for a moment. Noises and voices are a thing that genuinely
do send a shiver down your spine; the faint whisper of someone calling
out to you, or the scuttling of creatures you can hear just around
the next corner, Doom is a game that likes to play with your fears,
though as scary as the game can be at times, it's not quite a successful
horror game.
This
is due mainly to the other scare tactics used, namely the cheap
shots. If it's not creeping you out then the game is more likely
making you jump and jumpy scary is in no way as effective as psychological
scary. Unfortunately this tactic is used far too often. Opening
doors to have an imp suddenly pounce on you and chew a huge chunk
of health off of you, yes you do jump but you also tend to get annoyed
that after replenishing your health from a few medic packs in one
room, you then have half of it taken away again by a monster hiding
behind the door.
The
more you progress, the more the scares become less effective at
picking at your nerves. The game is fairly mechanical and the constant
spawning in of creatures that you have to kill quickly diminishes
any sense of foreboding. There are some nice touches here and there,
such as the way some creatures interact with their surroundings,
imps clawing their way over railings or smashing through floor panels
and crawling from underground vents, though the fact that such events
feel scripted and that it only appears to be imps who are capable
of this, means that seeing such things isn't common and eventually
just feels like another way for enemies to attack you.
Still,
Doom was primarily about killing hell spawn more than it was about
being scary and Doom 3 certainly doesn't stray too much from this.
It's a shooter and a sequel to a game that practically invented
the genre, so it's no real surprise to find that the game is heavy
on the action and light on the puzzles. Repetitive? You'd better
believe it; the game follows a predictable pattern of walking through
calm corridors before killing groups of creatures that have an unwelcome
tendency to spawn in all around you. This is the only disappointment
in the entire game, not so much in the way you are forced to kill
waves of enemies, as recent FPS are certainly not shy of that, but
it's the way they constantly spawn left, right and centre.
There
is no consistency either, as enemies are either placed in specific
locations or beam in directly to your location, again and again.
It's not uncommon to be faced with one particularly nasty creature
and in an attempt to retreat by running backwards and laying down
covering fire do you run into yet another that's appeared behind
you. Later, as the spawning becomes more frequent, the fear of the
unknown, the strange noises and the dark atmosphere are replaced
by a fear of not knowing where and when the next batch of monsters
is going to appear. The game becomes less of a fight for survival
and more of a hide and seek campaign, with you cowering in the corner
because what little health you have left will surely be taken away
by the increasing number of creatures spawning in.
You
do have plenty of tools to defend yourself with though, again in
keeping with the game's setting and enemies, Doom 3's weapons are
mix of returning oldies with one or two new additions. The pistol,
shotgun, pulse gun, rocket launcher and the BFG 9000 all make a
welcome return, all fully remodelled and lacking in modern attachments
such as secondary fire and the obligatory sniper rifle scope. While
some weapons are fairly useless - the pistol, the hand grenades
and even the rocket launcher pale to other more effective weapons
- some are perfect for the constant monster killing. The shotgun
is the weapon that was invented by Doom, so it's no surprise to
find that it's the most effective at taking down Lucifer's minions.
The tight corridors mean that this mid range weapon is more than
capable of handling even the biggest of enemies, even though it's
saddled by slow reloading.
Other
weapons like the chain gun and pulse guns are excellent long range
weapons that unfortunately don't get the same generous helping of
ammunition as the shotgun, though their power makes them formidable
combatants against Doom 3's bigger, more powerful creatures. And
you can't mention a Doom game without mentioning the unique weapons.
The BFG is back, the most powerful weapon in the game that has a
devastating attack and huge range, bogged down by ammunition that's
very hard to come by. The chainsaw also makes its appearance here,
a surprisingly effective close range tool that's an absolute riot
to use against zombies, some of who use the chainsaw themselves
against you. The only other big new addition to the arsenal, aside
from the slightly inaccurate machine gun, is the Soul Cube, something
that comes very late in the game and whose attack can only be used
when it signals you to do so. It's odd but very powerful.
Many
of the weapons work best because of the tightly designed corridors
of the levels. Here the recent spate of wide-open, go-as-you-please
environments are replaced by levels that are as linear as you can
get. Endless corridors, darkly lit rooms and small air vents; at
first it's quite a sight to see Doom 3's graphics in action but
after a while you begin to take things for granted as you pass through
samey looking areas with the similar basic designs. But the level
design is far from boring, as there are areas that never fail to
impress; huge automated machinery doing who knows what, complicated
in design, it's simply amazing to see such equipment in action,
with huge reactors, giant lasers, robotic arms collecting samples
for some unknown research purpose, they are impressive sights and
show the game's graphics and lighting to their fullest.
As
you progress the levels become less predictable and more creative.
While a little late in the game, certain areas towards the end are
visually stunning, if a little morbid. It's not a pretty sight seeing
hell consume the doomed UAC base, with giant bloodied tentacles
reaching into the base as if hell itself is pouring into the real
world. There is even a short field trip to hell, which admittedly
has a few too many similarities to the final sections of Half-Life
(long since considered to be the weakest parts of that game) but
it a showcase for some of the game's most impressively designed
levels.
Doom
3's multiplayer is fairly basic, a little bit unsurprising seeing
as much of the game is essentially the same as the original, and
the original Doom was one of the earliest FPS games to have multiplayer
support. Here you get the basics of Deathmatch, Team Deathmatch,
Last Man Standing and Tournament modes, none of the new-fangled
vehicles many online shooters get these days, here it's about quick
combat where the emphasis is on fast-paced, one-on-one skirmishes.
Maybe not the most comprehensive of multiplayer games but those
who were there in the beginning, or those who proffer smaller, more
confined online fights, should find this area of the game to be
more than adequate.
So
there it is. Ten years of advancement for a game that feels and
plays very much like its original did ten years earlier. Those looking
for something new, or something that pushes the boundaries that
the original Doom did all that time ago, will be disappointed. Here
is a game that doesn't try to be anything groundbreaking and it
was never hyped as such; it's just a beautiful looking shooter that
provides the same addictive, gung-ho game that made the original
so much fun to play. In this day and age maybe that's not enough;
it really depends on what you look for in your FPS. Doom 3 is a
furious, fast paced action game with an intriguing story, gorgeous
graphics and some excellent level design. If you crave more than
that, wait for Half-Life 2; the rest however can lap this one up.
It'll doubtfully be remembered as a classic but it's a fun, scary
ride while it lasts.
Reviewed by Kieron Giacopazzi for AceGamez (All Rights Reserved).
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