Doom 3 Review
While not as remarkable as the technology that fuels it, the game itself is put together well enough to make Doom 3 legitimately great, all things considered.
Extremely impressive from a technical standpoint yet behind the times from a first-person-shooter design standpoint: This is the dichotomy that is Doom 3, the long-awaited sequel from well-known Texas-based developer id Software. Doom 3 is quite possibly the best-looking game ever, thanks to the brand-new 3D graphics engine used to generate its convincingly lifelike, densely atmospheric, and surprisingly expansive environments. At the same time, when you look past the spectacular appearance, you'll find a conventional, derivative shooter. In fact, if you played the original Doom or its sequel back in the mid '90s (or any popular '90s-era shooter, for that matter), you may be shocked by how similarly Doom 3 plays to those games. The legions of id Software's true believers will celebrate this straightforwardness as being deliberately "old school," especially since Doom 3 is packed with direct references to its classic predecessors. However, the truth of the matter is that Doom 3's gameplay structure and level design are behind the times and very much at odds with the game's cutting-edge, ultrarealistic looks. Yet the quality of the presentation truly is remarkable--enough so that it overwhelms Doom 3's occasional problems.
Doom 3 is essentially a remake of the original Doom, though series fans will find reimagined versions of almost every monster from both Doom and Doom II in the new sequel. You play as a nameless, voiceless 22nd-century space marine called by the Union Aerospace Corporation to its Mars research facility beset with mysterious problems--the forces of hell, to be exact. You'll end up single-handedly fighting back legions of hellspawn using weapons like shotguns, machine guns, and rocket launchers. As in the classic Doom games, your foes here are liable to strike at any time--often just as you round a corner, grab a much-needed power-up, or set foot into a new area. So, while your enemies will materialize without notice, and may occasionally startle you as they leap out of the darkness, Doom 3 cannot easily be described as scary or suspenseful. On the contrary, it's very predictable, and more or less it just goes through the same types of paces that you've probably gone through before in any number of other similar games.
Over the course of the game, you'll fight your way through a series of linear levels filled with locked doors, and you'll gradually find new weapons and occasionally meet new types of monsters. Early on, your apparent goal is to meet up with your squad, but as you might expect, you'll never actually get to fight alongside any human forces (no thanks to the omission of a co-op mode for multiple players, which was a signature element of past Doom games). Despite the game's cinematic trappings, it follows a formula that generally lacks drama or tension. Occasionally, the game presents to you a shocking or surprising scene--a hallucination or some hellish, otherworldly image. These moments are effective, but are too few and far between in the context of a single-player shooter that's of above-average length (somewhere between 15 to 20 hours). Fortunately, the campaign definitely picks up during the last several hours, once you finally reach (and keep going past) the point when you confront the enemy on its own turf. Getting to that point may be your primary motivation for trudging through some of the repetitive middle portions of the game, though.
Part of the issue is that Doom 3's storyline and narrative technique are ineffectual. Since the main character has no identity whatsoever (for whatever reason), the game tries to get you interested in everyone else on the base. You'll frequently find voice recordings and e-mail from various characters, but not only is a lot of this stuff bone dry, having to stop and read or stand around and listen to a rambling monologue jarringly disrupts the flow of the action. Unfortunately, if you choose to focus on the action by ignoring the seemingly extraneous story elements, you'll find that some of them aren't optional--you'll need to sift through those e-mails and listen to some of those voice recordings to get passcodes for locked doors and storage chests.
For what it's worth, the game's premise seems very fleshed out, and the game gives an amazing first impression. As you explore the UAC base, eavesdropping on various conversations and observing great, little details here and there, you'll get the impression that Doom 3 takes place in a fully realized world. Of course, all hell quickly breaks loose, and from that point onward you'll encounter scarce few creatures that you won't want to instantly shoot. The premise of the game will continue to unfold through occasional cutscenes and the aforementioned e-mails and recordings.
Since Doom 3 purports to have a plausible premise, suddenly, aspects of the game that you might not normally question will start to stick out as being annoyingly inconsistent. You'll undoubtedly find time to wonder about these logic gaps as you fight throughout the UAC base, especially if you've played other recent first-person shooters that do a better job of justifying their plots. Why would a 22nd-century space marine be sent into action in a darkly lit area without night vision goggles of some sort, or even a helmet? Why wouldn't any of his weapons have light-amplification modules built into them when even today's weapons frequently do? Why, instead, is he stuck carrying around a very weak flashlight with unlimited battery life? Why is he unable to hold a gun and the flashlight at the same time? Why are the UAC's small, spiderlike sentry drones so incredibly powerful? You'll see these helpful little guys rip through droves of hellspawn even faster than you can. If the base's defenses are so tough, then why is everyone so worried, and why is everyone getting killed? Doom 3's central gameplay conceit simply doesn't fit in with the premise of the game, and this is a problem only because Doom 3 chooses to try to make you feel like you're in a believable, fully realized world. Doom-inspired shooters, such as Serious Sam and Painkiller, wisely followed the classic game's arcadelike nature by never even purporting to be plausible and simply focusing on run-and-gun action. So it's ironic that Doom 3's ambitions to be a story-driven game mostly just end up getting in the way and weakening the overall experience.
Were you bribed to be so cynical about a game. Your giving a game a low score because the weapons don't have flashlight attached when the whole plot is about demons escaping through a portal from hell , you shouldn't be reviewing games.
wow you are such a cretin. i said DOOM 3 is a rip off, not DOOM 1. well then again i wouldn't expect a blind cretin like you to understand either.....
Troll_king i wouldnt expect a troll to understand.Doom series is the beginning of FPS it didnt rip anything.actually Dead Space copied some of the ideas from Doom 3.go troll somewhere else.
@sorin_ro wait so u played dead space and say this is a masterpiece?? i mean every enemy is conveniently placed around the corner or right behind you in a pitch black room, and as you are waving a stupid flashlight around the room, a monster attacks from some place and u switch back to your weapons to kill that thing, therefore losing any source of light left in the whole room. thats not horrifying, thats frustrating and rather cheap. Also doesnt Doom 3 sort of rip off from half life, like experiment in secluded science facility goes wrong and all hell(in this case, literally) breaks loose, last level in an otherworldly place etc.........
Bitch please, dead space is even more scripted, every time you fix something or retrieve an object Necromorphs start pouring out of vents or jump out of a pile of dead bodies. But that is what makes it fun. Horror games are all about scripting. They are story driven. I don't think that you have played any of the doom games, 1st doom came before half-life and doom 3 is just a remake.
@Tr0ll_King @sorin_ro name one FPS that is not linear? Dead Space is just as linear as Doom 3 except unpolished and thrown together in typical EA fashion. I dont expect everyone to appreciate all the detail and extras that really brought the Doom 3 story and environments to life, but that game scared the crap out of me unlike Dead Space. Linear game play is seriously under rated. Free roaming games (non-linear) often fall into repetition. 'Rinse and repeat game play gets old faster than well thought out, planned sequences and events. Each to his own.
It may sound weird, but one of the things that enthralled me the most of this game was the state of the art environment in the beginning of the game before the brokenness. I would happily play an entire game set in that style. Anyone know of one?
masterpice of the horror genre. gets a solid 10 from me. and the reasons for which this game got a lower score are just stupid: the sentries are too powerful..pfff.what is this??LOL. and the game is too dark..oh really? isnt that what horror games should be? its ok in Dead Space or Amnesia and others but feels wrong in Doom 3 right? thats so intelligent..and the guns dont have flashlight attached..and???who says this is a must? in Doom 3 this creates even more horror and adds to the incredible atmosphere of the game.really the complains about this game are just ridiculous . this game is a masterpiece of the horror genre!
- Player Reviews: 1,063
- Game Universe:
- Doom 3 (PC, XBOX, MAC, UNIX),
- Doom (SAT, PC, PS3, GBA, X360, 3DO, 32X, JAG, SNES, PS, ARCH),
- Doom II (PC, GBA, MAC, ZOD),
- Final Doom (PC, PS, MAC),
- Doom 3: Resurrection of Evil (PC, XBOX),
- The Ultimate Doom (PC, MAC),
- Doom 4 (PC, X360, PS3),
- Doom Collector's Edition (PC),
- Doom 64 (N64),
- Doom II RPG (MOBILE, WINM)
- Offline Modes:
Competitive, Team Oriented
- Online Modes:
Competitive, Team Oriented
- Number of Players:
- Number of Online Players:
4 Players Online