just purly amazing

User Rating: 9 | DOOM 3 XBOX
Doom 3 is set in the year 2145 in a fictional Union Aerospace Corporation (UAC) research center on Mars. In the game, the player takes control of a UAC security replacement marine as he fights to survive a mysterious invasion of inter-dimensional demons. In the process, the marine learns more about the nature of the shadowy research being conducted within the massive base, as well as information on its main instigator, Dr. Malcolm Betruger.

The gameplay of Doom 3 is similar to the original Doom. The main objective of the game is to navigate through the hostile game environment to an area of safety at the end of each level. The basic gameplay mechanic lies in a run and gun mantra, requiring the player to essentially "shoot anything that moves." Movement in Doom 3 is more simplistic than many other FPSs released in 2004. The player is able to move in the four cardinal directions, crouch, jump, and sprint, but cannot go prone or lean around corners. The level layout and design architecture are quite linear, but access to some destinations may require the player to complete a number of tasks. These include total destruction of all enemies, item collection, and basic puzzle solving.

There are numerous weapons available in Doom 3. The game inherits a number of weapons from its predecessors Doom and Doom II, while adding several new weapons and modifying several of the old standbys. The iconic chainsaw and BFG 9000 return, as do the pistol, shotgun, chain gun, rocket launcher, and plasma gun. New additions include the flashlight (vital as a light source), hand grenades, a submachine gun, and an alien artifact known as the Soul Cube.

An important element in the gameplay and action of Doom 3 is light. Most levels in the game have a variety of moody lighting effects and are quite dark. This design choice is not only intended to foster feelings of apprehension and fear within the player, but also to create a more threatening game environment because the player is less likely to see attacking enemies.

This aspect is further enhanced by the fact that the player must choose between holding a weapon and holding the flashlight. This forces the player to choose between being able to see and having a readied weapon upon entering a room, which consequently leads to a more deliberate pace for the player. This aspect is more conducive to a horror game, and has been criticized by some players[1] as being an artificial constraint that should have been avoided.

A third-party modification known as a "duct tape mod" provides the capability to mount a flashlight on the shotgun and machine gun weapons, thus providing illumination while the weapon is in use. The tongue-in-cheek rationale for this mod is that a roll of duct tape must exist somewhere on Mars (which would allow the player to tape their flashlight to a weapon).

Similar to the story of the original Doom, the game focuses on an anonymous marine who is transferred to an extraterrestrial base on a routine mission. Following the unexpected arrival of demons via experimental teleportation gates, the marine is forced to fight his way through a variety of demonic monsters to reach safety. Also in both cases, the protagonist visits Hell, though in the original Doom, it is the third episode Inferno (The Ultimate Doom adds a fourth, Thy Flesh Consumed), whereas in Doom 3 it is only one level.

Although Doom 3 retains the rather basic premise of the first game, it also makes a number of changes, most notably a much more detailed plot which introduces an alien aspect to the story. Other differences include the game taking place on the planet Mars itself, rather than its moons Phobos and Deimos.

The story of Doom 3 surrounds the discovery of ancient underground ruins on Mars. Tablets found at these sites record how an ancient Martian race developed a form of teleporter technology. They realized an important fact all too late, however; the route the teleporter took passed through Hell. Quickly invaded by demons, this alien race created and sacrificed themselves to a weapon known as the Soul Cube. This Cube, powered by the souls of almost every being of this alien race, was used by their strongest warrior to defeat and contain the demons in Hell.

Having done so, the remainder of the alien race constructed warnings to any who visited Mars, warning them to avoid opening another gate to Hell. They then teleported to an unknown location, fleeing Mars; there are hints that at least some of them fled to Earth, and that humans are descended from them. It is also stated that the demons once inhabited Earth in an unknown context, but lost possession of it due to an unknown cause.[citation needed]

The UAC, discovering the Soul Cube and the warnings, used them to develop the same teleporter technology. Discovering that they opened a gate to Hell, scientists decided to explore further (encouraged by the head scientist, Malcolm Betruger), sending teams in and capturing living specimens from the realm at great loss of human life. The portal experiments had strange and disturbing effects on the Mars City research facility where they were conducted. Scientists and workers, unaware of the nature of the work being performed by Dr. Betruger and his team, frequently reported strange phenomena and unlikely industrial accidents. A general sense of paranoia and fear spread throughout the facility, leading many workers to request a greater marine presence and/or weaponry accessible by themselves.

In response to numerous industrial accidents, complaints, and requests for transfers off Mars, the UAC sends Counselor Elliot Swann to investigate these problems. Accompanying Swann are his personal bodyguard Jack Campbell and a single marine corporal (the player). Upon checking in, the marine is called to Marine HQ to meet Master Sergeant Thomas Kelly, the marine commander of the facility. He sends the marine to track down a missing member of the science team. On the way, he overhears a tense meeting between Swann and Betruger.

The marine finds the scientist in a decommissioned communications facility, preparing to send out a warning message about Betruger's extreme portal experiments. The message warns that Betruger's tests are threatening to overload the portal's containment fields, which would create a catastrophic scenario. The scientist was unable to finish and send his message before the next portal experiment.

As soon as the portal opens, Betruger takes the Soul Cube into Hell and apparently makes a deal with the creatures there. The marine and scientist watch on the monitors and radio as chaos erupts throughout the base. Under Sergeant Kelly's orders to all units, the marine returns to Marine HQ.

Returning to Marine HQ, the marine is sent by Kelly to assist Bravo Team (one of the few surviving squads) in reaching the Communications Tower to send a distress signal to the fleet. Bravo Team is carrying a military transmission card which contains the encoded message. The attack has left most of the Mars base population either dead or as zombified slaves.

After entering the Administration sector, the marine overhears another conversation between Swann and Betruger. Insisting on taking over command of the situation, Swann is rebuffed by Betruger, who informs him that it is Swann who is out of control and not the situation. Swann deduces correctly that Betruger is in control and that matters are proceeding according to his plan. At this point Campbell opens his case to commence "Plan B." The Player, a short time later, comes across the room where Swann and Campbell enact "Plan B", and finds the empty carry case of a BFG9000.

As the marine enters the energy production facility, Bravo Team is ambushed at the nearby motor pool. Before the marine can reach them, he learns that Swann is also heading for the communications tower. However, Swann wishes to prevent the transmission to the fleet. Unable to find Bravo Team's communications card, he and Campbell grab a vehicle and drive to the tower. The marine later obtains the card from the last member of Bravo Team, who was hiding from Swann. The marine is catching up, but was not able to get to the tower's control room before Campbell destroys the computers with his BFG9000.

Believing they have succeeded in stopping the transmission, they head off towards the Delta Labs, where the main portal (and source of the invasion) is located. However, the marine is able to find a way into the satellite control room and access the transmitter directly. Swann contacts the marine and tells him to abort the transmission, arguing that until they understand what they are up against, the base must remain cut off from the outside world. Kelly presses the marine to send it. The marine makes the final choice whether or not to send the transmission but, aside from immediate comments by the other protagonists, this has no influence on the plot in the remainder of the game.

After leaving the communications tower, the skyway to the monorail station is crushed by an invisible power, forcing the marine to find an alternate route through the waste treatment plant. In the plant, he learns that Betruger plans to wipe out the reinforcements that are on their way, and use their ships to take the demons to Earth in order to conquer it. If the marine aborted the transmission at the tower, Betruger announces that he will send the distress signal himself. Betruger then attempts to trap the marine in the plant, which is filling up with toxic gas.

Surviving the attack and fighting his way out of the plant and through the monorail station, the marine ultimately reaches the Delta Labs, where the main portal is located. The marine also learns of the Soul Cube and the portal to Hell where it is held.

The marine, pursuing the Soul Cube, is sent into Hell by Betruger via the main portal in the Delta Labs. After losing all his weapons during the teleportation, he picks up scattered weapons while fighting his way through the demons. The marine claims the Soul Cube and takes it back through the teleporter to Mars, where he learns that his actions have made Betruger unable to use the teleporter technology.

Resurfacing at the Delta Complex, the marine must again find his weapons, and battle the remaining demons in the base. Betruger, upset by his loss of the teleporter and the Soul Cube, tells the marine of a natural portal to Hell which could transport millions of his minions from Hell. On the way to the new portal, the marine encounters Swann, who is wounded and unable to move. Swann, who is unwilling to allow the invasion of Earth, gives his PDA to the marine, and tells him to go through Central Processing and then to the caverns, where the portal is located.Swann warns that Sarge is no longer human and that Campbell has gone after him.

In Central Processing, Campbell is found dying on the floor without a weapon; he utters "Sarge, he's got my gun." as his last words. After his final breath, a demonic voice begins to taunt the marine. Upon entering the arena, the BFG-wielding Sabaoth reveals himself as a mutated hybrid of Sarge and a military tank. After the battle is over, the BFG9000 is seized by the marine as he advances to Site 3 and transfers to the caverns.

At the Primary Excavation site of the caverns, the portal to Hell has been opened at the site of the alien ruins. There, the marine uses the Soul Cube to defeat "Hell's mightiest warrior," the horrific Cyberdemon, and seal the portal. The ending scene shows the marine being rescued by the fleet, and that Swann is dead.[28] Betruger is "nowhere to be found" in the base and is instead in Hell, reincarnated as a dragon-like demon called the Maledict.