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Back to the Bloody Martian Campaign—Review of Doom 3


HELL INVADES!

And so begins the most atmospheric and immersive game I have ever played. It is there that you come to the conclusion that, on your way and before everything went to hell (literally), you didn’t realise how much scarier those dark corridors can be when you toss in, say, a bunch of stumbling zombies and demons. A portal to hell is opened and nightmares from the netherworld start to seep through. If the quick run across the Martian surface earlier didn’t convince you, the staggering zombies illuminated by your flashlight should: this game looks amazing. I won’t get into the details—you’ll just have to see it for yourself—but you really feel the evil wave that washes across the facility. And so, steered by Sarge, who is also struggling for survival, you have to make it through the 26 or so levels to follow.

What kind of a videocard do you have in there?
What kind of a videocard do you have in there?

From the beginning, id announced that this game’s focus was to make you go through underwear faster than you do ammo. Making a scary game is no easy business, and whether they succeeded or not is objective. It may be scary to some (or most) people and it may not frighten others. But if you play it in the dark, with a powerhouse computer and surround-sound speakers (or headphones) shaking the walls, it’s bound to get your heart racing. I know it did for me. There were a number of times that I jumped (something usually followed by a grisly death). Doom 3 also had a lot of ‘Oh crap!’ moments. I don’t want to spoil any, but let me say that some cut-scenes (particularly a pinkie-related one) definitely pushed tension to a whole new level.

Most monsters have a cut-scene that introduces them. And although not all are scary, some really are freaky. Scary or not, all of them are awesome and fun to watch, even if you aren’t half-way off your chair from the edging terror. In fact, I’d say that goes for the entire game. Even if it doesn’t register as scary in your mind, it still looks breathtakingly cool. This is an id Software game, and that’s all you need to know. Because that translates into cutting-edge graphics, great design, amazing atmosphere, and extremely fun gameplay. What more could you ever want from a game? But there is another factor that id Software brilliantly throw in their games, and that is attention to detail.

Often included are small things that someone may never notice, but it’s there, and it all combines together to make the game even more tangible. Watch the monitor screens when the invasion first takes place. Indeed, id Software pull all the stops, with satanic glowing symbols that shoot across the walls, demonic voices and visions, to list a few. And when you look at the level of detail dedicated to each and every room in Doom 3, it becomes evident why this game took around 4 years to make: wires run across the floor, issuing gas. Panels hang from the ceiling and lay down beside the walls from where they fell; ground panels lie out of their place, monitors hiss with static under cracked screens, various mechanical parts hang out from openings in the walls. Indeed, you really do feel the power of the demonic invasion that took place, and it’s in large part due to attention to detail.

And this leads me to another feature in this game, the interactive computer consoles scattered about the station. This feature is really amazing. You use computer  consoles with FLASH-quality interfaces to do everything from opening an airlock, to turning heat vents on, and in multiplayer, turning off the lights. When you approach a console, your weapon drops and a cursor appears on the screen, and all this is still in the game. You are looking down and interacting with a computer in the game world. This feature is well done (though they probably could’ve done a lot more things with it, but that’d take even more time) and really adds to the game universe. No more do you have simple switches and things, now fully operable in-game consoles have come abroad, and though they’re used brilliantly in the game, I look forward to seeing what game modifications are going to do with it.

Making good use of the real-time shadows is the flashlight. The thing is (man, have a lot of people been whining about this) that you can’t carry the flashlight and a gun at the same time. This is, of course, a gameplay device that really does work in building tension. The flashlight looks great, and I personally enjoyed illuminating a zombie or some other demon with it, then switching to a weapon, and having to use intuition to guess the exact position of the zombie and shoot it out of the darkness. You can use the ‘F’ key to toggle the flashlight. Be careful, though. Say what you will, but I used the scroll wheel on my mouse to toggle the flashlight and, when a firefight started, I found that pressing the ‘F’ key really didn’t do anything. Although the flashlight can be used as a clubbing tool, I didn’t last too long in that one instance, but it taught me one thing: never, ever bring up the flashlight with the weapon keys or the scroll wheel.

Another thing, though perhaps not as original, though very well made and used in the game is the handy PDA you’re issued at the beginning of the game. I was a bit sceptical about this feature; after all, I had waited a long time for this game, so I didn’t feel like wasting my time reading e-mails and things on my PDA; I just wanted to run around and start gunning down demons. However, as I started picking up the PDAs of dead persons about the base and browsing through their e-mails and voice recordings, my PDA started to fascinate me and soon, I looked forward to finding other people’s PDAs. The people’s e-mails and voice recordings really do add to the atmosphere and help establish the larger back-story. You get to see what happened before the invasion. And not only does it do this, but it often gives you much-needed security clearances to proceed to the next level.

Your handy PDA--Get used to seeing this
Your handy PDA--Get used to seeing this.

The e-mails are well-written and thought out. Some are humorous (such as the explanation as to why there are chainsaws on Mars) while others are dark with scientists or other people from the Mars base expressing their concerns and talking about odd events that have been going on. Often, they will list security codes for ammunition lockers, which can be really useful if you’ve been tossing ammo around like confetti. There is some spam and things of that sort, which I personally didn’t think were bad, as the PC Gamer reviewer thought. In the PC Gamer review, the game was criticised for one instance where you have to leave the game and go on the net for a code. My guess is that this reviewer never really went on-line to find the code, because if he had, he wouldn’t be complaining. And although one e-mail that centres around some sort of role-playing club was odd, out of place, and maybe a bit annoying, I’d say that it’s the only mishap of this entire part of the game.

As with the rest of the game, the voice recordings are well-made and believable. I really am astounded with the voice acting in this game. You can hear people sound uneasy, question what’s going on, describe rumours that are flying around the Martian base with utmost realism. And along with the voice recordings, there are also the occasional video disks that you can pick up. These play a rather unimportant role in contrast to the other two, though they are, like everything else, well-made and certainly worth watching. The first video you get is an introduction to the Mars facility, followed by various forms of propaganda for the UAC. They really do capture the spirit of what it’s like when large corporations try to appeal to the everyday person through use of commercials.

But soon, all this is thrown out the window as the game takes a detour through hell. And how amazing it is! Id really went out of their way in trying to make hell a supremely unsettling, and different in nearly every aspect from Mars, place. Just about every sick and scary thing you might associate with hell is in there, and a whole lot more. I love how everything looks and feels different, even the creatures have different skins! As if the décor around you isn’t bad enough, you may find that you no longer have a flashlight or weapons (well, you find a shotgun soon enough, but if you thought you were toting little ammo before, just wait…)! I thought it a bit odd that you would lose your weapons and flashlight when travelling between universes, but not your PDA, but I guess from a game-design point of view, it makes sense; you need your PDA until the end to give you mission specs. But what pained me most was the absence of the flashlight.

The first part of the game greatly focuses on the precious switching between weapon and flashlight. As I wandered through hell, I kept on instinctively pushing the ‘F’ key to bring up the flashlight, only to be disappointed when nothing came up. And some of the areas are quite dark, too. Though I had played that far on the standard brightness the game came with, I found myself pushing it up because, in certain areas, all I saw was black with little patches of glowing red here and there. That aside, hell marks a great change in the game that keeps until the end, and it should stop anyone whining about a change of scenery. In hell, everything is affected, even your stamina bar! Not that I really noticed: I knew you were able to spring with the ‘shift’ key, though as I played through the game’s tight corridors, I never really found the need to sprint. That, and after playing Halo, even simply walking in Doom 3 feels like I’m running.

Following Betruger back to Mars, the story reaches its climax at the excavation sites of the ruins of an ancient Martian civilisation (it doesn’t sound too well on paper, trust me, it’s amazingly well done). This is just one part of Doom 3 that really makes you realise how great it really is. It really blew my mind how long this game was; I remembered reading about hell and all these things that happened half-way through the game. I had played the game for such a long time, and I realised I wasn’t half-way through yet! You definitely get a lot for your money, with over 20 hours of solid entertainment. Though this game has been criticised for being repetitive, I think otherwise. There were moments when I was just about to exclaim, ‘OK, this game really is repetitive’ when I was cut short by the appearance of a new monster or weapon. All the rooms in the Mars base were unique, though similar, though the occasional cave or pit of toxic sludge certainly brought a change of scenery, and all this kept me hooked until hell, from where everything is visually mind-blowing. Every minute of those 20 hours is well-spent.

    Introduction
    Graphics
    The beginning
    Hell invades!
    Multiplayer
    Mishaps that you shoot
    Mishaps that you shoot (cont)
    Odd, ends and a verdict


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