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Back to the Bloody Martian Campaign—Review of Doom 3


MISHAPS THAT YOU SHOOT

As many old cultures believe that weaving a perfect weaving might anger the gods, it seems that that might have been the case with Doom 3; id came close, then wandered away from what could’ve been perfection. Though the game is extremely streamlined, there were several things that could’ve been better, primarily weapon sounds. I mean, in some cases it sounds like they brought over stuff from Quake 3, while in other cases I’m left desperately wishing that they had brought sounds over from Quake 3. That make sense? I guess not, but while we’re going to criticise weapons, I might as well introduce them. With Doom 3, id nearly wandered into crap-weapon territory, a place often traversed by game makers like Bungie, Valve, and Epic.

Moving along, you have your fists. Naturally. Unlike the original, now you use both to punch. Oh, and you no longer have those cool brass knuckles, but have no fear! You can still deal enough damage, especially if you get the cool berserk helmet, but chances are you won’t have to resort to having your knuckles as the last line of defence between hell and Earth unless you get a little trigger happy with some of the other weapons. The other melee weapon is the flashlight, a handy tool that lights up the darkness and shows you the stuff you’d rather not see. The trick is to switch to a weapon when something goes awry, but if your sweat-covered fingers fumble with the keys, you can always use this weapon to deal some clubbing damage.

The first weapon you’re issued (naturally, not counting the flashlight, by which logic just about any solid object can be used as a dangerous weapon) is the pistol. Looks good and all, though I think I would’ve rather had the marine hold the pistol with two hands (more realistic, looks better). Like in Halo. Manner of usage aside, this weapon comes in handy when you run across trites and other small critters that have few hitpoints and can take little damage, but you might want to be careful if there’s too many, in which case the chaingun would be useful. The pistol sounds weak, but that’s because it is weak, so I guess no complaints there.

Ah, the shotgun: the traditional weapon of choice, the most used weapon in the original Doom, with a supremely popular double-barrelled variant that made its appearance in Doom 2. And before fanboys start whining and crying, you can rest assured that id went at great lengths to make this gun rewarding to use. In fact, this single-barrel monstrosity does feel, and look, big and bulky, and reloads slowly after dealing a load of damage. Thus, id made this gun feel like the double-barrel from Doom 2. Although it feels right, it sounds, well, the sound doesn’t go with its masculine firing. It sounds like the Quake 3 shotgun, which doesn’t say a lot, but a little deeper. It’s still my weapon of choice, and perfect for dealing with everything from the weak to the stronger beasties. My only other complaint would be that the lead spreads out too much, it seems, and so I found myself having to run up to imps and zombies and blow them away before they had a chance to swipe at me.

The flashlight illuminates a problem
The flashlight illuminates a problem.

And before fanboys start whining and crying, you can rest assured that id went at great lengths to make this gun rewarding to use.

Next up is the machinegun. When watching the videos and screenshots, I thought this weapon looked brilliant. Looking back at the Quake 2 machinegun (which was amazingly fun to use) I was looking forward to dealing some lead out with this gun. Great as it looks and fires, this weapon really takes the cake for the ‘Worst Sounding Weapon’ award. The gun design is brilliant, so I vote this the prettiest weapon I’ve seen in a good while. It’s a rapid-fire weapon, so it’s a mystery why it sounds like someone’s just shooting the shotgun rapidly. This weapon’s firing is way to far in bass territory. I remember those videos that were released, and this weapon sounded much better there. I mean, hell, if they were going to bring sounds over from Quake 3, they should’ve done it with this gone and none of the others. Even the Quake 2 machinegun sounded better.

Next up is the chaingun, which, I’m happy to report, came off alright. All of the weapons look great, and fortunately, this one sounds good, too. It behaves like the Quake 2 chaingun, with delayed firing, but this time the model looks much better. No longer do you have a chaingun comprised of ten polygons (exaggeration for the sake of making a point)! This weapon is great for when you stop joking around with that machinegun and seriously need to kick some ass. And if you use your PDA like you should, you just might be able to deal this particular ass-kicking a bit early in the game (I’ll let you figure this one out).

Grenades: sound like they should, look like they should. Way better than those Quake 2 grenades, end of story.

The plasma gun was the most elegant weapon in the original, and it is like this in Doom 3. The streams of plasma look great, and I just love those plasma vents on the gun nozzle and flare up when you fire the gun. Also, the reloading animation is awesome, where you push open the back of the gun, which takes the ammo counter and pulls it under… it’s just so damn cool. Sounds, well, I have mixed feelings. When I first heard it fire, I was shocked. I mean, it sounded awful! As time passed however, I found that the sound kind of grew on me and no longer bothered me. Soon, this became my favourite al-around weapon. I still think they should have taken their plasma sound, however, and added that raspy touch the original had. Its current sound makes me think of those B-movie energy guns.

The rocket launcher has a Jekyll and Hyde deal going on, and it all depends on the specifications of your system that you’re running the game on. If you’re strutting along at the minimum requirements with everything on low, you may find that it’s an ugly, weak, and disappointing weapon. But if you run it with a DirectX 9 compatible card and everything on high, it does look great(read: heat haze). Shockwaves spread through ground and through the air through excellent use of the heat haze effect that distorts the surrounding air. Also, as it turns out, there are toxic barrels often scattered about, which usually add to the explosion and make it seem that much more massive. Great as this is, you have to be careful that you don’t get so mesmerised by the beautiful graphics that you wander by an exploding barrel. And speaking of the barrels, you can roll ones that are on their side, so you can deal a rocket-launcher level of death with weaker weapons. Sound-wise, the rocket launcher is an ‘OK’ weapon. Could’ve been better and stronger, but the sound doesn’t annoy too much. Sounds like the grenades, which is fine by me.

Ah, and what’s more classic than the BFG 9000? This weapon makes its appearance into Doom 3 in many ways like the original. First of all, it still looks like the original (sort of). It still has that aircraft-carrier sort of look. It is supremely sleek and massive, taking up a large part of the screen. As I said before, design-wise, all the weapons are flawless. When it comes to sound, however, I’ve got mixed feelings towards this particular weapon. I imagine it sounding massive, deep, a sound that drowns out all others. This weapon sounds more like, well, I honestly don’t know what, but it sure as hell doesn’t sound like a weapon. It does have the similar sounds to the original, and so I guess it’s fine. It’s a good weapon to use when in a tight spot, though a rocket launcher is more suited for the regular fights. I found myself playing through most of the game with the shotgun, chaingun and machinegun, with the occasional appearance of the plasma gun to boot when I had gathered enough ammo. Those guns, and of course, the soulcube. Keep this one for when you really need it. Oh, and don’t hold the trigger down too long; although holding it down might make the blast more powerful, pushing your luck might result you having to start from where you last saved.

    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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