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Back to the Bloody Martian Campaign—Review of Doom 3


MISHAPS THAT YOU SHOOT (cont)

Ah the soulcube. New to the Doom arsenal, the soulcube is a weapon made by an ancient Martian civilisation, atop the ruins of which the UAC Mars base is built. These Martians had also found themselves in a tight spot with these demons, and this is what they used to drive them back. I really like this weapon; I feel that it is really original. How does it work? Well, every time you kill five demons with, say, your (insert favourite Doom weapon here), the soulcube activates. You get plenty of notices, both audible and visual, that you can unleash it. So you can instantly kill a demon of your choice and have its health transferred to you. This clever weapon does get really handy later on in the game and is, in many epic instances, essential to completing the game. Design wise, it’s great; it really does feel alien. How does it fire? Well, eh, it’s complicated, to say the least, and I’m not feeling too poetic today. That, and telling you would spoil it when you see it in-game. No complaints here; the weapon acts and sounds like it should: alien.

Stop shining that damn thing in my face!
Stop shining that damn thing in my face!

And at one point in the game, you’ll find that the ‘0’ key brings up a familiar sight: the classic, yellowish chainsaw from the original. As I said earlier, for all you people who obsess over details, there is an explanation in the game as to why there are chainsaws on Mars. This weapon sounds great and behaves like it should. I was surprised at how powerful it is. You can kill many strong demons amazingly fast, though the thing is, you have to run up right to them. Of course, that’s what you have to do with the shotgun, too, so in the end, this weapon does come off rather useful, especially if you’re running low on ammo. Only using this weapon isn’t too smart, though, fun as it may be. But beware: if you can have a chainsaw, so can the zombies.

In the end, the sounds aren’t that bad. After playing for a while, I became used to them and really enjoyed the game. Weapon sides aside, this game really does sound great, especially if you have a 5.1 (or more) surround sound system or a pair of high quality headphones. There’s a constant noise in the background: heavy zombie breaths, odd screeches, distant screams, misleading demonic whispers… the list goes ever on, and it really does successfully work to build the game’s atmosphere. But whatever tool for making sounds you have, make sure to turn it up loud. And careful with that subwoofer, you might lose a few windows (and maybe neighbours).

Nearly all the memorable baddies from both Doom and Doom 2 are back in one form or another. I really love the level of detail put into this game: there’s something like twenty different types of zombies, from former maintenance workers to scientists, from fat ones, to skinny ones, from ones with chainsaws to others with shotguns. Every basic zombie has two skins, meaning that some will have no lower jaw, open stomach, etc. The id gang distributed them successfully in such a way that you feel like you’re shooting a different zombie every time. Moving up higher in the hierarchy of hell, monsters become identical, but unlike the slow-stumbling zombies, you won’t have time to stand there and worry about how they look.

Imps are back. I can’t say that I’m crazy about how they look, but when you see them in motion, they look fine. Fred Nilsson did an extraordinary job at animating all of the monsters: all of them behave like you’d think they should. Imps lunge sideways then forwards, massive pinkie demons charge relentlessly, revenants not only look like the original, but still have that hook punch. Oh yeah, and that pair of rocket-launchers. But some of my favourite battles took place on the Martian surface between the occasional cacodemon. Man, I love these things, and the projectiles they fire are amazing, warping the screen through use of (again) the heat haze effect. Though ammunition is, as always, close to running out, the game still gives plenty of opportunity to bring these monstrosities down. Moving higher up, I won’t really get into bosses for fear of spoilers, but I have to say that I really like how id have come up with ways besides unending fire exchange to take them down (at least, some of them).

But there was something else that bugged me a little, because it was not in the game rather than being in. I’m talking about this guy right here:

LOST- 4 metre biomechanical spider
LOST- 4 metre biomechanical spider

I may come off sounding silly, but I remember when I first saw the Doom Legacy video. It was my first glimpse into the world of Doom 3. The graphics, of course, were mind boggling and it really made me ponder at all the amazing things they could do with this engine. And something that was shown in the video was the above-shown picture. Now, I loved everything about the video, but the one thing that grabbed me was that concept art, showing the Spider Mastermind (or maybe it’s an arachnatron?) as it would be in Doom 3. For anyone who’s played the original Doom, they know that this creature is an icon. I am an artist myself, and the reason I was so amazed at this art was because it encapsulated all the qualities of the original (which were rather comical, to say the least) and made them look serious and scary rather than cartoonish. I was sceptical as to just how Doom this game was going to be, but after I saw that concept art, I knew that it was going to be great.

So, I was a bit disappointed when I found out this brilliant design was discarded. It was the perfect bridge between old Doom and new! I'm not saying that the new boss designs are bad, but they pale a bit in comparison (in my opinion) to the Spider-Mastermind. There are two bosses in particular, which I think could've (and maybe should've) had the mechanical brain-spider in their stead. You'll know them when you see them in-game. So if one of the brilliant folks from id Software are reading this, I'm asking you, please release a patch with better weapon sounds. Oh, and make the patch take out a certain Quake 2-like boss and replace him with this Spider Mastermind. Do that, maybe add realistic glass fracturing, and this site's score (and I'm sure a lot of others) would go up a good four or five points it'll bring the game that much closer to perfection. Then again, the fact that I'm complaining about such minor things says a lot: that this game, despite it's few flaws, is nothing short of brilliant.

    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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