Reviews from

in the past


for being such a black sheep, you'd think it'd feel a hell of a lot less like doom!

sure, it's a more 64 oriented take than what most fans are comfortable with, but absolutely deserving of the moniker nonetheless; way more so than that qte-laden quake knockoff 2016 reboot, anyway

it's one thing not to like doom 3's pacing, corridor-driven structure and how it distributes enemies; it's another thing entirely to dismiss anything and everything designed outside shooter norms as "dated" - as if the lighting in this game isn't still impressive or completely and totally deliberate. that "duct tape" mod wasn't an ingenious feat of fan programming that fixed a broken aspect of a woefully mismanaged fps; it just went against the game's intended design

and call it a symptom of half life's popularity if you want; i feel the mars base introductory sequence is more atmospherically dense and to-the-point than black mesa could've dreamed to be. unlike quake 4, which has a lot narrative stop-and-go, the action in doom 3 is almost completely uninterrupted throughout. it's story-driven compared to its maze-y predecessors, but most of that happens via in-game radio chatter. never once did i ask myself "where's the next thing to shoot at?"

hell - if anything i'd say this may be the core doom experience to a fault. the way enemies are dispatched doesn't differ much from their DOS-based counterparts. there's a lot of strafing around projectiles and shotgun kissing. like - a lot. and that's great, but i'd be lying if i said i didn't get seriously tired of needing to back away from every door i opened to prevent getting jumped by an imp's otherwise unavoidable lunge attack. granted, this wasn't because it was cheap and unpredictable or whatever - much the opposite - all it took was running up to the guy when he stood up and blowing his ass away with a single shotgun blast

oh and since i've opened a can of controversy by even mentioning the shotgun, i'll just come out and say that it - along with pretty much every other weapon - is really good. yeah yeah, spread is bad, whatever. the maps are set up in small to medium sized corridors and arenas. so it's not hard to get up close and kill most enemies in a single shot. too far away? that's what your other weapons are for. i'm not sure where the strangely common ammo complaints come from either. i played on veteran and used most guns in equal measure (though i favored the shotgun and used the chainsaw religiously) and i often had max ammo for everything minus the bfg

my biggest problems with the game structurally, besides its oft stale monster closeting, are more retrospective than anything. the whole experience is lots of fun, but it ramps up so much more in the second half that i can't help but wonder why it doesn't get there sooner. why is so little time spent in hell and the nether regions of mars? why does the enemy variety take several hours to spontaneously expand beyond primarily shooting imps and marines?

i don't wanna mince words here: this is the best depiction of hell in the whole damn franchise. it's so grandiose, grim and genuinely fucking evil. the level design also feels much more in line with what i'd expect from a classic doom title and has brilliant lighting which forgoes any need to even use the flashlight. it's perfect but most of y'all probably didn't even see it because you dropped the game about six hours too soon

apparently resurrection of evil is a lot more akin to the second half so i'm expecting that to be great as well. whether i'll play that or prey 06 next, i'm not sure; what i am sure of is that id tech 4 goes hard and doom 3 is pretty fuckin' awesome. i'm not surprised to see that the common consensus of a post-quake id software game is wrong once again. at this point i probably wouldn't be surprised if rage was the best game ever

Someday I will try to complete it, and so far it was a good game but a bad Doom.

People give BioShock shit for this all the time, but DOOM 3 is the actual poor man’s System Shock 2 meets Half-Life!

I can’t understate how bad DOOM 3 is. It's the best example of what would happen if someone looked at both of the previously mentioned games and tried to superficially imitate it without understanding why those games worked so well.

DOOM 3 is one of the prime examples of id Software’s dark age, where basically everyone from the old guard, save for John Carmack and a few others like Tim Willits, had left the company, and thus was gone the personality and charm that made id Software’s prior works so memorable, and was replaced with a studio that seemed stuck in the past and didn’t know how to make games fun anymore, where as Valve continued to rise to the top after the huge success of the Half-Life franchise.

Now, conceptually the game itself does sound interesting, it takes the foundation of the original DOOM games, specifically DOOM 64, which was already leaning into horror with the atmosphere, and goes all the way into survival horror territory, or at the very least, it could have? Because here’s the main problem, DOOM 3 feels very much confused, it doesn’t know what it wants to be, and ends up trying to be three things at once, and failing at all of them as well.

But I guess I’d need to explain why those other games work in the first place, to then explain why this one doesn’t, so here we go fellas…

Half-Life

Arguably the most obvious point of comparison, down to even plot beats being ripped straight from it, Half-Life is known for its masterful use of environmental storytelling and player immersion, taking cues from the original DOOM games and making it much more grounded than “marine tears through demons”, but what truly makes Half-Life Half-Life is its gameplay. See, the gameplay itself isn’t just about running around the map killing monsters, and what in DOOM would be diversions from the core gameplay loop (the key/secret hunting) is integral to Half-Life, between gunfights there are also puzzles and platforming segments, and areas can even vary in how their gameplay is structured, going from survival horror-esque segments in the more claustrophobic segments of the Black Mesa facility, to engaging in firefights with the military and the monsters in the desert and etcetera.

In summary, Half-Life is a game that constantly shifts in pacing to make it never get stale, making it so you are never playing through the same chapter for too long (barring Surface Tension), and since often some sections come with setpieces that excellently manage to introduce you to that one chapter, it makes every one of them stand out from each other.

Also ‘On A Rail’ is a very good level.

System Shock 2

System Shock 2 is a pure survival horror at its core, and it manages to knock it out of the park. Using Thief: The Dark Project’s Dark Engine, enemies have audio cues that instill the paranoia on the player, and creates fear not because of the unknown, but because you know there is a looming threat close to you, but you don’t know where they are exactly, and even rooms that might seem safe could have a Cyborg Midwife rushing to your position and messing with your day, and that’s not getting into how your weapons could jam during battle, or you could run out of healing items, or other unfortunate circumstances, though all put in contrast to the RPG systems that allow you circumvent those situations in a number of different ways. And System Shock 2 is no slouch at storytelling either, and is even stronger at it than Half-Life, still similarly using incredible environmental design and storytelling, but also audio logs that spectacularly capture the horrors of being trapped in a place such as the Von Braun while it goes all downhill, seeing the last words of crewmembers, whether they are dying or being turned into part of The Many, is incredibly chilling, and at times the story can reach even philosophical levels, as questions about being an individual or mistakes from the past start to creep up on the player.

I don’t want this to turn into a full blown System Shock 2 review, so to cap it off, the game consistently manages to create horror both with its narrative and moment-to-moment gameplay, while still giving you the tools to fight back against it, or even outright break it (grenade launcher and full agility go bonkers).

Right, back to sadness and darkness, AKA DOOM 3.

DOOM 3 tries to imitate several aspects of these two games, but fails at almost all of them, especially in its (non-)story. And speaking of which, the story is… Fine? Like, it’s pretty much just Half-Life 1 with a bit of System Shock in there as well for good measure and… That’s it. It just lacks the spark that made either of these games from a narrative perspective so interesting, look at the main antagonist for example, he (and Hell) lacks the complex and downright philosophical overtones of S.H.O.D.A.N and The Many as well as the mystery and visual storytelling of Xen and the black ops. Really, it’s barely above Quake 2 in terms of story, except there are more cutscenes than just the ones between each level.

But yeah, that’s still far better than the gameplay itself, which is, at least for almost 80% of the game, shit.

A lot of the gameplay in DOOM 3 feels like a trickle. The weapons are mostly terrible, lacking the beef that they had in the first three games and at times feeling more like peashooters in comparison, especially the INFAMOUS shotgun, and another problem is that it tries to be a survival horror game where you have to deal with low ammo and such, but at its core it’s still a DOOM game, and those two things gel very badly with each other. The enemy encounters are just very lacking for the majority of the game, just repeatedly reusing the same “Imp appears out of a monster closet/portal to kill ya” at a rate having a drink shot for every time that same setup was used would lead me to the fucking hospital, or the even more obnoxious “small melee enemy spam” that the game loves so much that the game has two different enemy types that serve for literally the exact same purpose, be as obnoxious as Fanboy and Chum Chum, and the few interesting enemies the game uses sometimes are either very underutilized like the Pinky (who has got a radical redesign here), or appear way, way later in the game. The level design is generally very dull and boring, just taking place in very samey industrial corridors that would make Quake 2 look like Pizza Tower, and due to taking place in those very samey industrial corridors, significantly cutting down on opportunities for interesting level design beyond reusing the same incredibly flimsy attempts at horror, and by horror I mean “oh look here’s an Imp just behind that door that you could not possibly predict unless you already knew it was there” kind of thing, and after a quarter of the way through the game, I was just expecting for every two rooms to have something like either of those previously mentioned types of encounters, while all following the exact same structure of “pick that keycard/pda to get through that door”, where as 1, 2 and 64, while still following a similar structure, at least incorporated puzzle elements into the mix to make getting each keycard more challenging than just “go through all of those corridors killing enemies”, and occasions that remotely resemble those puzzles from those games are VERY few and far between.

And the end result is a game that is BORING… Really, really, really BORING. While not having many diversions from the core gameplay loop of killing demons isn’t the worst thing, that gameplay loop in question is so repetitive, irritating and busted that after the first hour it becomes a exhaustive slog, and by the time I beat Hell, I was begging for the game to end there.

And speaking of Hell, I want to dedicate a whole paragraph to Hell, the only level that manages to be almost genuinely good and isn’t boring beyond belief. Hell is the highlight of this game, for starters this level is probably the one that best captures the feeling of being in Hell, possibly in the entire series even. You truly feel like a mere mortal that managed to get into a place no one should ever dare to, and the hellish architecture and art direction of this puts every other DOOM game up until that point to shame (yes, I am being serious), I mean just look at that loading screen, it’s so fucking foreboding and awesome it makes me wish the entire game was half as good as this. And in the gameplay department this doesn’t disappoint either, at the start of the level you are starved of ammo and is already forced to fight a Hell Knight with only your shotgun, and this is the ONLY time in the entire game where the atrocious spread of it actually makes a gunfight in this game more intense. The latter half isn’t quite up there, but it still brings to the table some challenging combat encounters using stronger enemies and more tight levels, and the best part is that it ends before boredom starts to creep up, albeit it ends in a disappointing boss fight like with every other DOOM game before it, but at least the game ends in a high note here…

Too bad it doesn’t end in Hell!

I wish every other level in the game was as good as Hell, especially in the art direction (though there are some that try).

Because in terms of sights and sounds this manages to take Quake 2’s already pretty uneven art style and make it even more bland and uninteresting here. As I said before, most levels are just boring gray industrial corridors over and over and over again, and even when there’s a different room that isn’t just that, it’s still unremarkable due to how everything else blends itself together in my mind, and I don’t think that can attributed solely because of its setting, since later on there a few moments that do try to go for something different and start mixing those industrial corridors with hell and it's pretty awesome, but they are tainted by the fact that at their core they are still those same corridors you have been seeing since the very beginning of the game.

And I don’t think this game’s setting is the root cause of this problem, specifically because if I look at a System Shock 2 (literally), while the game does take place almost entirely in a massive Star Trek-esque starship, every area in the game looks and feels different from one another even if they happen to have a similar color palette, most notably because of how each room is carefully laid out to fit that deck’s purpose, and consequently creates several memorable and noteworthy rooms because of that, and that’s not even getting into all of the body horror galore of The Many. DOOM 3 also aspires to do levels that feel like tangible real places, but it lacks the ability to do something interesting with them, and even when it does, it’s way too late in the game. Going into the sounds, they are just there, and when they aren’t just there, they suck. Again, weapons sound more like peashooters or Nerf guns, but that’s par from the course at this point.

Just before wrapping this up, this game is really not scary, I don’t know if it is because it’s a horror shooter and I am naturally far less scared of games where you can directly fight back against the source of those horrors, but yeah, DOOM 3 failed to scare me at all, most notably because of the overuse of the already mentioned to death monster closet jumpscares that are very flimsy to begin with and quickly become predictable, but maybe that’s just me and in reality this is one of the scariest games of all time according to a professional gaming journalism site like IGN or Kotaku (if the latter is even professional).

I might be sounding (or reading) like a broken record at this point, but yeah, DOOM 3 is really that bad. There are certain things I do appreciate and even like about it (again, the Hell level is great, and it does start to pick up steam at the last quarter), especially their ambition in trying to turn DOOM into pure horror affair, but they are bogged down by literally every other bad thing this game does that it is no wonder people don’t really talk about it in the same way they do about Half-Life 2 or F.E.A.R, or even lesser known ones like Dark Corners of the Earth.

They couldn’t even get killing demons right. I’ve seen bad Devour clones that put more effort into how enemies died than DOOM 3.

Though at least it probably still isn’t as bad as Rage…

Ich weiß bis heute nicht, wer hier die Zielgruppe bitte sein soll. Doom Fans werden es hassen, da es bis auf wenige Anspielungen, Gegner und Items, so rein gar nichts mit Doom am Hut hat.

Als Fan von Horrorgames, bietet Doom 3 nichts besonderes, außer: "Gegner spawnt hinter dir, Gegner spawnt hinter dir, zu lauter Sound weil das Audiomixing scheiße ist, Gegner spawnt wieder hinter dir". Die seltenen Lichtblicke, wo mit Events versucht wird, eine gruselige Stimmung zu sorgen, kannst du mit einer Hand abzählen und treffen dank schlampiger Ausführung nie den Nerv, den sie eigentlich treffen sollten.

Als Fan von Shootern bist du ebenfalls hier voll Fehl am Platz, da die Waffen keinerlei Gewicht haben, kein gutes Waffengefühl (Fick diese Maschinegun) und kein Gegner eine besondere Herausforderung ist, zu viel aushalten und durch schnelles Laufen, schnell outplayen lassen. Der Kampf in Doom 3 ist ein Witz und zu keiner Sekunde habe ich das Gefühl, in ernsthafter Gefahr zu sein, oder ein Machtgefühl zu bekommen, wenn ich denn gutspielen sollte.

Die wenigen positiven Momente sind hierbei der coole, leicht taktische Einsatz der Taschenlampe, welcher den Spieler die permamente Frage stellt, was sehen zu wollen, um Übersicht zu behalten, oder die Waffe am Mann zu haben, aber das Risiko einzugehen, nichts sehen zu können. Sehr gut, weil die verkackte BFG Edition, das einzige coole Feature für den Kampf entfernte und die Taschenlampe dort ein Gadget ist, welches man mit einem Tastendruck aktiviert, statt eine Waffe zu sein. Bethesda, ihr habt es wirklich verstanden.

Der andere Lichtblick aus diesem Spiel, ist ironischerweise ein ganzes Level, in welchen man zum ersten Mal die Hölle betritt. Dort ist der Ausdauerbalken deaktiviert und du als Spieler bist permanet mit Affenzahn-Tempo unterwegs, tötest einen Dämon nach den anderen, sammelst deine Waffen wieder auf, oder killst mit den Beserk-Item, alle Gegner per Faust. Unironisch: Dieses eine Level, ist mehr Doom, als Doom 3 und es lässt mich erneut hinterfragen, für wen denn nun dieses Spiel hier sein soll.

Stand dieser Review bin ich ebenfalls dabei, dass Addon zu spielen, aber der Ersteindruck dazu, ist nur minimal besser, als das Hauptspiel hier. Doom 3 habe ich ungelogen 5 mal auf verschiedenen Systemen, über Jahre hinweg, neuanfangen müssen, bis ich es endlich in seiner Ursprünglichen Version, für den PC, beenden konnte.

Hat es sich am Ende gelohnt?: Nö


I remember liking this game, even though it changes from the beloved fast-paced Doom formula into a slower horror. I can't recall too much about the storyline, except Anthony Hopkins is the villain.

No es un Doom normal, pero sigue molando y aunque la escopeta sea una aberración, tiene su encanto y su gracia