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Well it's 4:30am, and I just finished playing doom 3. Now it is not my intention
to shoot down this game in any way, (although it may sound like it some times),
but as you will see I have my reasons. Also what makes this game review relavant
and insitefull is that it is comming from someone who does not get paid to play
and review games.I am just a casual long time gamer. So you can be assured that
any statment I make in the review comes from the heart, and is the absolute truth!
So let's review shal we...
First Impressions: My feeling as the game
loaded for the first time was,... well,... giddy. This was a game that every one
was supossed to be drooling over. Not me. I have been playing games since the original
atari 2600, and this, as I was expecting was just another first person shooter.
I was anxious to get into it but over the years I have become causious about playing
over hyped games. Too many bad experiences, and dissapointments. So having said
that I think it best to list off my likes and dislikes about doom 3.
What I liked ...
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Obviously the rendering technology was very nice.
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Decent storyline. Easy to fallow. Although probably not executed in the best way.
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Classic doom demons in 3D.
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Some of the original style texture maps are noticable in the game.
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Similar sounding sound effects. Any one who played the previous doom games will
recognize these.
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Imps that climbed along the walls!
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Your objective is streight forward, and there was only one time when I was lost
and could figure out where to go and what to do next.
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The PDA system is a good idea, and fit nicely into the game.
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In the later levels virtually every thing is smeared in blood! Blood running down
the walls, Bloody corpses littering the floor, bloody/meaty/stiched together tentacles
working there way through the levels.
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In game interactive computer consoles.
What I did not like ...
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Cheap shots! Like opening a door only to be instantly lunge attacked by am imp.
The game is hard enough without cheap shots thank you.
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�Save and save often� Page 11 of the doom 3 manual. This one I WILL rant
about! Excuse me! �Save and save often�! What kind of BS is that! I'm sorry but
when I am playing a game like Doom 3, or Warcraft 3, or any other game where I have
to �Save and save often� that game is not fun! It's cheap, and it means that the
game is going to kick your ass repeatedly. I play games to have fun, not to start
over and over again, having to wait up to 18 seconds or more for the game to reload
the map because I have to load up my last save point. This is the biggest dissapointment
I have about Doom 3. This game industry need to start stepping up to the plate,
and stop feeding us this BS F#$%ing crap! Rant over!
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I swear to god I'm going to take that dam flash light and shove it up whom evers
ass that thought it would make the game better! This is supposed to be the future?
Military weapons that don't have built in flashlights! Even todays military have
flashlights on there weapons! Switching between the flashlight and your weapon is
lame, frustrating, and only makes for cheap scares that get old fast.
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The game is too dark, and seems to try and replace genuine scary scenes with a black
void. Whitch is not scary, only annoying that you can't see.
Game Play: Game play was quick and responsive.
I have read articles and seen interviews about the creature AI being rather stupid,
and yes alas it's true. They are not that smart, the odd time an imp would jump
out of the way, but there ferocious nature makes up for there stupidity. Also as
you discover more of the story thoughout the game you discover that the creatures
are naturally stupid, so there lack of brain matter is explained, and is actually
part of the storyline.
Ok I have to touch on this flashlight deal just once more. The game is utterly black!
Even with the brightness turned up full I still had to go into my display properties
control panel and bump up the gamma and brightness a little. It also makes me beg
the question weather or not there was any use of light maps in this game or weather
or not the game strictly uses real time lighting and shadows.
Your standard assortment of weapons from the previous doom games have made there
return, keeping the game familar. The detail in every scene of this game is quite
good, although there were some places where there could have used more. Not to spoil
it for any one, but make sure that when playing the game you keep an eye out for
a brick with the ID Software corperate logo etched on it. You will come across this
brick in the wall just after you reach the Heroes crypt, but just before you fight
hells final demon. Be sure to push this brink into the wall for a secret room.
Can't for get to mention very cool aspect of the game either. In game interactive
computer consoles! Just walk up to a cirtian computer screen and your gun gets tucked
away and a mouse cursor appears on the computer screen! Sweet! When you are done
simply look away from the screen and your weapon will return. This was a very well
concieved feature and well implemented.
Having read through this review a number of times now I can't really do the game
justice, simply because to describe it would involve many more paragraphs of text,
that of which I am not really prepared to write at this time.
And finnaly, if you came to me and asked if it was worth $50CAD for this game. I
would have to say,... Yes. But it would be a weak yes. Only because of the reasons
I have listed above as well as the fallowing problems...
Problems:I did discover many minor problems
with the game, such as imps that have the uncanny ability to defy the laws of phisics
and jump at you from around corners. For example there were a few time when I saw
an imp that was about to perform a jump attack, I would run back behind a corner,
and the imp would litterally jump through the air, and in mid flight, change it's
direction toward me.
That dam piss me off flashlight!
The second minor problem I discovered was with the rendering engine. It's not 100%
perfect. Although it does come in at a close 99%. Running on a ATI Radeon X800Pro,
with up to date catalyst drivers, there were a handfull of occations when I would
see thin 1 pixel wide strip, rendering artifact, and only then when I stood in a
specific spot and looked in a specific direction.
Oh yes can't forget these lame experiences. First off there are small hidden rooms
with demons hiding in them so when you walk into a cirtian spot these secret areas
will open up and as such you will be attacked from behind. Just like in the original
doom games. Only now it's worse because you can't see a dam thing beyond what you
have your flashlight pointed at! Yes! I'm ranting on about the flashlight again!
It's one of the biggest drawbacks to the game! All those soldgers in the game deserved
to die, for not using weapons with lights attached to them!!! At the very least
you should have been able to duck tape the flashlight to one of your weapons. Anything
would be better then constantly switching between them. Arggrrdsjhshjvbgd... Ok,
Ok, that's it! I have nothing else to say about it!
John Carmack: Having watched some interviews
john did about doom 3, I find my self wondering how much more we can expect from
him. I see john carmack still trying to be that lone programmer, working hard, at
some new technology, and desperatly trying to create the next big thing. The problem
with that is you can't do that any more. This is not the 1990's. If you are a lone
programmer you can't expect to compete with a software development house like say
bungie, or microsoft that employs dozens of people. Yes I know there were many people
working on doom 3 as well, including additional programmers. And for what? A game
that is no different in terms of visual quality and game play then say UT2004, Farcry,
Half-Life 2 for example.
If i'm not mistaken I recall john saying in an interview that when �I� set out to
test different new technologies that he could use in doom 3, I keep thinking, and
getting the impression that it was he and he alone doing this, and not �The team�.
Because he did not say �The team� he said �I�.
I guess what I am trying to say is that if ID Software does not start doing more
in terms of creating more games with there game engines. I don't see them moving
any farther beyond being a tech company, that sells/licences game engine technology.
Game futrues: I have been saying this for
years, and will now say it again. With all the �new� game engines comming out like
Doom 3, UT2004, HL2, Halo2, I can't imagine the game industry who is so profit driven
continuing to allow dozens of companies to spend hundreds of millions of dollars
on recreating a game engine for next generation games.
The industry needs to pool together and pursue a single simulation engine. Not a
game engine, mind you but a simulation engine that encompases all the things that
are common to modern game engines, such as Graphics rendering, sound, AI, etc.
After all there is no competition when game engines like Doom 3, UT2004, HL2, Halo2
at there core are all the same. They all render fancy graphics to the screen, they
all play sounds and music, they all have characters running around, they all simulate
phisics etc etc. The only difference between them is not there technology but something
completely seprate from it. Textures, Sounds, Music, and 3D geometry. You can take
a game like HL2 and move/convert all of it's textures, sounds, maps etc and run
the same �game� using the doom 3 engine, with only minor technology difference between
the two engines.
The sooner the industry pools together and does this the better for all gamers.
Managing one code base, and adding to it's feature list is far more economical,
simlified, easier and better for everyone, gamers included. This is my hope for
the Microsoft XNA project.
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