Doom 3 review by Grdi (gamer.hr)
It's impossible to talk about history of computer games without mentioning Wolfenstain and Doom.
They are both a product of people from id Software, but while the first was successful becouse of limited market
of PC platforms and toughts that PC is a bussines computer, Doom came when we were floded with cheap
computers from "east". The truth is that Wolfenstain was the first FPS, but Doom was the
one that took the popularity of this genre, FPS, and the one that still has some development on it,
even we tought tousend times that it's over with it. After eleven years from the first ressurection
on computers, powers of Hell came back to take our time, money, and that little sense we have after
all these years with spent with Doom titles. Doom 3 is coming in great style, as you can guess, nothing
won't be the same after it. History repeats for x times.
It's easy to define Doom 3, but on the other side it's... hard. Myth that Carmack and his team are serving
on eydropper for five years, in final form it's far from true genre innovation. Even indeed, developers were
not interested in inventing features that will impress some reviewer that spits on every game that has not at
least two noticable features important for further games development. Nope. Doom 3 even a step ( or even two)
backwards from the current shooter who succeeded to the throne as some references the need to work on all future FPS 's,
but the team behind it even emphasizes that their ultimate goal was the old doom in a new light. And they succeeded.
Doom in all his glory comes on the new engine, and inspires us just as he did his predecessor before ancient eleven.
If you then remain impressed by the then junk , the screenshots will not no help to understand what is today's doom,
because these background images are nothingness to experience that every player is acquired
new step in the dark atmosphere of the game which simply kicks ass in all segments.
The story that the FPS's never been one of the main advantages is not it is not in Doom 3, but it is far more elaborate than
similar in games where we get the task before the mission and rokaj until you fulfill, and most importantly, is closely linked
the atmosphere about which more will be said. Introduction to the game begins between-scene in which a soldier (which throughout the game we did not
managed to find out the name, nor the respective opened his mouth to say something) arrives at Mars in support of the local Marine Corps. If we
into account that the human colony on Mars was established solely for the purpose of pumping mineral resources and dangerous experiments, and
there is no way that hostile forces came to this planet, and the other opponents than its own animals the human race has,
then the existence of heavily armed troops in the cramped conditions of such complexes more than surprising. Even more so since there
a series of security measures which would be activated on any threat, either outside or inside. Of course, these are the conclusions
and analysis of the situation after adverse events which will follow soon after arrival, when at one point some
experiment in a remote part of the base set in three splendid opening the doors of hell hordes that mankind on Mars
reduced to a single digit. Of course, the human factor in this supernatural phenomena played a decisive role.
The basic feature of Doom 3's atmosphere and without it there would have been a simple game that few would look.
WSAD, jump, squat, weapons (only one mode). Going beyond just around the corner or burial remember, and although it could now
refer sharp criticism for that, we do not want to do that, nor would it be wrong on our part, because again we repeat,
it is a remake of Doom which is not crowded opponents like the original, but again manages to cause that feeling of panic
that we both loved.
In fact, the maximum number of opponents on the screen is four, possibly five, but we assume that it is so intentionally
made since a large number of likely caused twitching even more powerful machines, and again, opponents in Doom 3 are more
but well-designed and serve a purpose - intimidation of players . The easiest opponents, zombies in which the inhabitants
station on Mars turned during disasters, they are very slow and can they escape on foot with several pauses
to light a cigarette, but are always positioned in some tight areas where it is almost impossible to pass them by
without consequences. Even worse situation when they occur in the pitch dark, and it's too late and shine a flashlight in
it is likely to freeze in fear.
The lamp with the PDA one of the most useful accessories that will be used often, in parts even more often than weapons
particularly in areas and times of the total blackout . What some referred to as a lack, we are positive fora
which raises the atmosphere, but it's about the impossibility of simultaneous use of lamps and weapons. We know, in the future,
Marines will be equipped with much more sophisticated devices of lighting the helmet or ordinary adhesive tape would
can be linked arms with the light source, but this is a horror game that depends on the atmosphere, and it creates just
this kind of thing.
While I was writing this, there was a mod Duck Tape whose name speaks for itself, but the author of this text did not installed it because
the authors of Doom 3 did not want it that way. In addition, those who want a brighter picture, put the maximum gamma, but there
are other ways to get a picture similar to the negative, but it destroys the gameplay and thats cheating, as we have noted, some
reviewers were heavily used, especially when describing Doom 3 Are you evil?
About that when it comes to describing the game without playing. It's like watching a movie on DVD to skip the chapter and accelerated
playback, and later saying that bad and no punch line. Barf!
PDA. A small but useful addition to that we can take a peek to see mission objectives, but except reminders role in it are driven
video materials that pick up along the way, as well as personal Discs of former colony residents (who became demons or were brutally
murdered - in case someone forgot ).
Personal drives are mainly used as identification to open various doors (easier - keys) or contain
Email Owner ranging from job -related duties persons , to " pen1s " spam. In addition, some people are
taped and audio recording in which talk about the recent strange events or testing a new weapon type BFG (r0x !)
and from them, and if from these e - mails is possible to find out the codes of the cabinets which contain ammunition
or some other objects essential for successfully penetrating through the game.
Atmosferu između ostalog podižu i mnogobrojne međuscene koje su u službi priče, a zadivit će vas sinkronizirano
pomicanje usana i govora, kao i nevjerojatno realan prikaz likova za što je zaslužan vjerojatno najnapredniji
engine današnjice (btw. jedva čekamo prve screenshote iz nastavka Wolfensteina i Quakea 4 koji se na njemu rade).
Čak i unutar same igre postoji niz skriptiranih događaja u kojima aktivno sudjelujete i koji će vam podići kosu na
glavi. Primjerice, u određenom trenutku biti ćete pred monitorom na kojem će neki lik nešto pričati (nećemo reći
tko i o čemu se radi). Zadubljeni u njegov performans krajičkom oka primijetit ćete da je nešto propuzalo staklom
iza ekrana na koji ste usredotočeni, i panično ćete napuniti oružje i povući se dalje od prozora. A onda… Psssst,
tiho smo. Dakako, za takve situacije zaduženi su triggeri, nevidljiva mjesta koja pokrenu neki događaj. U ovom
slučaju su to najčešće oklopi, municija i ulasci u nove prostorije, a posebno valja paziti na situacije u kojima
ekran pocrveni, jer nakon toga slijedi demonstracija opakijih paklenih sila, ili kako bi rekli Američani - all hell breaks loose.
Protivnici su definitivno jedni od do sada maštovitijih, čemu posebno pridonosi prokleto realan organski izgled
raznih dijelova tijela. Dakako, uglavnom su to čudovišta iz starog Dooma koja vjerojatno nećete prepoznati od prve,
no svi su na broju, čak i velike lebdeće kosturske glave koje su neki od nas popularno zvali "paradajzima", iako
nemaju veze s tom vrstom povrća. Na žalost, ne možemo da ne spomenemo kako je prilikom njihovog dizajniranja AI ipak
ostao u drugom planu. Premda neki od njih koriste izmicanje, skakanje na strop ili zid kako bi izbjegli metke,
zombiji-marinci se zaklanjaju iza stupa i slično, ipak je njihova uobičajena taktika pravocrtni napad na vas.
Poanta priče je da se vrlo lako sakriti iza ugla i spremno dočekati protivnika koji će garant doći za vama, tako
da nekih većih problema s monsterima ne bi smjeli imati pogotovo kad ih držite na distanci, jer ipak, bliski susreti
znaju biti bolni i konfuzni. Ako igrate nerazumno i ulijećete u nove prostorije bez do vrha punog spremnika, tada
vam jedino možemo preporučiti taktiku promašaja i pokušaja, odnosno quicksave funkcije koja radi besprijekorno,
no mislimo da Doom 3 nije pretežak za završiti na standardnom nivou težine.
Kako napredujete kroz igru, dobivat ćete sve bolja oružja uključujući rocket launcher i BFG, no valja napomenuti
kako je Doom 3 ipak više orijentiran na blisku borbu zbog dizajna samih nivoa, te s eksplozivnim napravama valja
paziti, što uključuje i razne bačve kojih se u žaru borbe valja kloniti. Svako oružje ima svoju namjenu i neka su
posebno učinkovita protiv pojedinih neprijatelja, i iako smo u globalu zadovoljni svim njihovim featuresima, moramo
upozoriti na vrlo jadan zvuk shotguna, pištolja i strojnice. Umjesto da prasak opaljenja bude glasan, više nalikuje
udaranju dva poklopca jedan u drugoga što baš i ne pridonosi osjećaju da u rukama držite oružje velike vatrene moći,
što je pak potpuna suprotnost ostalim zvukovima u igri.

No dakako, osnova za sve navedeno nalazi se u superiornom grafičkom enginu i vizualnim efektima koji prvi upadaju
u oči pri pokretanju igre. Možete se kleti u što god hoćete da nije tako, ali oni koji su zaigrali Doom 3 znaju
kakav je prvi dojam gotovo realnog okruženja u kojem nas iskrcava transportni brod i koji osjećaj ostavljaju uski
hodnici prepuni detalja kada se krećemo kroz njih. Uistinu, dizajneri su svoj posao obavili više no odlično
stvorivši igru koju će u atmosferi teško nadmašiti neki naslov u skoroj budućnosti. Doduše, moguće da Valve napravi
nešto slično s Half Life 2, no o njemu ćemo suditi kada dođe vrijeme za to (nadamo se uskoro). Vratimo se mi Doomu
i njegovom enginu. Imate li jaču karticu, igra će je znati maksimalno iskoristiti, a zadivljujuće je da postavke
kvalitete odlično odrađuju svoj posao.

Ali postoji krug ljudi kojima je sve ovo nebitno. Jedino što ih zanima je multiplayer, a on u Doomovom
izvornom obliku nije nešto posebno. Znam da ću zbog ovoga dobiti prijeteće mailove od nekih ljudi, no
gledajući realno, samo četiri igrača po igri, te vrlo mali broj mapa uistinu nisu nešto što bi očekivali
od id Softwarea ako znamo da su isti legende osmišljavanja multiplayera u FPS žanru. No pojava gomile
modova par dana nakon izlaska među kojima i onaj za 32 igrača i najava OSP-a, daju naslutiti kako će
vrlo skoro fanovi od Dooma 3 napraviti multiplayer igru koja je u svom izvornom obliku ipak impresivno
single play iskustvo i način prikazivanja novog id-ovog engina, a zatim sve ostalo. Idućih par mjeseci
će pokazati u kom smjeru kreće razvoj ovog naslova, ali imamo filing da će tek nadolazeće igre na ovom
pogonitelju, Quake 4 i RTCW 2 biti će ono pravo, i vjerujemo kako će upravo one postaviti nove standarde
ove komponente FPS igara. Ne moramo posebno naglašavati da jedva čekamo prve informacije o njima.

+
story presentation, single play, atmosphere, design monsters, engine, playability
-
low sound of some weapons, not for scary people, big hardware requirements
Score:
90 %