Of all the highly-anticipated games of 2005, “Doom3” (XBox, Vicarious Visions) is the first PC game to make the leap to the console market. And it’s a cracker. Adapting games from one medium to another usually means the adaptation suffers somewhere in the transfer process, be it in graphics, sound or gameplay. This is not the case with “Doom3.”
For those unaware of the story: you play a Space Marine, sent on routine patrol to Mars City science base. Expecting a quiet tour of duty, you are unwittingly sucked deep into a world of hellish creatures as you battle to save both the base and yourself. Sound clichéd? Yes, it does (it is actually the same story as the first two “Doom” games, and “Doom3” is considered a retelling of the storyline portrayed in the first two games). But once you begin to play, you find the world is so immersive that the storyline is, regrettably, quickly forgotten.
Graphics
“Doom3” is one of the most graphically-intensive games currently available for the PC, so it was with some trepidation that I first viewed the XBox version.
Textures seem so real that you could reach out and touch them – the game uses a common technique called Bump Mapping, which allows the game to simulate how light and shadow falls on a surface just as it would in the real world. While this in itself is a great treat to look at, the game consists of just two types of textures – metal and hellish stone (whatever hellish stone might actually look like).
I found this a little disappointing (it’s a flaw in both the PC and XBox versions), as there was ample opportunity to develop the storyline in other areas. Perhaps take the player outside to the surface of Mars, maybe into some underground caves. This lack of visual difference meant that I sometimes became lost in areas that I knew well, purely because everything looked the same. I didn’t find this to be a huge issue, as I just stopped to get my bearings again before continuing, but it was still a little frustrating.
Models, both player and enemy, are extremely well animated — although it seems that more effort was put into the enemy animations than the player’s. This is understandable, as the game is essentially single player with a multiplayer module attached to please the gaming community. Zombies trudge toward you, undead soldier comrades take cover and return fire, while Imps are the most detailed; they leap at you, climb walls and ceilings, they have a truly scary melee attack and they have a terrifying scream. The game isn’t designed to provide consistent long-term scares, it goes for quick, intense encounters that raise your adrenaline in spurts.
Lighting is a major factor all through the game. There are large areas of total darkness and semi-darkness, which contribute a great deal to the claustrophobia and feelings of tension you’ll experience when playing. Shadows can truly be the scariest aspect of a game (just look at the tension produced in black and white films like “Nosferatu”), and it’s a technique that is used repeatedly in “Doom3” to arouse fear in the player.
Gameplay
The XBox version contains the same basic gameplay as the PC, an incredible feat by developer Vicarious Visions; the PC version is large, complex and really tests even the best home computer. You run, you shoot, you dodge, you open cabinets for goodies, all in the same way as the PC version.
Some levels, however, have been shortened or slightly altered in layout. I believe this was to accommodate the limited capabilities of the XBox, but the differences are actually difficult to spot — which means that Vicarious Visions interpreted the game’s style correctly and made their changes blend seamlessly into the overall game. If you’ve not played the PC version, don’t worry — you’re not missing out on anything.
Control is by thumb sticks, with the game making use of every button on the controller; there is even a Quick Save button. This could be a contentious design choice. Allowing the player to continually save their progress can sometimes detract from the game’s tension — if a player knows they can save at any time, they usually become a little more gung-ho in their approach to situations. Leaving out the Quick Save button would have, in my opinion, increased the tension and adrenaline levels throughout the whole game.
There’s not much to say about the rest of the gameplay itself, it is running/shooting/dodging all throughout. There are interesting little touches like the PDA Audio Logs (which sometimes give door codes but mostly provide background material on the inhabitants of the Mars Base) and computer consoles that you can interact with.
But possibly the biggest bone of contention, in both XBox and PC versions, is the inclusion of a flashlight. The argument goes like this: if this is the future, why don’t the weapons have lights attached to them? Why can’t I hold the flashlight and a weapon at the same time?
These arguments have been raging since the day “Doom3” was released, and I personally believe that id Software made a very good design choice. Much of the game is shrouded in darkness so you need your flashlight to navigate. But there are also enemies hiding in the darkness. This counterpoint introduces a very exciting, almost nerve-wracking aspect to the game, a counterpoint that I really enjoy. Several times I would hear a low growl behind me, making me spin around and shine my light into every corner. Raising the player’s tension in this way adds to those quick spurts of adrenalin.
If you haven’t got the point before, I’ll say it again — this game can be very scary.
Overview
“Doom3” on the PC is a very variable experience; the game needs a powerful PC and graphics card to really see the benefit of the graphical depth. This means that sometimes the game jerks and jitters as your PC copes with the game. The XBox system doesn’t suffer from these hitches at all, it performs smoothly in all environments. Because the game is no longer reliant on processor power or graphics speed, “Doom3” on the XBox is a much smoother experience — I actually enjoyed sections of the game more than the PC version.
Look, this game does not have a completely original or stunning storyline. It does not have a wealth of multiplayer capabilities. But it is a gorgeous, enjoyable and sometimes pretty darn scary game. It’s definitely worth buying, if only for that one time through the single player storyline.
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