Doom3
Doom3
So, I never actually cleared this game, so I thought I should fire it up. And so I did (mainly for mapping).
I'm in communications now or w/e, and so far this game is everything they said it is.
Monsterclosets, never-ending spawns behind your ass. "If I pick up that PDA i know 400 spiders will spawn".
Btw, those spiders... my god, boring. Just keep coming and coming.
End of rant.
btw, it looks hot as hell though.
(btw2, I liked RoE pretty much)
EDIT: my english suck.
I'm in communications now or w/e, and so far this game is everything they said it is.
Monsterclosets, never-ending spawns behind your ass. "If I pick up that PDA i know 400 spiders will spawn".
Btw, those spiders... my god, boring. Just keep coming and coming.
End of rant.
btw, it looks hot as hell though.
(btw2, I liked RoE pretty much)
EDIT: my english suck.
Yep, that happens two or three times. But in Q4 the monster spawing isn't original at all either for the most part. In games like HL1 they've put much more effort into it. Like the way one of those green lightning shooting aliens busts open a metal door in three punches (somewhere in the beginning of the game).
But then again, HL was awesome in almost all respects. 


- FragaGeddon
- Posts: 3229
- Joined: Sun Sep 17, 2000 7:00 am
[rant]
Well one thing I hate in multiplayer games is retarded spawning.
I found Call of Duty really bad for this.
Nothing like killing your enemy, then running to find another, but yet to have the guy you just killed, spawn right behind you.
Or having you spawn in the same spot 50 times over.
[/rant]
Well one thing I hate in multiplayer games is retarded spawning.
I found Call of Duty really bad for this.
Nothing like killing your enemy, then running to find another, but yet to have the guy you just killed, spawn right behind you.
Or having you spawn in the same spot 50 times over.
[/rant]
search and destroy > all the other shitty gametypesFragaGeddon wrote:[rant]
Well one thing I hate in multiplayer games is retarded spawning.
I found Call of Duty really bad for this.
Nothing like killing your enemy, then running to find another, but yet to have the guy you just killed, spawn right behind you.
Or having you spawn in the same spot 50 times over.
[/rant]
I replayed through the game very recently (a few weeks after doing Q4) and i enjoyed it much more than the first time in summer 2004 - back then I essentially quit before the delta labs.
Especially after playing q4 AND having memories of what to expect, i liked it more than q4 overall - it feels more consistant to me. And I like id's art direction much better :icon25:
I'll have to give RoE a shot.
Especially after playing q4 AND having memories of what to expect, i liked it more than q4 overall - it feels more consistant to me. And I like id's art direction much better :icon25:
I'll have to give RoE a shot.
RoE is a great game. I love the maps, the monsters, and the new style of gameplay, especially with utilizing invulnerability, quad damage, and slowing down time with The Artifact. However, the story is lacking and the ending sequence is horrible. I would've liked to see the original marine taking on the hordes of hell and I didn't like the skull heads replacing the Lost Souls. Lost Souls were one of the best enemies from Doom 3.
Also, you won't see vagaries and there are barely any trites and ticks as well. The awesome bosses that Doom 3 had have been downgraded to boring and easy Hell Hunters. The Maledict was awesome though.
Also, you won't see vagaries and there are barely any trites and ticks as well. The awesome bosses that Doom 3 had have been downgraded to boring and easy Hell Hunters. The Maledict was awesome though.
Doom3 is a fun game, but as fjogg pointed at, it's a bit too much repetitive, they wanted to make it the scariest game we ever played, well, it's some time really ridiculous, you exactly know what's going on if you reach the middle of the room or if you click that gui.
Anyway, global feeling was pretty good, Mars base attacked by daemons is very good and i like level design.
Anyway, global feeling was pretty good, Mars base attacked by daemons is very good and i like level design.
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- Mat Linnett
- Posts: 2483
- Joined: Wed Apr 12, 2000 7:00 am
- Location: The Grizzly Grotto
I never had a problem with Doom 3.
Even the monster closets were fine in my eyes as I saw them simply as an abstract game device rather than an unrealistic, overused gimmick.
Think about it, original Doom had monster closets all OVER the shop, and they were oftentimes the best bit of it.
A lot of people also complained that it was too long, but I found this idea bizarre considering the time it was released.
Publishers and developers were pushing hard for shorter titles with only one session's worth of gaming in them, and gamers were complaining about this, when out comes Doom 3 and says "RIGHT, we've had enough of this, here's some CONTENT for your cash!".
Okay, it's not the best game ever.
Okay, Half Life 2 was a more rounded experience.
Okay, id should have been braver and more experimental with the MP.
But it in no way can be called a BAD game.
And it DID have that special id "Something" when it came to movement and weaponry. No other game feels like an id game.
RoE I was undecided about. Yes, it had some cool stuff in it, but it was far too short in my eyes. After the monster-slaying marathon that was Doom 3, RoE was depressingly abrupt and I found myself resenting having paid full price for it. But then again, it wasn't developed by id, and you could tell from the get-go.
And they shouldn't have bowed to fan pressure and gotten rid of the whole flashlight-or-gun gameplay.
So what if it's not realistic? IT'S SUPPOSED TO BUILD TENSION.
As for Quake 4, I thoroughly enjoyed it, but it wasn't an id game. It felt more like Elite Force 2 with Stroggs.
There were some undeniably cool moments in it, and it was a rock-solid, balls to the wall carnage fest, but it wasn't an id game.
The stroggification of the player is one of the most memorable moments in recent gaming history, as is the drop pod insertion. But there was too much concentration on narrative and story (if that makes sense). It's a Quake game, I should be killing shit, not socialising with various stereotypical jarheads.
Oh, and the vehicles felt very out of place.
PS: I'm one of those people who wants id to revisit the original Cthulhu-esque Quake universe. Indeed, I think Quake 4 would have been a MUCH stronger title if id had done it themselves following this train of thought. But could such a version of Quake have been true to the original without Romero...?
Even the monster closets were fine in my eyes as I saw them simply as an abstract game device rather than an unrealistic, overused gimmick.
Think about it, original Doom had monster closets all OVER the shop, and they were oftentimes the best bit of it.
A lot of people also complained that it was too long, but I found this idea bizarre considering the time it was released.
Publishers and developers were pushing hard for shorter titles with only one session's worth of gaming in them, and gamers were complaining about this, when out comes Doom 3 and says "RIGHT, we've had enough of this, here's some CONTENT for your cash!".
Okay, it's not the best game ever.
Okay, Half Life 2 was a more rounded experience.
Okay, id should have been braver and more experimental with the MP.
But it in no way can be called a BAD game.
And it DID have that special id "Something" when it came to movement and weaponry. No other game feels like an id game.
RoE I was undecided about. Yes, it had some cool stuff in it, but it was far too short in my eyes. After the monster-slaying marathon that was Doom 3, RoE was depressingly abrupt and I found myself resenting having paid full price for it. But then again, it wasn't developed by id, and you could tell from the get-go.
And they shouldn't have bowed to fan pressure and gotten rid of the whole flashlight-or-gun gameplay.
So what if it's not realistic? IT'S SUPPOSED TO BUILD TENSION.
As for Quake 4, I thoroughly enjoyed it, but it wasn't an id game. It felt more like Elite Force 2 with Stroggs.
There were some undeniably cool moments in it, and it was a rock-solid, balls to the wall carnage fest, but it wasn't an id game.
The stroggification of the player is one of the most memorable moments in recent gaming history, as is the drop pod insertion. But there was too much concentration on narrative and story (if that makes sense). It's a Quake game, I should be killing shit, not socialising with various stereotypical jarheads.
Oh, and the vehicles felt very out of place.
PS: I'm one of those people who wants id to revisit the original Cthulhu-esque Quake universe. Indeed, I think Quake 4 would have been a MUCH stronger title if id had done it themselves following this train of thought. But could such a version of Quake have been true to the original without Romero...?