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

Reviewed on Apr 29, 2024


15 Comments


15 days ago

ermm Doom 2016 didn't have QTEs 🤓 anyway as a resident Ragehead I think people were just jonesing for an old school style id game in 2011 so finding out it's... not that left a bad taste in many a mouth. But the gunplay was fucking ace (still is honestly) and the structure complimented it well, I can't dislike the game even with the flat final segment. I don't know how you can play a game with those guns and damage models and come off thinking "unnghh wheres the telefragging"

15 days ago

@rata i'm referring to glory kills, which are effectively QTE finishers

15 days ago

eh i wouldn't consider those QTE's given that it's a one button action that takes place in the middle of standard gameplay but i get why some people dislike them
Yeah this one I cant agree with, 2016 wasnt amazing or anything but at least it was fun. This one was just so boring, didnt like it at all lol. Glad you liked it tho

15 days ago

@nowitsreyntime17 i feel the opposite. don't know what there's to be bored by when there's little to no downtime. 2016 though? game was so thrilling i never finished it. think it had more story interruption bullshit too
I just didnt find the levels interesting at all, and I thought it got worse as it went on. Tho I also just didn't dig the whole aesthetic it went for, and that can play a part in me enjoying something. Yeah the story was more intrusive in 2016, that part sucked I'll give you that

15 days ago

@nowitsreyntime17 there's a lot i can understand about disliking doom 3 but thinking it gets worse as it goes - when it gets more enemy and environment variety - confuses me to say the least

15 days ago

i'll also note i do not like 2016's aesthetic in any capacity
think I was getting sick of it at a certain point, and like 3/4ths of the way through I was just totally done and wanted it over with. Oh yeah im not a fan of 2016's visuals either, mostly cuz its more similar to doom 3 rather than the classic games. That's one reason why eternal is so much better, feels way more like doom 1 and 2 in terms of its aesthetics which is nice

15 days ago

@nowitsreyntime17 i don't think the designs here are like 2016's at all, nor do i think eternal's are much different from 2016's. i would also argue that most of doom 3's designs are truer to the originals than most would give them credit for - albeit more in line with 64 than the DOS games

doom eternal resembles a bad power metal album cover more than it does doom to me
aight, huge disagree on that one but to each their own loll

15 days ago

Pretty much spot on. Finally a useful flashlight in a video game and I never found it annoying to use. Oddly enough I got some Doom 2016 vibes from this one. Great game.
@scottburb same, at least I'm not alone there lol

14 days ago

@scootburb there's a couple designs that have some carryover - particularly with the hellknights - but the lighting of 2016 and general visual style is so unremarkable and standard for the late 2010s that i really can't compare it to a game that is undeniably defined by its lighting and atmosphere

13 days ago

I’m a big Doom 3 enjoyer, but I’m also a big BFG Edition hater. The lighting and general flashlight gameplay loop is central to the game’s design.