2 people found this review helpful
Recommended
0.1 hrs last two weeks / 67.3 hrs on record (4.0 hrs at review time)
Posted: 27 Dec, 2020 @ 8:00am
Updated: 2 Dec, 2023 @ 4:53am

The third chapter of Doom is a great atmospherical horror fps and with Doom 64 the only good Doom(therefore the exact opposite of what the "critics" claim) despite suffering from a really excessive (and often embarassing) repetitiveness.
With the right attention and choices, it could have turned out to be a masterpiece

7.5/10


Some tips for the developers of Doom 3 that also applies to BFG edition.

I begin my analysis by saying that this game would have needed more DEPTH, twists or in any case some peculiar and emotional scenes, capable of impressing and leaving their mark on a psychological level.
It would have been appropriate to leave whole parts of absolute emptiness, in which the protagonist feels lost and desolate, with no enemies appearing.
Regarding them, I felt strong the need for a much greater variety of species; always seeing the same tarantula and the same soldier is nauseating and anti-horror because the element of surprise is practically absent, when instead it should be the constant in a game of this type.
Weapons are well cared on an aesthetic level, but the sounds are too weak and anonymous, definitely to be improved.
It would have been cool if at least some of them had a secondary fire mode, and it would have been really intriguing even if inside Mars City there were mini-stations where to upgrade them progressively.
When the protagonist is surrounded by monsters, the weapon loading animation should be not slow as usual,as if everything is fine,but MUCH faster,and this detail would guarantee greater realism and immersion.

I continue my dissertation with secondary but equally important aspects.

Enemies die too fast, they should be more resistant, and I don't mean stronger, but damage resistant.
And when they die, why do they disappear? It probably to lighten SDRAM-RAM memory resources,but this aspect weighs on gameplay and doesn't contribute to that sense of immersion that the player should be able to experience.
When typing in the locker codes you never see the hand animation.
The protagonist doesn't have a backpack, so where does he keep things?
It would have been appropriate.
When I look at my feet… I don't see the legs!
When I mount a ladder not even! Why this choice?
Being able to see parts of your body is one of the essential elements to feel "in" the game.
The ammunitions are "absorbed" by the player passing by;this primitive and abstract choice that refers to the first FPS games could be revised in favor of greater realism, but obviously this is not the focal point of my examination.
Regarding the sound effects, they are well thought out, but, besides the marvellous GUI theme, the soundtrack is insufficient on a compositional level.
If you think about a remake I can send you some compositions to be evaluated and collaborate with you as the music composer.
It's a pain for my ears and for my heart to think of the benchmark,not only technical but also musical that this game could become with the right sound choices.
Don't take my observations badly: Doom 3 is one of my favorite games but I consider it a half masterpiece because at least of some of the flaws I have listed
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