36 reseñas
I first played this in 2003 and was initially disappointed; I felt the developers used the Doom name on something completely different. I felt the original games were focused on running and gunning whereas this was a (literally) dark game with action sequences that felt far fewer in between. I didn't understand the PDF system as a 17 year old who found mountains of text exhausting/uninteresting!
I gave this game another chance a few years ago and LOVED it. I appreciated it for what it was rather than criticising its difference to the originals.
It is true to the Doom name in terms of atmosphere & feel, something I didn't initially appreciate. I wanted more "hell" levels in 2016 & Eternal too. It's one thing I think Doom 3 did better.
I did play with the flashlight attached to the gun this time around, which helped. Also the use of YouTube walkthroughs the few times I got stuck.
I learnt to appreciate the PDF systems too!
No doubt the black sheep in the series, but I don't think that's a bad thing.
I gave this game another chance a few years ago and LOVED it. I appreciated it for what it was rather than criticising its difference to the originals.
It is true to the Doom name in terms of atmosphere & feel, something I didn't initially appreciate. I wanted more "hell" levels in 2016 & Eternal too. It's one thing I think Doom 3 did better.
I did play with the flashlight attached to the gun this time around, which helped. Also the use of YouTube walkthroughs the few times I got stuck.
I learnt to appreciate the PDF systems too!
No doubt the black sheep in the series, but I don't think that's a bad thing.
- srpc21
- 26 mar 2022
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I was a fan of the earlier installments of the Doom series. For the 90's they were kinda scary, it more about the sounds you hear in the game then Graphics.
Same goes with Doom 3 but amplified. Doom 3 is pretty scary, about as scary a video game can get to be honest. Many people complained about the fact you have to switch from flashlight to gun, and this fact alone is what kept me form buying it because, I wanted the action. But once I bought it, this aspect makes the game much more suspenseful. I love how dark everything is and all you hear are random demonic sounds that, with a decent speaker system and sub-woofer, sounds fantastic! And this is why... Running around in the dark, you might hear some grunts from a zombie or two...or three hiding, and because your own footsteps makes sounds you might wanna stop to hear their footsteps if they are close by. You're using your flashlight like crazy trying to find the source of the eerie sounds and footsteps and then, BOOM! The Zombie is right next to you clawing away, and you must sacrifice your flashlight to pummel the unfortunate zombie. Trust me when I say their is nothing more suspenseful in this VG when you got to shoot figures coming in and out of broken light fixtures.
The lighting in the game is great along with the sound. It really makes this, what would otherwise be a normal first person shooter, into a demonic horror show.
Kudos
Same goes with Doom 3 but amplified. Doom 3 is pretty scary, about as scary a video game can get to be honest. Many people complained about the fact you have to switch from flashlight to gun, and this fact alone is what kept me form buying it because, I wanted the action. But once I bought it, this aspect makes the game much more suspenseful. I love how dark everything is and all you hear are random demonic sounds that, with a decent speaker system and sub-woofer, sounds fantastic! And this is why... Running around in the dark, you might hear some grunts from a zombie or two...or three hiding, and because your own footsteps makes sounds you might wanna stop to hear their footsteps if they are close by. You're using your flashlight like crazy trying to find the source of the eerie sounds and footsteps and then, BOOM! The Zombie is right next to you clawing away, and you must sacrifice your flashlight to pummel the unfortunate zombie. Trust me when I say their is nothing more suspenseful in this VG when you got to shoot figures coming in and out of broken light fixtures.
The lighting in the game is great along with the sound. It really makes this, what would otherwise be a normal first person shooter, into a demonic horror show.
Kudos
- machngunjoe
- 29 jul 2008
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I am a fan of Doom games since childhood and I still can't get enough of good old Doom and Doom 2 from 1992. The fact is that those games were a new, pretty big step in video games generally, especially in first person shooters. And I still think that the first Doom games are better, and I am not nostalgic. Now, Doom 3, which was released in 2004... it is one cool game. I got nothing against it, just for you to know, I liked it very much, because of course you can't argue with graphics, the new ones are better. Now, the previous games had a small, simple, but good plot, while Doom 3 has a more complex plot, but it is filled through a big escape/fight action in the game. Maybe that is one of the things that I don't like, the Doom guy here, he is just running away, to escape from mars, while the first one is going from base to base to clean them from the monstrous, demon-like aliens. Here you just fight your way out.
Previous games had no characters, except the Doom guy, here we got characters, but they are poorly developed, they are there just to increase the plot, nothing more. There's no too much emotions from them. So it's just escape plot from mars, you could easily called it Doom 3 - The Escape from Mars or something like that... OK, now graphics are awesome, action is good, atmosphere, combined with music is more than brilliant and that's the best thing here, you got more weapons now, and you need to use them wisely. The enemies are the same from previous games, only changed, or upgraded with computer animation.
Now, there are only few things that makes references to the real game, there is one level that quite like the old game, it was cool... but still not that attractive like the old ones. I'm going to be honest with you, in old games, with their cube like graphics, those levels were pretty cool, more artistic. Here is just a large base on mars... with less of that demonic interior, that good old decoration that gives you a notice that something is definitely wrong, while here, the atmosphere tells you that something is wrong. So, level designs in Doom 3 sucks... because they all look same. Overall, the game still gives you a good fun and I am expecting a sequel.
Previous games had no characters, except the Doom guy, here we got characters, but they are poorly developed, they are there just to increase the plot, nothing more. There's no too much emotions from them. So it's just escape plot from mars, you could easily called it Doom 3 - The Escape from Mars or something like that... OK, now graphics are awesome, action is good, atmosphere, combined with music is more than brilliant and that's the best thing here, you got more weapons now, and you need to use them wisely. The enemies are the same from previous games, only changed, or upgraded with computer animation.
Now, there are only few things that makes references to the real game, there is one level that quite like the old game, it was cool... but still not that attractive like the old ones. I'm going to be honest with you, in old games, with their cube like graphics, those levels were pretty cool, more artistic. Here is just a large base on mars... with less of that demonic interior, that good old decoration that gives you a notice that something is definitely wrong, while here, the atmosphere tells you that something is wrong. So, level designs in Doom 3 sucks... because they all look same. Overall, the game still gives you a good fun and I am expecting a sequel.
- swedzin
- 1 jul 2012
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To me, Video Games are an Art, because it's about creating new worlds with their own new rules and laws, the sensations experienced with Video Games appear to be different from anything you can ever feel with any other sentiment stimulator's such as some products of various types of Art or drugs. therefore Video Games are very unique achievement of humanity.
First things first. I think it's impossible to talk on Doom III and not to mention Graphics, the key element to make Doom III a cult game. Making Doom III with revolutionary game engines, graphics workstations and some other advanced technologies, in which I understand very little, turned it into truly marvelous and brilliant visual experience, which is really unique. Compilation of red (blood) and black (darkness) is something worth seeing. I think in the aspect of graphics, Doom III is a flawless game and it obviously deserved its award on MTV Video Games awards received in nomination of best computer graphics of 2004. And one more thing: I think the sound mixing in Doom III was really the best ever.
Horror aspect in Doom III: I'm saying yes, it was scary and creepy as Hell, I have never been in such harrowing atmosphere of horror and fear since those Resident Evil worlds. I think It was achieved by manifold factors: monsters design was really awesome, they looked indeed scary, their unpredictable and versatile movements made my heart beat faster every time I was facing them. I kept having them in my nightmares long after I finished Doom III. As for discontents of some gamers about too many so called 'cheap shocks' (unexpected appearances of monsters from corners, sudden sounds of absorbing screams etc.) in game, I'd say that it's quite normal in such type of games. It's not a movie, it's a game and shocks can't be cheap in here. the effect of unexpectedness can be manipulated endlessly in the Video games. Another factor is the genre of the game: mixture of Science Fiction and Horror. Such combinations always work, at least it helps to create the proper milieu. Didn't really like those mystic elements attending the game though. All those esoteric and mysterious things like ghosts and souls and flying heads seemed a bit out of place. The setting and storyline were a huge contributor to the horror aspect. wandering around various facilities on Mars and constantly being attacked by various kind of monsters from zombies with chainsaws to giant unidentified dreadful objects was scary.
There is a lot of graphic violence in Doom III, which thanks to great graphics looks realistic, but in context it is mild. The perfect example of difference between graphic and content violence is GTA. In GTA you decapitate a passer by with a chainsaw and the next few seconds the only thing you can see on the screen is streams of gallons of human blood in slow motion gushing from the headless body, and that is as violent as it gets but graphically it looks cartoonish and unreal. In the case of Doom III, every drop of blood, every human organ so cautiously partitioned from the body has a very realistic look and it affects, but you can't argue that in context despite the graphical depiction, killing hundreds of ordinary people in the streets without any reason using several tools from medieval weaponry to modern rocket propelled grenades is much more violent than terminating the army of evil creatures in order to save your own life and Earth. but, still, I enjoyed turning those baby face angels into pile of bloody flesh with my big shining chainsaw.
Doom III is a great Video Game. I loved it from the very first frame. I have some kind of illness and I am restricted by my doctor to play the Video Games for more than an hour per day, but in the case of Doom III I couldn't resist myself and I spent nights traveling through the marvelous world of truly impressive experience. Doom III might not be the best game ever, but it definitely is one of the best.
First things first. I think it's impossible to talk on Doom III and not to mention Graphics, the key element to make Doom III a cult game. Making Doom III with revolutionary game engines, graphics workstations and some other advanced technologies, in which I understand very little, turned it into truly marvelous and brilliant visual experience, which is really unique. Compilation of red (blood) and black (darkness) is something worth seeing. I think in the aspect of graphics, Doom III is a flawless game and it obviously deserved its award on MTV Video Games awards received in nomination of best computer graphics of 2004. And one more thing: I think the sound mixing in Doom III was really the best ever.
Horror aspect in Doom III: I'm saying yes, it was scary and creepy as Hell, I have never been in such harrowing atmosphere of horror and fear since those Resident Evil worlds. I think It was achieved by manifold factors: monsters design was really awesome, they looked indeed scary, their unpredictable and versatile movements made my heart beat faster every time I was facing them. I kept having them in my nightmares long after I finished Doom III. As for discontents of some gamers about too many so called 'cheap shocks' (unexpected appearances of monsters from corners, sudden sounds of absorbing screams etc.) in game, I'd say that it's quite normal in such type of games. It's not a movie, it's a game and shocks can't be cheap in here. the effect of unexpectedness can be manipulated endlessly in the Video games. Another factor is the genre of the game: mixture of Science Fiction and Horror. Such combinations always work, at least it helps to create the proper milieu. Didn't really like those mystic elements attending the game though. All those esoteric and mysterious things like ghosts and souls and flying heads seemed a bit out of place. The setting and storyline were a huge contributor to the horror aspect. wandering around various facilities on Mars and constantly being attacked by various kind of monsters from zombies with chainsaws to giant unidentified dreadful objects was scary.
There is a lot of graphic violence in Doom III, which thanks to great graphics looks realistic, but in context it is mild. The perfect example of difference between graphic and content violence is GTA. In GTA you decapitate a passer by with a chainsaw and the next few seconds the only thing you can see on the screen is streams of gallons of human blood in slow motion gushing from the headless body, and that is as violent as it gets but graphically it looks cartoonish and unreal. In the case of Doom III, every drop of blood, every human organ so cautiously partitioned from the body has a very realistic look and it affects, but you can't argue that in context despite the graphical depiction, killing hundreds of ordinary people in the streets without any reason using several tools from medieval weaponry to modern rocket propelled grenades is much more violent than terminating the army of evil creatures in order to save your own life and Earth. but, still, I enjoyed turning those baby face angels into pile of bloody flesh with my big shining chainsaw.
Doom III is a great Video Game. I loved it from the very first frame. I have some kind of illness and I am restricted by my doctor to play the Video Games for more than an hour per day, but in the case of Doom III I couldn't resist myself and I spent nights traveling through the marvelous world of truly impressive experience. Doom III might not be the best game ever, but it definitely is one of the best.
- naturalborndirector
- 14 abr 2005
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Wow, what a game. I'm amazed. The detail is astounding, the intensity and terrifying moments are awesome, and the story is compelling. I won't comment on plot elements or anything, but the whole story background blends very well with the action. I haven't had this much fun since playing System Shock way back in about 1994.
The previous installments of Doom weren't really all that scary to me. With really only Alone In The Dark actually being scary. And although the Thief games had some intense, "scary" moments, DOOM 3 takes 'scary' to a whole new level. This game is definitely not for kids because of the extreme violence and gore, and the visuals and sounds are unnerving to say the least. But it's fun for us die-hard violent type gamers.
It does run a little slow and "chunky" in some places on my system though, even with ALL the graphics settings turned all the way down: P4 1.5GHz, 256Mb Ram, ATI Radeon 9700 Pro 128Mb. Especially when a dozen enemies jump me at once and I'm flailing away with the machine gun, but at least the game is still playable and gorgeous.
Just a note on the details in this game: everything looks fantastic. Railings, piping, jagged pieces of metal flooring, everything looks so realistic. Even the flashlight effect is creepy as hell as you make your way through a dark room or passageway and something jumps out at you. The light casts extremely realistic shadows as it passes over objects like railings and terrain, and I keep jumping at shadows constantly. DOOM 3 reminds me of Half-Life, only a lot more detailed and 10 times more frightening. I have to take a break occasionally after particularly intense moments in the game just to get settled in again. The sounds and the intense combat in this game give me the shivers.
I don't consider myself a very good FPS player, but it's playable even for me on the easiest (Recruit) setting and it didn't take long for me to get the hang of the weapons system and combat. Finally, a FPS I can play right out of the box!
What fun!!
The previous installments of Doom weren't really all that scary to me. With really only Alone In The Dark actually being scary. And although the Thief games had some intense, "scary" moments, DOOM 3 takes 'scary' to a whole new level. This game is definitely not for kids because of the extreme violence and gore, and the visuals and sounds are unnerving to say the least. But it's fun for us die-hard violent type gamers.
It does run a little slow and "chunky" in some places on my system though, even with ALL the graphics settings turned all the way down: P4 1.5GHz, 256Mb Ram, ATI Radeon 9700 Pro 128Mb. Especially when a dozen enemies jump me at once and I'm flailing away with the machine gun, but at least the game is still playable and gorgeous.
Just a note on the details in this game: everything looks fantastic. Railings, piping, jagged pieces of metal flooring, everything looks so realistic. Even the flashlight effect is creepy as hell as you make your way through a dark room or passageway and something jumps out at you. The light casts extremely realistic shadows as it passes over objects like railings and terrain, and I keep jumping at shadows constantly. DOOM 3 reminds me of Half-Life, only a lot more detailed and 10 times more frightening. I have to take a break occasionally after particularly intense moments in the game just to get settled in again. The sounds and the intense combat in this game give me the shivers.
I don't consider myself a very good FPS player, but it's playable even for me on the easiest (Recruit) setting and it didn't take long for me to get the hang of the weapons system and combat. Finally, a FPS I can play right out of the box!
What fun!!
- mgarland
- 6 ago 2004
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If you ask if I played the new Doom or the others, no I have not yet but they look fun. This is way better than Fortnite. And yes I do agree it could get competitive at times but I overall enjoyed it. To be honest it's scary as hell! I jump like several times while playing this game. Overall great game and I recommend it!
- DoomGuy448
- 5 may 2018
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I just finished Doom3 and I am STUNNED. It's hard to say a word about. This is a game cannot-be-told, but I try.
The first thing is visuals. Sraightly, it rocks even beside the overrated disappointing (HL2 fans, sorry) sequel of my ever favorite FPS. While the very hyped game looked unreal, dull and dead in medium settings too, the graphics of Doom3 make me see real world like virtual world in low settings in 640x480. The beautiful per-pixel shadowing and plastic/organic materials (somehow feeling the 3dimenzions) look unbelievably good. And I still didn't talk about sound effects, roars, cries, screams etc. So I found Doom3 engine the greatest of our days. Beat it Source.
The next good score is atmosphere. It wasn't scary, but something more. You get little shocks, experiences, pictures and they slowly make you feel Hell gets louse. Demons for nightmares, skulls and corpses (living dead without lower jaw uh) and bloody skeletons, pentagrams on floors on screens, line of candles, creepy noises, evil laughs. Yes, Doom3 is rather creepy, depressing, thrilling, engaging and chill-run-down-spine feeling. Cutscenes are really stylish and Doom3engine makes them like movie. The best is on first level (demo level, no spoilers) and the ending scene.. well, I feel chill run down my spine all the time I see this (don't miss it). So it's gory and hellish. I can offer my psychologist friend for IDs, just if they'd like to:).
Well, this game became my favorite. The only bad score is playing time: it could be just a little more faster. In fact, I found it more exciting and more story-telling than criticizers wrote they had.
Some tips: -ALWAYS hold your fingers on Flashlight(F) and Reload(R) button. The first one is for lighting dark corners because creators can hide bullets, armors and healths very nasty. If you press F again you get your gun back, don't worry. The second one is simple: reload your weapons regularly, never go into a big room with empty magazine and don't shoot to nowhere. Keep some shotgun bullets, they come in handy:). -Quicksave many times (F5) -And watch your back. Good playing and good luck!
The first thing is visuals. Sraightly, it rocks even beside the overrated disappointing (HL2 fans, sorry) sequel of my ever favorite FPS. While the very hyped game looked unreal, dull and dead in medium settings too, the graphics of Doom3 make me see real world like virtual world in low settings in 640x480. The beautiful per-pixel shadowing and plastic/organic materials (somehow feeling the 3dimenzions) look unbelievably good. And I still didn't talk about sound effects, roars, cries, screams etc. So I found Doom3 engine the greatest of our days. Beat it Source.
The next good score is atmosphere. It wasn't scary, but something more. You get little shocks, experiences, pictures and they slowly make you feel Hell gets louse. Demons for nightmares, skulls and corpses (living dead without lower jaw uh) and bloody skeletons, pentagrams on floors on screens, line of candles, creepy noises, evil laughs. Yes, Doom3 is rather creepy, depressing, thrilling, engaging and chill-run-down-spine feeling. Cutscenes are really stylish and Doom3engine makes them like movie. The best is on first level (demo level, no spoilers) and the ending scene.. well, I feel chill run down my spine all the time I see this (don't miss it). So it's gory and hellish. I can offer my psychologist friend for IDs, just if they'd like to:).
Well, this game became my favorite. The only bad score is playing time: it could be just a little more faster. In fact, I found it more exciting and more story-telling than criticizers wrote they had.
Some tips: -ALWAYS hold your fingers on Flashlight(F) and Reload(R) button. The first one is for lighting dark corners because creators can hide bullets, armors and healths very nasty. If you press F again you get your gun back, don't worry. The second one is simple: reload your weapons regularly, never go into a big room with empty magazine and don't shoot to nowhere. Keep some shotgun bullets, they come in handy:). -Quicksave many times (F5) -And watch your back. Good playing and good luck!
- gerhajdu
- 7 oct 2006
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- Badass_McCool
- 4 may 2007
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- lodewijkpollemans
- 12 jul 2007
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Now, I don't play a lot of games all the time so you people might say i don't know my s**t but I gotta say, this game has made me interested in games again lol.The graphics in it are the best I've ever seen on the Xbox and the game is creepy as hell (literally) Its full of action, in fact it almost never stops, you get like 40 second breaks every now and then......its very straight foreward and while some people might not like that, i think that is a major plus.i hate games that give way too much story line and cinemas.........me, i just wanna keep it all action all the time, once again, great game and i highly recommend it to all people, gamers and not gamers
- superjoint88
- 15 oct 2006
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Considering how late i played this, and then checking the date, 18 years ago, i guess i shouldn't forget to frame it as-of engines & capacities at the time,
that said though, i have to wonder how it was planned, or soon into it, whether or not the directors/producers could've put their foot down on a few things which's inconsistencies with the original series in the 90s, were maybe a little TOO creative - such as the spider-demons' telekinetic spiky-seaweed-bulb things - massive mistake.
The atmosphere's mostly good, although some of the hell-flesh emerging into our dimension, is a bit simply done / more enclosing than it needed to be - one feature of the original games, which reminded you as you played, was the sky/background scrolling-vista - although the base engine has one too... you barely ever SEE it, compared to the insides of the mine - a better idea might've been something like a central-tower having to be returned to a few times, and perhaps a close-mountain, to have towering high-enough up that you could see it behind the surface-level over your head when looking out a window.
As well as the atmosphere, i loved the way the old textures were given a 2nd... errr ... 4th? 5th? 10th? Lease of life, and MIXED-with-new textures, although some of the wall ones had too-clean an edge, which compared to most ended-up looking especially prismatic - when you're trying to use grime / lots of shadow in the 3D dynamic lighting, it's best to have dark-corners in just-about everything, so you make the most of 3D shadows/lighting ability to add as little as possible in the corners, which when combining with textures on flat prism walls, means you barely-notice the lines if-at-all.
The adoption of many the textures from the original games, was actually quite encouraging, but when it came to things like monster-changes that heavily-imbalanced the game, i couldn't really find myself FEELing like i was playing a similar game - i felt like i was playing more of a quake-labyrinth with-excuses - meaning ;
1 Instead of some levels with a decent amount of SPACE, in which to run around a bit more, and to have to avoid damage more, and kill a lot in one go,
2 We were constantly in front of locked doors that just-shut behind us, constantly being ready to react to the remote/tracking summonings, when you need INconsistency so you start to relax, and then bam! You've relaxed and it happens again,
3 because of the lack of space able to both allow players a chance to dodge & kill a lot in one go, some weapon types were much better at defending-with against the remote summonings, while others were hopeless, and this meant that opportunity was missed, to make more of a variety of uses-of-ammo - if different players preferred different weapons in open spaces compared to tight spaces, they didn't really get much of a chance to use them. This meant little flexibility to suit the individual player's skills / preferred-play, and also meant that you didn't need to plan with your ammo either - one difficulty of the original series, that made them both a challenge and a lesson-to-be-learnt (rather than feared going to make brats unhappy re marketing-fears) , was that if you went too far into a chapter after-having collected the wrong types of ammo for the rest of the levels & boss at the end, you would face a much more serious challenge than you didn't in this one, with the soul-cube more than compensating - after getting it, i found all the rest of the bosses little more difficult than coming across a single hell knight - in terms of skill, the Guardian of hell was the most difficult from a lack of having the thing to heal-with.
Although that was meant to be a part of the plot/mystery, it imbalanced it TOO much, especially when getting a BFG early - if surprised by more than one higher-difficulty monster like an arch-vile or hell knight, one bfg round followed by a quick switch to a charged cube, could take one out in under 5s, and then you only had one left to-dodge.
Similarly, there was a distinct lack of things like machinegunners & revenants in little windows / holes in walls firing at you from far-away, to force you to decide-quickly & switch to attacking-quickly, in traps, which back in the old games, were arguably much more diffcult than the weapon-switching that one can do in this one, in anticipation of a few more difficult than usual enemies in tight spaces, especially after getting the rocket launcher or BFG.
Levels in the old games where choosing-to waste precious rocket ammo in tight spaces, was a massive-mistake unless you were fully-stocked and doing it for some other reason - building back up another type, or something, were ones where you really needed to get used to guerilla-cover tactics and making the most of your shotty ammo by letting monsters like imps get-close so you only needed one shot, etc.
In other words, there was not-enough room to get REWARD, if you'd already conserved your rockets, since you still risked shooting yourself with them point-blank, which left you with the BFG, and it didn't have frequent enough ammo to be a constant defence against those surprises where the designers forced you to think-quickly.
I like a challenge in close-combat games like that, but NARROWing the number of things a player can do in a REPETITIVE pattern, is the worst combination of choices of the two, IMO.
The old games let you make your own mistakes,
this one held-your-hand allllll the way through, which i found tiresome and quite boring after 10-15 maps or so. Only the puzzles, new-monsters, and boss fights remained interesting.
Also, a hallmark of the old games, were FEW locking doors, so that you couldn't go back to places you'd been before.
This game had LESS-monsters, and LESS space.
Doom needs more of BOTH.
For a frag-fest game? THE frag-fest game, the very source of the word? Agh! Nuh.
that said though, i have to wonder how it was planned, or soon into it, whether or not the directors/producers could've put their foot down on a few things which's inconsistencies with the original series in the 90s, were maybe a little TOO creative - such as the spider-demons' telekinetic spiky-seaweed-bulb things - massive mistake.
The atmosphere's mostly good, although some of the hell-flesh emerging into our dimension, is a bit simply done / more enclosing than it needed to be - one feature of the original games, which reminded you as you played, was the sky/background scrolling-vista - although the base engine has one too... you barely ever SEE it, compared to the insides of the mine - a better idea might've been something like a central-tower having to be returned to a few times, and perhaps a close-mountain, to have towering high-enough up that you could see it behind the surface-level over your head when looking out a window.
As well as the atmosphere, i loved the way the old textures were given a 2nd... errr ... 4th? 5th? 10th? Lease of life, and MIXED-with-new textures, although some of the wall ones had too-clean an edge, which compared to most ended-up looking especially prismatic - when you're trying to use grime / lots of shadow in the 3D dynamic lighting, it's best to have dark-corners in just-about everything, so you make the most of 3D shadows/lighting ability to add as little as possible in the corners, which when combining with textures on flat prism walls, means you barely-notice the lines if-at-all.
The adoption of many the textures from the original games, was actually quite encouraging, but when it came to things like monster-changes that heavily-imbalanced the game, i couldn't really find myself FEELing like i was playing a similar game - i felt like i was playing more of a quake-labyrinth with-excuses - meaning ;
1 Instead of some levels with a decent amount of SPACE, in which to run around a bit more, and to have to avoid damage more, and kill a lot in one go,
2 We were constantly in front of locked doors that just-shut behind us, constantly being ready to react to the remote/tracking summonings, when you need INconsistency so you start to relax, and then bam! You've relaxed and it happens again,
3 because of the lack of space able to both allow players a chance to dodge & kill a lot in one go, some weapon types were much better at defending-with against the remote summonings, while others were hopeless, and this meant that opportunity was missed, to make more of a variety of uses-of-ammo - if different players preferred different weapons in open spaces compared to tight spaces, they didn't really get much of a chance to use them. This meant little flexibility to suit the individual player's skills / preferred-play, and also meant that you didn't need to plan with your ammo either - one difficulty of the original series, that made them both a challenge and a lesson-to-be-learnt (rather than feared going to make brats unhappy re marketing-fears) , was that if you went too far into a chapter after-having collected the wrong types of ammo for the rest of the levels & boss at the end, you would face a much more serious challenge than you didn't in this one, with the soul-cube more than compensating - after getting it, i found all the rest of the bosses little more difficult than coming across a single hell knight - in terms of skill, the Guardian of hell was the most difficult from a lack of having the thing to heal-with.
Although that was meant to be a part of the plot/mystery, it imbalanced it TOO much, especially when getting a BFG early - if surprised by more than one higher-difficulty monster like an arch-vile or hell knight, one bfg round followed by a quick switch to a charged cube, could take one out in under 5s, and then you only had one left to-dodge.
Similarly, there was a distinct lack of things like machinegunners & revenants in little windows / holes in walls firing at you from far-away, to force you to decide-quickly & switch to attacking-quickly, in traps, which back in the old games, were arguably much more diffcult than the weapon-switching that one can do in this one, in anticipation of a few more difficult than usual enemies in tight spaces, especially after getting the rocket launcher or BFG.
Levels in the old games where choosing-to waste precious rocket ammo in tight spaces, was a massive-mistake unless you were fully-stocked and doing it for some other reason - building back up another type, or something, were ones where you really needed to get used to guerilla-cover tactics and making the most of your shotty ammo by letting monsters like imps get-close so you only needed one shot, etc.
In other words, there was not-enough room to get REWARD, if you'd already conserved your rockets, since you still risked shooting yourself with them point-blank, which left you with the BFG, and it didn't have frequent enough ammo to be a constant defence against those surprises where the designers forced you to think-quickly.
I like a challenge in close-combat games like that, but NARROWing the number of things a player can do in a REPETITIVE pattern, is the worst combination of choices of the two, IMO.
The old games let you make your own mistakes,
this one held-your-hand allllll the way through, which i found tiresome and quite boring after 10-15 maps or so. Only the puzzles, new-monsters, and boss fights remained interesting.
Also, a hallmark of the old games, were FEW locking doors, so that you couldn't go back to places you'd been before.
This game had LESS-monsters, and LESS space.
Doom needs more of BOTH.
For a frag-fest game? THE frag-fest game, the very source of the word? Agh! Nuh.
- welshnew50
- 14 sept 2022
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Doom 3 is definitely good looking game, the thing i noticed the most is the realistic lighting.
But, the gameplay is rather boring and old, they should have added something more than just throw you there alone with guns and kill monsters. Good games today provide you with vehicles, more freedom of movement, flying in air and more, this is just a tight shoot out game that is exactly like it's predecessor, the original Doom.
It's more of a remake than a new game, a remake with amazing graphics.
Another thing I didn't like is that they force you to use this flashlight all the time, what's the point of having great graphics if you can't see it? What kind of future soldier don't have a flashlight with his weapons?
And I hate the fact that the hero you play never speaks, it really annoying.
Aside of that, it is a fun game to play, but could been a lot better.
But, the gameplay is rather boring and old, they should have added something more than just throw you there alone with guns and kill monsters. Good games today provide you with vehicles, more freedom of movement, flying in air and more, this is just a tight shoot out game that is exactly like it's predecessor, the original Doom.
It's more of a remake than a new game, a remake with amazing graphics.
Another thing I didn't like is that they force you to use this flashlight all the time, what's the point of having great graphics if you can't see it? What kind of future soldier don't have a flashlight with his weapons?
And I hate the fact that the hero you play never speaks, it really annoying.
Aside of that, it is a fun game to play, but could been a lot better.
- PeteRoy
- 18 nov 2004
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This game has enviroments so dark (and so so boring seriously call of duty games try harder) you require night vision goggles. Also it attempts to be scary and it seems to have went to the dead space school of horror. What i mean is that imagine your walking around then a monster pops out and goes boo you blast it of and go on with your day. To put it simply it is as scary as a fps (for example apex legends) but when you aim there is a jumpscare
- evanandrewblackwell
- 6 oct 2020
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- simon647
- 28 ago 2008
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Sorry but what did you expect? A new storyline? Fluffy smurfs that take over the universe in flying mushroom's.
No, its called Doom people, and from that title you can expect blood, guts, horror and dark atmosphere. It follows the original story of the first doom, sure we are going back to mars, but oh what a trip! I am one of those nut's that finished the game in a week. And loved every moment of it. The suspense kept me captivated through the whole game. Aterwards i sat back and went - whoa.
Was it too violent? I think not. towards the end it definitely kicks up a notch or two (people who have finished it will know what i mean) but it draws you back in, a new scare, you think you have seen it all and you are wrong. As for "pornographicaly violent" i think that is illegal...
I enjoyed it, i'd recommend it, ill buy the expansion. I'll see you out there!
No, its called Doom people, and from that title you can expect blood, guts, horror and dark atmosphere. It follows the original story of the first doom, sure we are going back to mars, but oh what a trip! I am one of those nut's that finished the game in a week. And loved every moment of it. The suspense kept me captivated through the whole game. Aterwards i sat back and went - whoa.
Was it too violent? I think not. towards the end it definitely kicks up a notch or two (people who have finished it will know what i mean) but it draws you back in, a new scare, you think you have seen it all and you are wrong. As for "pornographicaly violent" i think that is illegal...
I enjoyed it, i'd recommend it, ill buy the expansion. I'll see you out there!
- sonofairgasm
- 3 abr 2005
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Only reason so high is bc it's doom and also the horror vibe, I count this as apart of the main series, bc it takes place during the same year as doom 2016 I count this demon outbreak that we start is the same one we wake up in, in 2016 just the bases are on diff parts of mars the labs vutruger operates vs. The ones Hayden and Olivia operates ties in to make an amazing bigger overarching story. I've spent hours of my life making sense of this timeline and it just makes sense vutruger is getting defunded bc the lack of output he's producing due to Hayden bc he has argent energy they both wanna contact hell to get more power/energy so they do only vutruger is the one that messes it all up, this isn't explained exactly in 2016 we just wake up mid outbreak w little to no explaintion this not only ties up plot point w doom 2016 but a lot of the series like doom guy going to the past becoming a warrior using the soul cube way before eternal was even thought of also this explains why the guns the slayer uses in 2016 look exact to the ones in doom 3 even to the models and color I love this game it's flipping awesome and if you like doom games there's no reason you shouldn't at least like bfg edition.
- Danny-021
- 10 may 2025
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- joelthegoblin
- 1 ene 2009
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I kinda like this game, its big and i love the atmosphere. Sometimes it gets irritating with alot of played were you can get stuck, but you often solve the problem. Its kinda monologic with same kind of enemies and graphics. Not saying that graphic is bad at all because it is very good and lovely, but its generic graphic with grayscale. It is pretty long game that feels like you can play a long time. Its big. The weapon sound is very good and it has good sound.
The controls are good and simple. You dont get problem with it. In the end a good Doom game with some weak points.
The controls are good and simple. You dont get problem with it. In the end a good Doom game with some weak points.
- berrason_rihanna
- 13 ago 2025
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Doom 3 takes the premises of Doom, such as plot, setting, and monsters, but beyond that this is a very different game. Obviously they've had a lot of time to improve the graphics: everyone says they're great, and it's true. Unforgivably, skin is rendered like plastic, but other than that the game's graphics is just a step or two below a CGI movie like Final Fantasy. There will be moments you will say 'wow', or later, 'dear god'. If you have the hardware for it, (for geeks like me) the game is worth getting on the merits of this alone. One big improvement the graphics engine has over all other games is its treatment of lighting: no longer is there that awful, unrealistic 'ambient' light you see in just about every 3D game. In all the 'dark' games I've played (including the original Doom), you could just turn up the gamma correction to see what was going on. No longer. Now, if some place isn't lit, it's black and that's all you're going to see. This contributes greatly to the scary atmosphere as well as difficulty.
And difficulty does depart significantly from the originals. Doom I and II had a Nightmare difficulty which was somewhat impossible in places, but the 'normal' levels underneath it were quite doable to the point of being still fun, but not especially challenging to a veteran gamer. Being pretty good at games I naturally chose the 'Veteran' difficulty, and got beat silly, especially in later areas. The game designers obviously thought of ways not only to scare the bejeezus out of you, but also to make it hard. Enemies are fewer but don't go down easy, especially if they get a hold of you first. Sometimes you end up having to adopt unconventional tactics, like running and hiding and scaring the demons with your own blast when they find you, or even eluding them completely when possible to save ammo.
At least for a while, this can make the game quite satisfying. But as the game wears on it becomes obvious that the game's design centerpiece, to scare you, no matter how well done, can get old. Sure the moments don't stop where you get scared because a demon climbed up a railing behind you, or something jumps right into your face when you turn a corner. But you learn to expect what start to feel like predictable cheap shots, and eventually find yourself automatically turning around when you hear something in front because you know chances are they dropped more baddies behind you too. That there isn't more variation to break the scary-darkness theme up is a pity because it would have allowed players to relish it all the more, especially given the length of the game.
Providing the variation that does exist are some nods to Half-Life with puzzles, but all the work that went into the physics engine is pretty much wasted here, because they're boring and almost asinine in simplicity. Place a plank over a gap with a crane to get over it. Clue the user to use the crane after a minute or so, even if he's using the crane, just to make sure he gets it. Duh. Carmack himself said that in a game, if you can't do something well, you shouldn't do it at all. When I did encounter them, I found myself really wishing they hadn't bothered with puzzles.
So is this a great game? Well, yes and no. Amazing, have-to-be-seen graphics. Veteran difficulty is a real challenge. Seriously the scariest game you will ever play, by a wide margin (especially if you play at the appropriate difficulty). You may get tired it before finishing. I'd say there are some problems, but on its strengths, Doom 3 is still quite an achievement.
And difficulty does depart significantly from the originals. Doom I and II had a Nightmare difficulty which was somewhat impossible in places, but the 'normal' levels underneath it were quite doable to the point of being still fun, but not especially challenging to a veteran gamer. Being pretty good at games I naturally chose the 'Veteran' difficulty, and got beat silly, especially in later areas. The game designers obviously thought of ways not only to scare the bejeezus out of you, but also to make it hard. Enemies are fewer but don't go down easy, especially if they get a hold of you first. Sometimes you end up having to adopt unconventional tactics, like running and hiding and scaring the demons with your own blast when they find you, or even eluding them completely when possible to save ammo.
At least for a while, this can make the game quite satisfying. But as the game wears on it becomes obvious that the game's design centerpiece, to scare you, no matter how well done, can get old. Sure the moments don't stop where you get scared because a demon climbed up a railing behind you, or something jumps right into your face when you turn a corner. But you learn to expect what start to feel like predictable cheap shots, and eventually find yourself automatically turning around when you hear something in front because you know chances are they dropped more baddies behind you too. That there isn't more variation to break the scary-darkness theme up is a pity because it would have allowed players to relish it all the more, especially given the length of the game.
Providing the variation that does exist are some nods to Half-Life with puzzles, but all the work that went into the physics engine is pretty much wasted here, because they're boring and almost asinine in simplicity. Place a plank over a gap with a crane to get over it. Clue the user to use the crane after a minute or so, even if he's using the crane, just to make sure he gets it. Duh. Carmack himself said that in a game, if you can't do something well, you shouldn't do it at all. When I did encounter them, I found myself really wishing they hadn't bothered with puzzles.
So is this a great game? Well, yes and no. Amazing, have-to-be-seen graphics. Veteran difficulty is a real challenge. Seriously the scariest game you will ever play, by a wide margin (especially if you play at the appropriate difficulty). You may get tired it before finishing. I'd say there are some problems, but on its strengths, Doom 3 is still quite an achievement.
- gywhtv302
- 10 ago 2004
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In the early 90s, a small town video game developer known as id Software released a first person shooter called Doom. Doom gave us a glimpse what games will be in the future. Then they released Doom 2 over a year later but took a break from the franchise when they released Quake and Quake 2. Over ten years later, Doom 3 hits shelves and it was worth the wait. Here's my review on Doom 3.
Plot: You are a marine sent to the UAC base on Mars for a new job as a security guard. During your trip to Mars, you hear rumors about voices tormenting the personnel, not to mention a series of mysterious accidents and mental illness plaguing the base. Meanwhile Counselor Swann and his bodyguard, Jack Campbell, confront Dr. Betruger, director of the UAC Mars base, about these problems. Soon enough, you're drawn into the conflict. What's even worse, demons from the depths of Hell appear and begin killing every marine, civilian, and scientist all over the base except for one, you. You are the only person standing in the way of the demons' plans for universal domination. 5/5
Graphics: The graphics in the Doom series never looked better. The dark and near-photorealistic graphics really sets the tone of paranoia anywhere you go in the game. The demons truly look their scariest than they were in the previous Doom titles. Doom 3 is a graphic masterpiece. 5/5
Sound: The sound is really atmospheric and will make you wanna look over your shoulder. You'll hear demon voices calling out to you and zombies moaning for your flesh. Chris Vrenna has done an awesome job on the music and sounds of Doom 3. 5/5
Gameplay: No words can describe the gameplay for Doom 3 but one, brilliant. Nuff said. 5/5
John Carmack truly is an innovator in his own right. He and his id Software staff had to risk their own jobs to bring Doom back with new technology and succeeded. Doom 3 is an instant classic just dying to be played.
Final Review: 5/5
Plot: You are a marine sent to the UAC base on Mars for a new job as a security guard. During your trip to Mars, you hear rumors about voices tormenting the personnel, not to mention a series of mysterious accidents and mental illness plaguing the base. Meanwhile Counselor Swann and his bodyguard, Jack Campbell, confront Dr. Betruger, director of the UAC Mars base, about these problems. Soon enough, you're drawn into the conflict. What's even worse, demons from the depths of Hell appear and begin killing every marine, civilian, and scientist all over the base except for one, you. You are the only person standing in the way of the demons' plans for universal domination. 5/5
Graphics: The graphics in the Doom series never looked better. The dark and near-photorealistic graphics really sets the tone of paranoia anywhere you go in the game. The demons truly look their scariest than they were in the previous Doom titles. Doom 3 is a graphic masterpiece. 5/5
Sound: The sound is really atmospheric and will make you wanna look over your shoulder. You'll hear demon voices calling out to you and zombies moaning for your flesh. Chris Vrenna has done an awesome job on the music and sounds of Doom 3. 5/5
Gameplay: No words can describe the gameplay for Doom 3 but one, brilliant. Nuff said. 5/5
John Carmack truly is an innovator in his own right. He and his id Software staff had to risk their own jobs to bring Doom back with new technology and succeeded. Doom 3 is an instant classic just dying to be played.
Final Review: 5/5
- Wolfdemon
- 25 sept 2005
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- Rob_Taylor
- 26 may 2005
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- Like_Hell_Racing
- 19 ene 2006
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- icet2004
- 25 abr 2005
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GOOD!!!! What more i can say??? It has good graphics and some cool and scary sounds that you've ever heard!!! And some of the upgrades of the boss were also better than the originals!!!
Now... The weapons... They were cool... The chainsaw was better than the original doom... The originals were the 2d and now the doom 3 was 3d!!! Trust me on this one...
It had scared me from the originals to the doom 3 sequel... It scared me when i played the game in the dark... You can also use your fist to punch out the monsters!!!
If you want to make a horror game... This is how they make it scary for everyone from doom fans...
It is a game fantasy that had started it all...
Now... The weapons... They were cool... The chainsaw was better than the original doom... The originals were the 2d and now the doom 3 was 3d!!! Trust me on this one...
It had scared me from the originals to the doom 3 sequel... It scared me when i played the game in the dark... You can also use your fist to punch out the monsters!!!
If you want to make a horror game... This is how they make it scary for everyone from doom fans...
It is a game fantasy that had started it all...
- Dozermelon
- 1 dic 2004
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If Doom 3 was one of the most eagerly awaited games in the past few years then it must also be one of the first big let-downs too. You play the same familiar role as always in the Doom series, a marine trapped in a series of levels where demons and hell-spawned creatures leap out at you and do their best to kill you outright. That's about it, really.
This time around they've added many story elements which have been lifted almost directly from Half-Life, including the use of health stations and the occasional appearance in places of the company henchman and his minder. System Shock gets ripped off too, as throughout the game you have to collect peoples hand-held computers in order to sift through their tedious e-mails and voice messages for three-digit codes that will unlock armoury cabinets and doors throughout the levels. Apart from a couple of minor puzzles involving lifts and suchlike, the rest of your time is spent walking and shooting.
When you first play Doom 3 you certainly get a few shocks and scares, I defy anyone not to, but after the 20th time you've been jumped by monsters hiding behind hidden panels and cupboards you soon get used to the fact that you will be ambushed every time you enter a large room or collect any large health or weapons packs, and the fright is replaced by resignation and then boredom. Time after time the game uses the shock of sudden appearance to try and scare the player, but once you've lost the element of surprise any tactician will tell you that you're in big trouble. After 20 hours of play the element of surprise has been well and truly kicked to death, but ID don't seem to see that.
I'll wrap this up with a short list of the biggest problems as I see them. First off, the weapons feel really weak. The weakest zombie needs a pistol clip emptied into him to drop him, and against bigger stuff you have to empty your machine gun into them just to annoy them. As always the shotgun is favourite, but even that needs 2 or 3 very close range blasts to take out even a minor baddie. Later weapons cheer you up a bit, but for the most part you're left feeling underarmed and try to make every shot count. The levels are an almost unending maze of dark tunnels and samey rooms, with the occasional huge machine or sprint across the martian surface for variety. It's constantly quite dark, interspersed with areas of complete darkness. This forces you to use the flashlight, which means you have to stow your weapon while using it. Once a demon is spotted you have to then whip out your gun again and fire away in darkness as you cant hold the torch and gun at the same time. One would think that off in the 22nd century the Marines would have by then invented some kind of infra-red or light amplification goggle system for seeing in the dark. Oh, wait... As for multiplayer, it only supports FOUR PLAYERS! That's not multiplayer, that's a complete waste of time. That's 4 guys sitting in the dark waiting for someone to make a clanging, echoing move so they can blast him from the shadows.
There's no doubt that Doom 3 has some awesome graphics, it's is biggest, and for me the only, selling point. Per-pixel shading and lighting makes the characters and levels look quite realistic, and the designs of some of the hellish monsters are genuine nightmare fuel. It's a shame then that all you really get to see is level upon level of dark corridors using this lovely engine. Doom 3 doesn't take the genre forward any in gameplay, you cant even lean left or right to shot from cover, and the levels consist solely of shooting bad guys in the dark. The graphics engine is wasted on the subject matter, but I have high hopes for any conversions, mods and tweaks that the online community will start creating when they get their hands on this. With some real imagination this could grow into something great.
This time around they've added many story elements which have been lifted almost directly from Half-Life, including the use of health stations and the occasional appearance in places of the company henchman and his minder. System Shock gets ripped off too, as throughout the game you have to collect peoples hand-held computers in order to sift through their tedious e-mails and voice messages for three-digit codes that will unlock armoury cabinets and doors throughout the levels. Apart from a couple of minor puzzles involving lifts and suchlike, the rest of your time is spent walking and shooting.
When you first play Doom 3 you certainly get a few shocks and scares, I defy anyone not to, but after the 20th time you've been jumped by monsters hiding behind hidden panels and cupboards you soon get used to the fact that you will be ambushed every time you enter a large room or collect any large health or weapons packs, and the fright is replaced by resignation and then boredom. Time after time the game uses the shock of sudden appearance to try and scare the player, but once you've lost the element of surprise any tactician will tell you that you're in big trouble. After 20 hours of play the element of surprise has been well and truly kicked to death, but ID don't seem to see that.
I'll wrap this up with a short list of the biggest problems as I see them. First off, the weapons feel really weak. The weakest zombie needs a pistol clip emptied into him to drop him, and against bigger stuff you have to empty your machine gun into them just to annoy them. As always the shotgun is favourite, but even that needs 2 or 3 very close range blasts to take out even a minor baddie. Later weapons cheer you up a bit, but for the most part you're left feeling underarmed and try to make every shot count. The levels are an almost unending maze of dark tunnels and samey rooms, with the occasional huge machine or sprint across the martian surface for variety. It's constantly quite dark, interspersed with areas of complete darkness. This forces you to use the flashlight, which means you have to stow your weapon while using it. Once a demon is spotted you have to then whip out your gun again and fire away in darkness as you cant hold the torch and gun at the same time. One would think that off in the 22nd century the Marines would have by then invented some kind of infra-red or light amplification goggle system for seeing in the dark. Oh, wait... As for multiplayer, it only supports FOUR PLAYERS! That's not multiplayer, that's a complete waste of time. That's 4 guys sitting in the dark waiting for someone to make a clanging, echoing move so they can blast him from the shadows.
There's no doubt that Doom 3 has some awesome graphics, it's is biggest, and for me the only, selling point. Per-pixel shading and lighting makes the characters and levels look quite realistic, and the designs of some of the hellish monsters are genuine nightmare fuel. It's a shame then that all you really get to see is level upon level of dark corridors using this lovely engine. Doom 3 doesn't take the genre forward any in gameplay, you cant even lean left or right to shot from cover, and the levels consist solely of shooting bad guys in the dark. The graphics engine is wasted on the subject matter, but I have high hopes for any conversions, mods and tweaks that the online community will start creating when they get their hands on this. With some real imagination this could grow into something great.
- axeman-9
- 14 ago 2004
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