Doom 3 archvile4/11/2023 ![]() The E3 2002 demo, trailer, and the other peeks at the game suggested an experience more informed by Half-Life and survival horror, but the final result was still a basic first-person shooter at heart. But there is no substantial change at the core of the experience. Most of the game is dark and in shadows, and there are plenty of attempts at immersive horror. It’s not that the game didn’t do this at all. An interview GameSpot conducted with Tim Willits, lead designer on the game, suggests so as well. Whether it was the shadowy corridors, the tense atmosphere, the handheld flashlight, or the PDA entries, the design of Doom 3 was going to differ substantially from earlier games in the series. These impressions came from preview builds, but the point stood: Doom 3 was going to be a different kind of experience. Indeed, previewers like GameNow and GameSpot described the slower pace and the additional survival-horror components. Such a narrative and atmospheric focus was a new direction for the company. It would wrap us into a pulse-pounding narrative. This was to be an immersive horror experience. They also demonstrated that Doom 3 would be a new step for id Software this wasn’t just going to be Doom in a new graphics engine. (This screen capture is courtesy Hlemguard's YouTube video of it.)Įvery mouth-watering preview of Doom 3 from then and through 2003 and ‘04 showed off graphics from the future. ![]() It captures both the horror and the action the game was going for. The first trailer for Doom 3 is one of the best. ![]()
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