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DOOM� In-depth Discussion (non-gameplay/mapping).
Thought it would be worth having another thread for people to waffle on about Doom3 at great and tedious length, apart from mapping which is covered here: http://celephais.net/board/view_thread.php?id=20849 , and gameplay which is covered here: http://celephais.net/board/view_thread.php?id=21980 , and to keep GA free of spoilers and stuff.

So go ahead and drone on and on about graphics, sound, atmosphere, in-game maps, weapons, monsters, effects, story, PDA's, anecdotes, notable scenes, etc etc.

Warning: Full of spoilers obviously and probably nerdy analysis too =).
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Sounds 
As a continuation from the posts I was reading in the GA thread, I'd like to give my own opinion on the sounds in the game.

Although I was blown away by the sound in the old e3 shakycam footage I saw a couple of years ago, the guys that redid the sound impressed me nearly as much. Generally I thought the sound was excellent.

From all the previews which discussed sound, I was expecting an ambient music tracks something like that of Quake, just slightly more reactive to events in the game. Instead, the sound was almost entirely environmental, and so was more relevant to what was actually happening around me. Only occasionally did I hear anything resembling music - and most of the time even that was just a steady bass pulse or something.

As someone mentioned in the GA thread, the whirs and clanks of doors and machinery were well implemented, and worked wonders at keeping me on edge. A couple of times, the metallic thump of some kind of piston was so intrusive that I was worried because I thought I wouldn't hear monsters appearing. Most of the time, I was concerned the machinery sound was monsters.

And yes, that armour pickup sound is eerie. Since I was always expecting imps to appear when I picked up armour, the sound often made me jump - even once I had heard it a lot of times and knew what it was :) Can't say I noticed the health pickup sound was from Q3, I just pretend Q3 doesn't exist.

I didn't have a particular problem with the weapon sounds, although I did find some of the weapons felt a bit weak (the SG was good close up, but seemed a lot worse than the original Doom shotgun at distance) - not sure if this had anything to do with the sounds.

I thought betruger's evil laugh was overused and corny. That was one element I really didn't like. Betruger was better off as some goofy genius who thinks he has a deal with Satan but then gets fucked in the ass once the portal is open (that was the impression I got from the old Doom 3 footage.) Mad scientists tend to suck outside of a comedic context.

Oh, the exposion sounds were not very meaty. Neither were the explosion effects - which I thought were pretty hideous. In fact, whilst I'm on the subject, there was this one cutscene where an explosion is supposed to be tearing down a duct from somewhere (I can't remember why this is all happening) and it just looked like a bunch of small crappy sprite exposions, no better than the Q3 explosion effect. I was also really dissapointed with the glass breaking effect. (I played on low detail, so perhaps on max detail it looks good.) 
Easter Eggs... 
I didn't really spot any other than the following:

1. there was a magazine on the floor somewhere, which had the original doomguy screaming face graphic on it.
2. I found the id pda (wow, that was hard to spot)
3. I noticed that on one of the stone slabs found in Site 3 there was a picture of the doomguy using the soulcube against hells minions. It looked very much like the title screen graphic from the original Doom.

That's pretty much it. I suck.

Anyone find any really cool stuff? 
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