is supposed to be FUM!! That's why it's called a game, not a simulation. I think the quote from Lun mentioned above from:
http://www.lunaran.com/news.php
is quite appropriate. Many of the attack's were cheap shots. I kinda said it before in the Doom is gold thread. And I stand by what I said earlier.
As I see it, when the engine was limited (Quake), it took creativity to give the foreboding(sp) of trouble. You did recoil (fov wise) in Quake. But you did have a chance of recovering.
Now if you use flickering shadows, 5.1 sound, random soumds from hell, really dark corners and a really big fov change when you are hit faster than you can react (and your aim is thrown waaay off iregardless of the strength of the hit while your opponent is seemingly unaffected when you hit them BTW). It IS a cheap shot.
I can't beleve that id didn't test play this. I can beleive that id test played it and mostly ignored input from anyone who was not a hardcore FPS game player. (I am not btw)
That leads me to think that Doom 3 is nothing more than a marketing ploy for the engine itself. They totally ignored the SP player's with Q3 and I think it showed. Now they are trying to go back to their roots but missing the quality gameplay designer's.
It was well over a year after it was released before I bought Q3. Why? I was not interested in the MP game. I wanted the SP game. The MP game was supposed to be the gravy on the meat (as I saw it).
Doom 3 is (game playwise) not really different from Un-Real 2, Halo, hell even Dikatana. Open a door = get hit before you can react. Cheap shot. Cold Cocked.
Stop focusing on the pretty sparkly part's and re-focus on the gameplay!
(I cannot understand why the Q-Map old-timer's accept this piece of crap as "Ground Breaking" when they have made much better maps (play-wise) in the speed-mapping genre)