More than 10 years
ago a game broke cover, snarling and blood-thirsty, foaming at the mouth, a true monster of a game. It delivered excellent graphics, terrifying and gripping
gameplay and a solid and interesting story-line. This was no ordinary first
person horror shooter - this was DOOM 3.
Even by today’s standards Doom 3 still delivers
quite a punch. Maybe the graphics are showing their age but even then, they're
not all that terrible. Doom still
doesn't feel like any other game of its type (even now). It was and still is a
pace-setter for the survival horror FPS. If you want to make a wicked scary game that
keeps you riveted from the get-go, look no further than Doom for inspiration.
So what is
it about this beast that we all love so much? Like a zombie lurching from the
shadows; it's all in the delivery and presentation. Firstly the attention to
detail in Doom is what really pulls you into the twisted world of Mars City
where the game is set. You arrive on Mars as a Marine assigned to a security
detail at a big research lab. It's all pretty standard and normal until you are
tasked to find a missing scientist. Everyone knows what’s going to happen at
this juncture, but somehow, in the way Doom handles this typically token ‘from
normality to horror’ section, it doesn’t detract from the suspense. This
transitional period in the beginning of the game is very smooth and well
written and even if you didn’t know what Doom was, you would leave this section
with an overbearing feeling that something
isn’t right, which in itself is testament to the production value of the
game. It draws you in nicely as things go from normal, to weird, to worse. From
then on you descend into a terrifying world where every movement on the game
makes you nervous and every sound in your living room makes you jump.
If there is
one thing Doom excels in, it's suspense and the creation of a foreboding
environment. As you play you become more and more uneasy, every new unopened
door fills you with dread at what may lie behind it. The threat of every corner
and every shadow being home to some grim monster waiting to jump out on you but
it’s not an endless trail of destruction either, there are quiet spells; it
keeps you guessing. You never know what’s coming and this holds you on a knife
edge for the whole ride, something which few games can
accomplish so well. Many games of this genre end up inadvertently de-sensitising the
player to the action, which removes the feeling of suspense and horror that the game survives on. By the end of the game the player are left
with a sense of achievement, but rarely are they left with a sense of relief
that the rip-roaring ride is over, this is not the case with Doom.

Doom also uses a slightly different story device, its not a zombie outbreak or some experiment gone wrong, it's not even just demons and monsters based on a story book (well, it is kinda) it's Hell in all it's horrific glory. Mars City has become something of a staging point for the opening of Hell itself. This hits on two levels. Firstly it's a great story device as almost everyone is familiar with the concept of hell, every culture has its version. Hell is huge, its' big, it's unstoppable, it is pure and unadulterated evil. Secondly, there might be an antidote to a zombie outbreak or experiment gone wrong, a quick fix, but there is no end to Hell itself. Even at the conclusion of the game the gateway to Hell is only sealed, it's still there, the door is just closed.. for the time being.

It is difficult to pin down exactly what Doom does differently because it
is quite unique in its style, one of the linear busting devices are the PDAs
that the player finds; instead of just finding a key cards or codes written
somewhere to move forward, you must find PDAs which belonged to people in Mars
City. On the PDA there can be useful information like codes to equipment
lockers and door access. In addition there are often data files that contain
the back story to the game, like voice diaries from the ex-owner of the PDA
explaining the 'strange noises' or 'odd behaviour of people' they had
witnessed. This adds a different dimension to the play and depth to the game
which most games of this type seem to lack. The only respite you get from the
suspense is listening to PDA messages and reading journals and emails about the
horror that's developing. It doesn't let you escape from the story once you’re
in it; it keeps you pinned down both in horror suspense and back story.


It's great the Doom 3 got the HD upgrade some years ago because this game really deserves not to be forgotten, because once you've played it, you never forget it.It delivers horror suspense like no other has, the monsters are truly scary and more so by implementation rather than design. Everything Doom does is testament to the quality for the game production and for this reason it would be amazing to see a remake on the PS4 or Xbox One. So it's old now, so it's still essentially A to B shoot the bad guys, that’s all CoD is after all and so what? If it can still scare your socks off with monsters that can rip your face off after nearly 10 years and remembering that many games are ancient history after just five years, you could do much worse than pick up a copy of Doom 3 whether on the original PC or the console port.
In fact, I
erg you now to get a copy and relive the horror that is Doom 3, let yourself
become absorbed into the world of Mars City, for nostalgia, for remembering how
great horror gaming is, for the sheer fun that it is to play, but mostly
because... DOOM 3 is still a BEAST and we love it.
Thanks for reading.
It doesn't matter what you use, it only matters that you game.
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