Shadows of Doom
September 26, 2005
By now the game Doom 3 is old news to most PC gamers. But since my primary gaming platform is a Playstation 2, and my computer is a Mac, it wasn't until the Doom 3 Demo for Mac was released that I had a chance to try the game out. (I once played for a few minutes on a friend's X-Box, but that wasn't enough to get a well-informed opinion.) So, I played the demo for an hour or so to see what the game is like. The verdict? Doom 3 is dark. Really dark. You just won't believe how vastly, hugely, mind-bogglingly dark it is. You might think that the back of your bedroom closet during nighttime is dark, but that's just peanuts to Doom 3.
Now, I'm not talking about the atmosphere, or the theme; I'm talking about the graphics, i. e. the color palette. And that's a problem. I realize that the purpose of making the game dark, with a lot of shadows and dark corners, was to make the game creepy, and to increase the player's sense of tension and foreboding. The point is to put you in the proper state of mind so that you'll jump out of your seat when a monster suddenly pops up out of nowhere. But that's not the effect it had on me. All it did was make me frustrated and angry.
The problem is that you just can't see where you're going. Simply navigating a room is much more difficult than it should be. I should be able to just walk from one end of a room to the other and find the door that I have to go through, but this was a tedious ordeal, and I would often get lost or turned around and find myself inadvertently retracing my steps. And I'm not talking about trying to do this while running around fighting monsters. I'm talking about the beginning of the game, before any monsters show up, when I'm just supposed to be reporting to my commanding officer and getting my gear.
Here are some unretouched screenshots I took while playing (click to enlarge):
In the preferences screen, you can adjust the brightness. But even turning the brighness all the way up doesn't help, because that just makes the lights and other bright objects too bright, without brightening the dark areas at all. So you're effectively adjusting the contrast, rather than the overall screen brightness.
One item you have in your inventory is a flashlight, for use in "dark areas". At one point in the game, near the beginning when you're still learning things, the lights go out, and a message pops up on the screen telling you to use your flashlight. This is obviously done just as a tutorial, to give you an example of when you'd need the flashlight. The funny thing is, by that point I had already figured out how to use the flashlight, because I needed it long before then. Even later in the game, when there were actually monsters running around for me to shoot, I often kept my flashlight on while walking around. Then when a monster popped up, I quickly switched to my gun, shot the monster, then switched back to the flashlight. Clearly, this is sub-optimal from a survival standpoint.
And a word about the monsters. Having played the Doom board game, as well as having seen various promotional materials in print for Doom 3, I'd seen what a lot of the monsters look like. What struck me is how much originality and creativity went into the design of the monsters. It's just such a shame that in the computer game, because of the darkness, you can't actually see the monsters to appreciate this.
So, I've played enough of the demo of Doom 3 to know that I'm not interested in buying and playing the full game. But lest you think that I find nothing redeemable in the whole game, let me assure you that there is at least one bright spot (pun intended); and that is Super Turbo Turkey Puncher 3.
Now, I'm not talking about the atmosphere, or the theme; I'm talking about the graphics, i. e. the color palette. And that's a problem. I realize that the purpose of making the game dark, with a lot of shadows and dark corners, was to make the game creepy, and to increase the player's sense of tension and foreboding. The point is to put you in the proper state of mind so that you'll jump out of your seat when a monster suddenly pops up out of nowhere. But that's not the effect it had on me. All it did was make me frustrated and angry.
The problem is that you just can't see where you're going. Simply navigating a room is much more difficult than it should be. I should be able to just walk from one end of a room to the other and find the door that I have to go through, but this was a tedious ordeal, and I would often get lost or turned around and find myself inadvertently retracing my steps. And I'm not talking about trying to do this while running around fighting monsters. I'm talking about the beginning of the game, before any monsters show up, when I'm just supposed to be reporting to my commanding officer and getting my gear.
Here are some unretouched screenshots I took while playing (click to enlarge):
In the preferences screen, you can adjust the brightness. But even turning the brighness all the way up doesn't help, because that just makes the lights and other bright objects too bright, without brightening the dark areas at all. So you're effectively adjusting the contrast, rather than the overall screen brightness.
One item you have in your inventory is a flashlight, for use in "dark areas". At one point in the game, near the beginning when you're still learning things, the lights go out, and a message pops up on the screen telling you to use your flashlight. This is obviously done just as a tutorial, to give you an example of when you'd need the flashlight. The funny thing is, by that point I had already figured out how to use the flashlight, because I needed it long before then. Even later in the game, when there were actually monsters running around for me to shoot, I often kept my flashlight on while walking around. Then when a monster popped up, I quickly switched to my gun, shot the monster, then switched back to the flashlight. Clearly, this is sub-optimal from a survival standpoint.
And a word about the monsters. Having played the Doom board game, as well as having seen various promotional materials in print for Doom 3, I'd seen what a lot of the monsters look like. What struck me is how much originality and creativity went into the design of the monsters. It's just such a shame that in the computer game, because of the darkness, you can't actually see the monsters to appreciate this.
So, I've played enough of the demo of Doom 3 to know that I'm not interested in buying and playing the full game. But lest you think that I find nothing redeemable in the whole game, let me assure you that there is at least one bright spot (pun intended); and that is Super Turbo Turkey Puncher 3.
![[Catwalk]](http://www.geocities.com/~karlvonl/blog/Images/Doom3_Catwalk.png)
![[Room]](http://www.geocities.com/~karlvonl/blog/Images/Doom3_Room.png)


