(First play-through) DOOM³ - Part 4: Communications | id Software / Activision | Windows | 2004
The game gets more fun with the bigger weapons. Classic DOOM can throw loads of monsters at you and give you a chaingun and shotgun (or SSG) and you're grand. But the shotgun in this game is frustratingly realistic (I miss sniping with it!), so you don't get that many enemies coming at you.
And that's the whole idea behind DOOM 3; less action, more tension. And it does it successfully. But when I do get the big-ass chaingun and plasma gun, I'm going to want to enjoy it. But you still don't get hordes of enemies to mow down; rather spongey* do-dads to the front and rear, or annoying wee things that swarm you but are trickier to hit with these big weapons. (We'll talk more about this once we get our hands on the BFG.)
I do respect what this game is doing, but it is less my cup of tea than is the Classic DOOM experience.
However, I do enjoy some of the exposition and worldbuilding. The game even pokes fun at itself with memos questioning why the hell a UAC base on Mars would have chainsaws; there's some good nuggets in this game if you're prepared to look for them.
(*I actually think that Doomguy is also too spongey, often taking too little damage from enemy attacks. But this is balances out the sponginess of the monsters, I guess. If you can't take out a Pinkey with a single close range shotgun blast, then I guess the Pinkey can't chomp you to death in a couple of seconds either. Or maybe playing on Veteran, with it's higher damage, is more interesting? But it would have been too much of a struggle for me, sight unseen. Maybe for the BFG edition? That looks significantly easier, with it's more generous health pickups)
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CHAPTERS
00:00:00 Level 10 Communications Transfer: Maintenance and Transfer Station
00:44:18 Level 11 Communications: Central Communications Tower
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