Preview: Doom 3

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  • The Doom Success



    First released


    in 1993, DOOM became a phenomenon in PC gaming history and is widely recognized as the


    catalyst for the first-person action genre. Since its inception, the franchise has been one


    of the industry's best-selling PC series, with DOOM III already the most hotly anticipated


    PC title currently in development. DOOM III is being developed by id Software, distributed


    by Activision and is expected to be released early next year, 10 years after the release of


    the original.


    Continuing the successful tradition of the series the new installment


    has already begun harvesting awards. In its first showing during the 2002 E3 Expo the game


    was awarded five Game Critics Awards: Best of E3 2002 honors including Best of Show, Best PC


    Game, Best Action Game, Special Commendation for Sound and Special Commendation for


    Graphics.


    As can be expected, developers and distributors were delighted.
    We've


    set out to blow people away with DOOM III, and the demonstration at E3 was a tremendous


    success, said Todd Hollenshead, CEO, id Software. People have now seen that in everything


    from graphics and sound to atmosphere and gameplay, we are creating the most advanced and


    uniquely frightening game ever.


    It is a great honor for DOOM III to be recognized in


    five categories by the people who most closely follow our industry, said Larry Goldberg,


    executive vice president, Activision Worldwide Studios. We are thrilled to continue working


    with id Software on this legendary franchise.


    Doom III Has a Story to


    Tell



    According to Carmack, Doom III is different to Quake III in that it does


    have a story to tell. Quake III was a straight shoot at everything game, Doom III however,


    is a shoot at everything... in a moody, gloomy atmosphere. One of the reasons that pushed id


    to develop an atmosphere and a coherent storyline for Doom III, said Carmack, was their


    desire to use the latest technology and move graphics to the next level. This is bound to


    cause a drop in pace and Carmack expects an average of 30 frames per second for most Doom


    III players. This, in turn, meant that a more involving and immersing experience had to


    accompany the FPS backbone of the game. In comes Trent Reznor for the soundtrack and you


    have a truly awe inspiring package.
    id Software designer Mal Blackwell said We always


    yearned for a cinema look and feel. This became real with new technologies supplied by


    GeForce 3 and ATi Radeon. We are going to create a credible environment that ensures a whole


    new level of immersion unattainable before. We'll make players believe the reality of the


    game.


    Jim Dose, id Software programmer claims: The main purpose of DOOM III is to


    scare player and make him believe in what's happening on the monitor. We want him to recall


    his DOOM experience even when his computer turned off. We want DOOM III to be a new reality


    for him. They aim high at id, but it seems that they have come really close to achieving


    their goal. Everyone who has survived the cinematic and in-game footage of Doom III, claims


    that it has been one of the scariest, most involving experiences they have


    witnessed.


    As far as the actual story goes, it is Mars and the year is 2145 there are


    plenty of marines, even more monsters and shots are fired...
    Jim Dose says Moreover, it


    (the story)is going to shock you. DOOM III story is created by a our fellow Matthew


    Costello, who conceived stories for "7th Guest" and "11th Hour". We are pretty aware,


    though, that many players and especially Doom I and II fans might dislike delving into the


    fundamentals of the story, and ignore the roots of incident on Mars. We can't force them


    to, so we grant an option to finish game in a shooting-spree style. Well, those who want to


    know the truth, will find it out.


    The specifics of the story, including its many


    twists, are a closely guarded secret. What is known, is that Doom III is set on Mars and


    that the timeline falls really close to that of Doom I. Can we infer that DOOM III is a


    remake of the original?
    Well, actually yes it is, says Jim Dose. Imagine there were no


    Dooms before. Our new game is not about retelling the same story. This is Doom at its best:


    fearful as hell, mystic, and breathtaking immersive.


    In Doom III your enemy is pure


    EVIL



    Technology



    The most significant change from previews FPS


    games in order to achieve the unique DOOM III atmosphere is the brand new lighting system.


    Shadows are calculated for each pixel of the scene, meaning that lights and darkness are


    extremely important parts of the set. In many parts, already previewed, of the game the mood


    is set by such effects as flashing lights about to go out. The significance of the lighting


    in the game can only be explained through the comments of those who have actually witnessed


    it. According to most, it is hard to remember that this is a game and not a high-budget


    movie.


    This of course means that some gameplay sacrifices will have to be made. Mal


    Blackwell says In most crucial moments we employ the third person perspective camera to


    build up the tension and pump up some adrenaline. However, sometimes the external cam is


    required to elucidate the action. There won't be excessive cut-scenes, and we are going to


    insert them into the plot rock solid. Trust me, you won't want to miss them. For the time


    being we'll have to take his word for it.


    GamePlay



    As mentioned


    earlier Doom III drops the tempo, as far as FPS pace is concerned. To most who have


    witnessed the previews this is a negligable sacrifice considering the actual storyline pace


    and atmosphere. For example the lighting effects allow, a sharp player, to detect an enemies


    shadow long before they confront them. This means that a lot of suspense is involved while


    waiting for an enemy to appear within your sights.
    The game however, will offer options


    in order to allow for the fidgety gamer.
    We provide certain freedom of choice, just as we


    do with the storyline, says Jean Paul von Waveren, id Software's programmer. Whether to


    jump out in a frenzied shooting spree or to evade enemies and go a different way, saving


    ammo and health, is for the player to decide.


    Perhaps the best way to describe the


    gameplay in Doom III is by using Carmack's own words.
    With this Doom, Carmack says


    immersion is everything. We decided that this game was going to be about the fear, the


    scary, extraordinary, unknown environment and not knowing what can happen. Subliminally,


    everyone who plays a lot of these games [first-person perspective shooters] looks at things


    and knows what is interactive and what is part of the environment. You know shooting this


    light is not going to make the light go out. The way this current generation works, there is


    a separation between static and dynamic elements. With the new Doom, there is no separation.


    There is fundamentally nothing to tell you whether that machine is just background or


    something that is going to explode when you get close to


    it.


    Monsters


    The Artificial Intelligence used, in order to make the


    monsters a force to be reckoned with , promises a daunting journey for any player.
    How


    will the AI function in Doom III? Jean Paul Waveren comments We shall have various


    creatures, both stupid and smart, and they will perform differently. I can say our monsters


    are credible. What does that mean? Imagine yourself approaching a man on the street and


    asking him what time it is. You don't expect him to dance jig or recite Shakespeare.


    That's what our monsters are, they will act like real creatures. They won't hole up around


    the level or talk to their mates through radio. Their objective is to kill every living


    being, and your fear attracts them. That's their natural pattern of behavior, and they all


    attack in a different way, according to their savage ruses.


    id get very defensive


    when queried about the enemies in Doom III. This is DOOM! We are not going to mimic Serious


    Sam where the player is exposed to relentless attacks by hordes of identical enemies. The


    Monsters are more than adequate, sometimes they'll attack in tens, sometimes they poke


    around alone. We want the player to be unaware of what is behind the next door. DOOM III is


    all about pressure and terror. but how can we have hordes of such highly detailed monsters


    on screen? The trick is in the extensive use of bump-mapping, says Jim Dose. The characters


    are not REALLY high-polygonal, but the bump-mapping provides the proper picture. This is how


    we intend to cram tens of monsters onscreen without damaging performance. By the way, let me


    give you a piece of advice regarding hardware configuration: you won't see what DOOM's


    like on video cards below GeForce 3. With per-pixel lighting and bump-mapping turned off,


    you just won't see DOOM III. Yes, the game can be run on GeForce 1, but my urgent message


    is as follows: go buy GeForce 3 or better. Promoting hardware are we Jim?


    The


    complete cast of monsters in Doom III will include many, revamped, monsters that featured in


    the original, including pinky demon, imp, flying skulls, and cyber-demon being just some of


    the old favorites. All the work on the animation has been carried out by animator Fred


    Nilsson. He was previously working in Hollywood, and worked on "Shrek". His ability to


    inhale life into any incredible creature has long become a legend. We are very happy to have


    him working over DOOM III with us claims Jim Dose.


    DOOM III is expected to,


    initially, contain around thirty levels. They will be extensive and will slowly build up the


    asphyxiating atmosphere of fear and terror.


    Building levels for DOOM III is a really


    hard work, says Jim Dose. The point is that we use a great deal of special effects, which


    previously were a cinematic privilege, like shadows and lights. This is why we must pay


    special attention to architecture details, decorating, sources of light, even furniture - as


    everything must serve our goal: scare the player as hell. This is where we get the most


    effect from our physics system, which is Jean Paul's domain.


    According to Dose play


    will also take place on the Martian surface We plan a number of outdoor levels. I'm not


    going to reveal the precise number of indoor and outdoor areas. Don't want to spoil the


    impression. Actually, implementing open-air levels is not our primary purpose. They won't


    be more than needed, and we are not willing to churn them out just because its flashy these


    days.



    Multiplayer



    The first news do not seem to be encouraging,


    for those who enjoy the multiplayer aspect of FPS games.
    Dose again We are trying to


    create unforgettable and revolutionary singleplayer game, That's why we plan only a simple


    deathmatch for DOOM III. However, new modes of play are likely to appear afterwards, but I


    can't state anything for sure right now. Our primary and foremost objective is to create a


    stunning singleplayer experience, and we employ all possible and impossible technological


    attainments glued with immersive plot to achieve proper result.
    So for the time being it


    looks as if id are satisfied with the stereotype of the isolated, sleep deprived gamer. One


    thing is certain though, things will not stay that way.


    Doom III promised a unique,


    Next Level gaming experience. So far it has delivered, what remains is for the final test


    and that will come some time in 2003.




    id


    Software ||


    Pi


    cs