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Article #87439

Doom 3 vs. Doom 2

#87439
From: Cy Edmunds
Date: Sat, 14 Aug 2004 18:01
28 lines
2150 bytes
Doom 2: Clear out rooms one at a time because you don't want to fight a war
on two fronts.

Doom 3: Monsters can teleport in behind you even in a room which is
"cleared".

Doom 2: Have the right weapon in your hands as you enter a new room.

Doom 3: You'll need a flashlight in your hands at some points in the game
because otherwise you just plain can't see where you're going.

Doom 2: Listen for a sudden new sound -- that means a monster has seen you.

Doom 3: Listen all you want, but keep in mind that there are a lot of
machines around which make funny sounds too, so you never know.

My conclusion is that Doom 3 is a lot like Doom 2 without a safety net. All
the things I did in Doom 2 to minimize my danger don't work reliably in Doom
3. I have no doubt this was all intentional. All the changes, including the
much maligned darkness, are cunningly designed to make the experience less
certain and therefore more scary.

I have read criticism in this ng claiming that Doom 3 has no innovative
gameplay elements. I don't agree.

-- 
Cycho{HHR}
http://home.rochester.rr.com/cyhome/
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From: "Cy Edmunds" <cedmunds@spamless.rochester.rr.com>
Newsgroups: alt.games.doom
Subject: Doom 3 vs. Doom 2
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