Doom 3[c]is a 2004survival horrorfirst-person shootervideo game developed byid Softwareand published byActivision.Doom 3was originally released forMicrosoft Windowson August 3, 2004,[5]adapted forLinuxlater that year, andportedbyAspyr MediaforMac OS Xin 2005. DeveloperVicarious Visionsported the game to theXbox,releasing it worldwide on April 4, 2005.
Doom 3is set onMarsin 2145, where a military-industrialconglomeratehas set up a scientificresearch facilityinto fields such as teleportation, biological research, and advanced weapons design. The teleportation experiments open a gateway to Hell conducted by Doctor Betruger, resulting in a catastrophic invasion of the Mars base by demons. The player controls aspace marinewho fights through the base to stop the demons attacking Mars and reaching Earth.
Doom 3is the first reboot of theDoomseries,ignoring the events ofthe previous games.Doom 3utilizes theid Tech 4game engine, which has since been licensed out to other developers, and later released under theGNU General Public License v3.0 or laterin November 2011.
Doom 3was a critical and commercial success; with more than 3.5 million copies of the game sold, it was the most successful game by developer id Software up to that date. Critics praised the game's graphics, presentation, and atmosphere, although reviewers were divided by how close the gameplay was to that of the originalDoom,focusing primarily on simply fighting through large numbers of enemy characters. The game was followed byResurrection of Evil,anexpansion packdeveloped byNerve Software,in April 2005. A series of novelizations ofDoom 3,written byMatthew J. Costello,debuted in February 2008.[6]An expanded and remastered edition,Doom 3: BFG Edition,was released in the fourth quarter of 2012. It has been ported to various platforms, including some which enable portable andvirtual realitygameplay.
Gameplay
editSingle-player
editDoom 3is a story-driven action game played from afirst-personperspective with occasionalcutscenesin athird-person perspective.As with previousDoomgames, the main objective is to successfully pass through its levels, defeating a variety of enemy characters intent on killing theplayer's character.Doom 3's more story-centered approach, however, means that the player often encounters friendlynon-player characters,who provide key plot information, objectives and inventory items. The game incorporates ten weapons for the players use to survive, including conventional firearms such as a submachine gun, shotgun and grenades, experimental plasma weaponry, and the powerfulBFG 9000and chainsaw weapons of theDoomfranchise.[7]Enemies come in multiple forms and with different abilities and tactics, but fall into two broad categories of either zombies or demons. Zombies are humans possessed by demonic forces, who attack the player's character using their hands and melee weapons or a variety of firearms, while demons are creatures from Hell, most of which attack using claws and spines, or by summoning plasma-based fireballs.[8]The corpses of demons are reduced to ashes after death, leaving no trace of their body behind.
The game's levels are semi-linear in nature and incorporate several horror elements, the most prominent of which is darkness.[9]This design choice is not only intended to foster feelings of apprehension and fear within the player, but also to create a more threatening game environment in which the player is less likely to see attacking enemies.[9]This aspect is further enhanced by the fact that the player must choose between holding a weapon and holding the flashlight (until the BFG editions released in 2012 made the "duct tape mod" a standard feature), forcing the player to choose between being able to see or having a readied weapon upon entering a room, which consequently leads to a more deliberate pace for the player.[9]In addition, the levels are regularly strewn with corpses, chopped body parts and blood, sometimes used in conjunction with the game's lighting to disorient the player.[9]
Frequent radio transmissions through the player's communications device also add to the atmosphere, by broadcasting certain sounds and messages from non-player characters meant to unsettle the player. Early in the game, during and directly after the event that plunges the base into chaos, the player often hears the sounds of fighting, screaming and dying through their radio transmitter. The ambient sound is extended to the base itself through such things as hissing pipes, footsteps, and occasional jarringly loud noises from machinery or other sources. Often ambient sounds can be heard that resemble deep breathing, unexplained voices and demonic taunting from the game's antagonists.[10]
Early in the game, the player is provided with apersonal data assistant(PDA). PDAs contain security clearance levels, allowing the player to access certain areas that are otherwise locked and off-limits. Additionally, the PDA can be used to read e-mails and play audio logs or video discs that the player's character acquires during the game. Whenever the player picks up any of the other PDAs found throughout the game, its contents are automatically downloaded to the player's own device. Other PDAs often contain e-mails and audio logs for other characters, which can provide useful information such as storage or door key codes, as well as significant plot details.[11]
Multiplayer
editDoom 3was released with a four-player multiplayer element, featuring four game modes. However, the game's community created a modification to boost this to eight or sixteen players.[12][13][14]TheResurrection of Evilexpansion would later officially increase the player limit to eight. The four game modes are alldeathmatches.The standard deathmatch game mode involves each player moving around a level, collecting weaponry and killing the other players, with the player with the highest kills when the time runs out winning. A team variation of this involves the same principle. The third game mode is "last man standing", in which each player has a limited amount ofrespawns,with players losing a life when they are killed. Eventually, all but one player will be eliminated from the game, leaving the survivor as the winner. The final game mode is "tournament", in which two players fight each other while the other players watch as spectators. The victor of the battle remains in the arena, facing each other player one at a time until the winner of previous rounds is defeated. The loser then moves to the spectators and the new winner remains to fight the next player.[15]The Xbox version ofDoom 3also incorporates an additional two-player co-operative mode for the main single-player game.
As of April 15, 2010, the Xbox Live service was shut down, thus online multiplayer for the original Xbox game is no longer available.
Synopsis
editSetting
editDoom 3is set on the planet Mars in the year 2145. According to the game's backstory, the Union Aerospace Corporation (UAC) has grown to become the largest corporate entity in existence with near-unlimited funds, and has set up a research facility on Mars. At this base, the UAC are able to conduct research into several scientific areas, including advanced weapons development, biological research, space exploration and teleportation, outside of legal and moral boundaries.[16]As the player progresses through the game, they learn that the employees on the base are unsettled due to a large number of incidents involving hearing voices, unexplained sightings and increasing cases of paranoia and insanity, often leading to fatal accidents with the facility's machinery. Rumors regarding the nature of experiments in the UAC's Delta Labs division are especially prevalent among the base's employees.
Much ofDoom 3's story and dialogue was written by authorMatthew J. Costello.[10]
Characters
editThere are five main characters inDoom 3.The player assumes the role of ananonymous Space Marine corporalwho has just arrived on the UAC's Mars base. The player'snon-commissioned officerin-charge is Master Sergeant Thomas Kelly (voiced byNeil Ross[17]) who gives the player objectives and advice over the player's radio for the first half of the game. The antagonist in the story is Dr. Malcolm Betruger (Philip L. Clarke[17]), the head scientist of the UAC's enigmatic Delta Labs division, who is revealed to be working in collaboration with the forces ofHellto cause the subjugation ofhumanity,and his demonic voice frequently taunts the player as the game progresses. The final two principal characters are Elliott Swann (Charles Dennis[17]), a representative of the UAC'sboard of directors,and Jack Campbell (Andy Chanley[17]), a space marine who acts as Swann's enforcer and is armed with aBFG 9000.Swann is sent to Mars to check up on Betruger's research and investigate the rising number of accidents on the base after a request for assistance from a whistleblower. Swann is almost always accompanied by Campbell, and the two are often shown in the game to be a few steps ahead of the player, but cannot be reached and directly communicated with until late in the game.[10]The game also incorporates a large host of minor characters who add details to the story or assist the player in certain segments. The player encounters multiple scientists involved in the various research and development programs and archaeological digs through the UAC base, as well as fellow marines and security guards. Civilian employees engaged in bureaucratic work and maintenance workers are also seen.
Plot
editUAC board member Elliott Swann, his bodyguard Jack Campbell, and a recently transferred Marine arrive at Mars City, the main access to the UAC's Mars base. Sent to investigate multiple incidents involving the Delta Complex, Swann has a tense meeting with facility director Dr. Malcolm Betruger while the Marine reports to Master Sergeant Thomas Kelly for orders.[18]Kelly orders the Marine to find a scientist from the Delta Labs who has gone missing.[19]The marine finds the scientist in a decommissioned communications facility, where he is frantically trying to send a warning to the UAC on Earth about Betruger's teleportation experiments.[20]However, as he tries to explain the situation to the marine, another teleportation test takes place but loses containment, at which point the entire Mars base is swept with a shockwave. The forces of Hell invade through the teleporter's portal and transform most of the base's personnel into zombies.
Now forced to fend off attacks from zombified base personnel and demons from Hell, the Marine returns to Mars City, where Kelly gives him orders to link up with another squad of marines and get a transmission card containing a distress call to the main communications facility to call for reinforcements. As the Marine progresses through the base, he learns that Swann and Campbell have survived, and are also en route to the communications facility to prevent any messages being sent in order to contain the situation on Mars. The marine squad is ambushed by demons and slaughtered in the EnPro Plant, and although the Marine recovers the transmission card, he is too late to prevent the bulk of equipment at the communications facility being destroyed by Campbell.[21]However, Kelly directs the Marine to a backup system, where the Marine is given the choice of whether to obey Kelly's orders to send for reinforcements, or accept Swann's argument to keep Mars isolated until the nature of the invasion is understood, so as not to endanger Earth.[22][23]The Marine is told to go to the Delta Labs by Kelly or Swann, depending on whether the transmission is sent or not.
On the way to the Delta Labs, the Marine is contacted by Betruger, who is now shown to be working in cooperation with Hell in order to invade Earth. If the Marine did not send the distress call to Earth, Betruger does so himself, hoping to use the ships bringing reinforcements to transport the demons to Earth.[24]Betruger then unsuccessfully attempts to kill the Marine using the toxic gases in the base's recycling facilities. Upon arriving at the Delta Labs, the Marine learns of the details behind the teleportation experiments, expeditions into Hell to retrieve specimens and Betruger's increasing obsession with the tests, as well as of a xenoarchaeological dig under the surface of Mars. The dig is excavating the ruins of an ancient civilization discovered on Mars, and has produced a relic known as the Soul Cube. According to a scientist the Marine finds in the labs, the Soul Cube is a weapon created by the ancient civilization to defend against the forces of Hell. The scientist also reveals that the invasion began when Betruger took the Soul Cube into the portal at the beginning of the game, depositing it in Hell.[25]The Marine pursues Betruger through the labs, but is pulled into the main teleportation portal after being lured into a trap by Betruger.
The portal takes the Marine directly into Hell, where he proceeds to fight his way through a large number of demons to the Soul Cube, defeating its demonic guardian. The Marine is then able to reinitialize the teleportation equipment left by previous research expeditions and return to the Delta Labs. Betruger, however, tells the Marine that although the main UAC teleporter has been destroyed, Hell is opening aHellmouthon Mars, capable of bringing millions of demons to Mars.[26]The Marine encounters the injured Swann, who informs him that Kelly has been working with Hell for possibly the whole time, and has been transformed by the demons.[27]Telling the Marine that Campbell has gone after Kelly, Swann gives the marine his PDA containing information on the location on the Hellmouth under the surface of Mars and says that he will try to make his way out of the base alone.
However, when the Marine catches up with Campbell in the central computer processing sector of the base, Campbell is mortally wounded; before expiring, he says that Kelly has taken Campbell's BFG 9000 weapon.[28]Kelly then begins to taunt the marine in a demonic voice.[29]The Marine eventually faces off with Kelly in the central computer core, revealing Kelly as a cybernetic human grafted onto a tank-like base. The Marine is able to kill Kelly and takes the BFG 9000 before proceeding deeper under the Martian surface to Site 3, the archaeological dig site where the Soul Cube was unearthed. At the primary excavation site, the Marine discovers the Hellmouth, defended by Hell's mightiest warrior, the Cyberdemon. Using the Soul Cube, the Marine defeats the Cyberdemon, and the Soul Cube then seals the Hellmouth. The ending cut scene shows the reinforcements from Earth arriving at the base to discover the carnage. They find the Marine alive, but discover that Swann has died from his injuries. They are unable to locate Betruger, who in the final scene is shown in Hell, reincarnated as a dragon-like demon.[30]
Development
editProduction
editIn June 2000,id Software's game engine designerJohn Carmack,posted an internal company plan announcing aremakeofDoomusing next generation technology.[31]This plan revealed controversy had been growing within id Software over remakingDoom.Kevin CloudandAdrian Carmack,two of id Software's owners, were always strongly opposed to remakingDoom,believing that id was going back to the same formulas and properties too often. However, after the positive reception toReturn to Castle Wolfensteinand the latest improvements in rendering technology, most of the employees agreed that a remake was the right idea and presented the two owners with an ultimatum: allow them to remakeDoomor fire them. After the reasonably amicable confrontation (although artistPaul Steed,one of the instigators, was fired in retaliation),[31]the agreement to work onDoom 3was made. id Software began development onDoom 3in late 2000, immediately after finishingQuake III: Team Arena.[32]The game was made by 20 to 22 people.[33]The game's development budget was $10 million.[34]In February 2001, it was unveiled to the public bySteve Jobs(CEOofAppleat the time when it unveiled) inMacworld Conference & Expo/Tokyo 2001along with theGeForce 3atMakuhari Messe[35]and was later demonstrated atE3 2002atLACC,where a fifteen-minute gameplay demo was shown. It won five awards at E3 that year.[36]
Early inDoom 3's development,Trent Reznorof the bandNine Inch Nails,a fan of theDoomgames and composer for id's earlier titleQuake,[37]was set to compose the music and sound effects toDoom 3.However, due to "time, money and bad management",[37]none of Trent Reznor's sound effects or music made the final product. Eventually, Nine Inch Nails' former drummer,Chris Vrenna,produced and fellow Tweaker band member Clint Walsh composed the game's soundtrack.[38][39]
We never really did come to an actual agreement with Trent. The original idea was just for him to do all of the sound design for the game. I don't think Trent anticipated how long and how involved that process was and what is involved in game design versus what he does in the music and production side. It just wasn't a good mix with how much time it was going to take him, the value it was going to provide to the game, and what we could afford to pay. Trent's a popular guy. He's a rock star, and his time is valued in rock star dollars.
— Todd Hollenshead the CEO of id Software,The Making of Doom 3[40]
Doom 3was also intended to be more storyline-focused than previous id titles, as was demonstrated by the developers' conscious effort to have more professional voice acting.[41]Late in 2002, two employees atATI Technologiesleaked a development version ofDoom 3onto the Internet.[42]One year later, a new trailer was shown atE3 2003and soon afterwards id Software's website was updated to showcaseDoom 3as an upcoming project, although it was also announced thatDoom 3would not be ready for the 2003 holiday season. According to John Carmack, the development took longer than expected. The developerSplash Damageassisted in design for the multiplayer elements of the game.[43]Around 3,000 beta testers on site provided feedback viaQuakeCon.[44]The game's crunch period was between January and August 2004.[45]
Technology
editAccording to John Carmack, the lead graphics engine developer at id Software, the technology ofDoom 3was supported by three primary features: unified lighting and shadowing, complex animations and scripting that showed real-time with fully dynamic per-pixel lighting andstencil shadowing,andGUIsurfaces that add extra interactivity to the game.[46]The key advance of theid Tech 4graphics engine developed forDoom 3is the unified lighting and shadowing. Rather than computing or rendering lightmaps during map creation and saving that information in the map data, most light sources are computed in real-time. This allows lights to cast shadows even on non-static objects such as monsters and machinery, which was impossible with static non-directional lightmaps. A shortcoming of this approach is the engine's inability to rendersoft shadowsandglobal illumination.[46]
To increase the interactivity with the game world, id Software designed hundreds of high-resolution animated screens for in-game computers. Rather than using a simple "use key" to operate these computers, the crosshair acts as a mouse cursor over the screens allowing the player to use a computer in the game world. This allows for an in-game computer terminal to perform more than one function, from operating security door codes, activating machinery, toggling lights or unlocking weapons lockers. According to theDoom 3manual, GUI designer Patrick Duffy wrote over 500,000 lines of script code, and generated more than 25,000 image files to create all of the graphical interfaces, computer screens, and displays throughoutDoom 3.[47]Other important features of the game engine arenormal mappingand specular highlighting of textures, realistic handling of object physics, a dynamic, ambient soundtrack, and multi-channel sound.Doom 3onXboxsupports480pwidescreen video display resolution andDolby Digital 5.1surround sound.[48]
Release
editDoom 3achievedgold statuson July 14, 2004[49]and aMac OS Xrelease was confirmed the next day.[50]Doom 3was released in the United States on August 3, 2004, and to the rest of the world on August 13. Due to high demand, the game was made available at select outlets at midnight on the date of release. Additionally, aLinuxversion was released on October 4, 2004, byTimothee Besset.The Mac OS X version was released on March 14, 2005, and on February 20, 2006, the patch 1.3 Rev A included auniversal binary,adding support for Mac OS X on thex86 architecture.[51]Finally, the modified Xbox conversion was released on April 4, 2005, featuring a limited steel book edition and two games includingThe Ultimate DoomandDoom II: Hell on Earth.[52]
A week before the game's release, it became known that an agreement to includeEAXaudio technology inDoom 3reached by id Software andCreative Labswas heavily influenced by asoftware patentowned by the latter company. The patent dealt with a technique for rendering shadows calledCarmack's Reverse,which was developed independently by both John Carmack and programmers at Creative Labs. id Software would have placed themselves under legal liability for using the technique in the finished game, so to defuse the issue, id Software agreed to license Creative Labs sound technologies in exchange for indemnification against lawsuits.[53]
During the keynote address at QuakeCon 2011, John Carmack announced that the source code for theDoom 3enginewould be released.[54]The source code was open-sourced under theGNU GPL-3.0-or-lateron November 22, 2011. It contains minor tweaks to the shadow rendering code to avoid potential patent infringement with a patent held by Creative Labs. Art assets such as 3D models, music, sound effects etc. remain subject to the EULA.
Downloadable content
editOn April 4, 2005, eight months after the release ofDoom 3,id Software released an expansion pack forDoom 3onWindows.[52][55]The expansion, entitledResurrection of Evil,was developed byNerve Software,a company that had partnered with id Software on several other projects, includingReturn to Castle Wolfensteinand theXboxconversion ofDoom.Once again published byActivision,aLinuxversion was released on May 24, 2005, and an Xbox version followed on October 5, 2005.[56]The expansion featured a new twelve-level single-player campaign, set two years after the original storyline, as well as three new weapons, one of which is geared towards manipulating thephysicsin the game. Several new enemy characters were also introduced. Multiplayer gameplay was enhanced, officially increasing the player limit to eight and adding new game modes such ascapture the flag.[57]Resurrection of Evil's reception was not as positive as it had been forDoom 3,but still received generally favorable reviews from the industry's critics.[58]
Mobile version
editIn 2009, Escalation Studios released a spin-off ofDoom 3foriOScalledDoom Resurrection.It is arail shootermuch likeTime CrisisorThe House of the Dead.It was removed from theApp Storea few years later.
BFG Edition
editA re-release ofDoom 3calledDoom 3: BFG Edition,published byBethesda Softworks,was released on October 15, 2012, in Australia, October 16, 2012, in North America[59]and October 19, 2012, in Europe. TheBFG Editionfeatures enhanced graphics, better sound with more horror effects, a checkpoint save system, support for 3D displays andHMDs,and the ability to use the flashlight while holding a weapon, in the form of the so-called "armor-mounted flashlight".[60]Also included are the previousexpansion packResurrection of Evil,a new single-player expansion calledThe Lost Mission,and copies of the originalDoom(theUltimate Doomedition with the add-on fourth episode,Thy Flesh Consumed) andDoom II(with the expansionNo Rest for the Living,previously available only for the Xbox 360). The versions ofDoomandDoom IIreleased with theBFG Editionhave undergonecultural sensitivitycensorship.[61]PC versions ofDoom 3: BFG Editionother than theGOG.comrelease require theSteamclient and a valid Steam account for installation, play and achievements.
Reception
editAggregator | Score | |
---|---|---|
PC | Xbox | |
GameRankings | 87%[62] | 88%[63] |
Metacritic | 87/100[64] | 88/100[65] |
Publication | Score | |
---|---|---|
PC | Xbox | |
1Up.com | B+[68] | A[69] |
AllGame | [66] | [67] |
Eurogamer | 9/10[70] | |
GameSpot | 8.5/10[14] | 8.6/10[71] |
GameSpy | [12] | [72] |
GameTrailers | 9.0/10[73] | |
IGN | 8.9/10[13] | 9.3[74] |
PC Gamer(UK) | 90%[9] | |
PC Gamer(US) | 94%[75] |
Publication | Award |
---|---|
GameSpot | Best and Worst of 2004: Best Graphics (Technical)[76] |
Golden Joystick Awards | 2004 edition: PC Game of the Year, Ultimate Game of the Year[77] |
Doom 3received a favorable reception from critics, with the PC version of the game holding an 87 percent score[64]and an 88 percent score[62]at the review compilation sitesMetacriticandGameRankingsrespectively. Much praise was given to the quality ofDoom 3's graphics and presentation;GameSpotdescribed the game's environments as "convincingly lifelike, densely atmospheric, and surprisingly expansive",[14]whilePC Gamer UKdescribed the graphics andnon-player charactermodeling and animation as simply "flawless", stating thatDoom 3signalled the return of theDoomfranchise to the forefront of the computer and video game industry, eleven years after the release of the originalDoom.[9]IGN's Dan Adams noted that the game's presentation comprised a remarkably high proportion of the game, stating that "without the atmosphere,Doom 3is a plain shooter that hearkens back to those of the '90s. "[13]In addition, several reviewers praised id Software for making the game still look surprisingly good even on lower graphics levels.[68][13]
A number of reviewers also praised the attention paid to the game's premise and setting; GameSpot'sGreg Kasavindescribed getting "the impression thatDoom 3takes place in a fully realized world "[14]whileIGNnoted that "the UAC base also has a very worn and lived-in feel that adds to the realism."[13]Eurogamerin particular pointed out that the game's opening sequence "feels like a fitting tribute to the excellent ideas" ofValve's genre-definingHalf-Life.[70]
Many reviewers noted thatDoom 3stuck with a similar "run and gun"gameplay style that was successful with its predecessors, and the game was alternately praised and criticized for this element. Several reviews were critical of a perceived repetitiveness in gameplay after a while.[68][14]In addition, the game'sartificial intelligencewas not regarded as particularly challenging, with GameSpot noting that "enemies follow the same sorts of predictable patterns that [players] may remember from previousDoomgames "[14]whileGameSpystated the way enemies wouldspawnto attack the player was "gimmicky"; the reviewer noted that players would realize that picking up a lone armor vest would cause a variety of zombies to emerge from hidden compartments in the dark.[12]In addition, several reviewers noted that the game's methods of conveying the story were "ineffectual", compounded by the lack of an identity for theplayer character.[14]Finally, the game's multiplayer was seen as lacking in innovation, with its low player limits and small number of game modes, particularly in contrast to id Software's influentialQuake III Arena.[12][13][14]
The Xbox version ofDoom 3received a similar level of critical support, holding a score of 88 percent on Metacritic[65]and an 87.7 percent score on GameRankings.[63]The game was praised and faulted on many of the same issues as the PC version,[72]although the game was praised for maintaining smooth and user-friendly controls on a gamepad, as well as for including a two player co-operative multiplayer mode, which IGN described as "worth the price of admission alone."[74]However, some criticism was directed towards slowdowns in play due to the game engine, despite being scaled down for the Xbox, still being demanding on the Xbox hardware.[74]
GameSpotnamedDoom 3the best computer game of August 2004,[78]and later gave the game its annual "Best Graphics, Technical" prize.[79]Computer Games Magazinenominated the game for its "Best Technology" award in 2005, which ultimately went toHalf-Life 2.[80]During the8th Annual Interactive Achievement Awards,theAcademy of Interactive Arts & SciencesnominatedDoom 3for "Computer Game of the Year", "Computer First-Person Action Game of the Year","Outstanding Innovation in Computer Gaming ", and outstanding achievement in"Art Direction","Sound Design",and"Visual Engineering".[81]
Sales
editDoom 3was a commercial success forid Software.id expected to sell 4 million copies of the game.[82]In the United States, the computer version sold 760,000 copies and earned $32.4 million (~$47.1 million in 2023) by August 2006. It was the country's 16th best-selling computer game between January 2000 and August 2006.[83]Its computer version also received a "Gold" sales award from theEntertainment and Leisure Software Publishers Association(ELSPA),[84]indicating sales of at least 200,000 copies in the United Kingdom.[85]By the beginning of 2007, over 3.5 million copies ofDoom 3had been sold worldwide (compared to 2-3 million copies sold for the originalDoomand 2 million forDoom II),[86][87][88]making it the most successful project by id Software at the time.[89][90][91]
Legacy
editIn early 2008, a new series ofDoomnovels byMatthew J. Costellowere published, an author who had worked on the story and scripts forDoom 3andResurrection of Evil;previousDoomnovels had expanded the storyline of the original twoDoomgames. The series of books aims tonovelizethe story ofDoom 3,with the first installment,Worlds on Fire,published on February 26, 2008.[6]The second book in the series,Maelstrom,was released in March 2009.[92]
The game engine forDoom 3,id Tech 4, has been licensed out for the use of other developers, such as inHuman Head Studios'Prey,Raven Software'sQuake 4,Splash Damage'sEnemy Territory: Quake Wars,Raven Software'sWolfenstein,and Splash Damage'sBrink;however id Tech 4 has not been widely licensed compared toEpic Games'Unreal Engine.[93]On November 22, 2011, the source code of the engine was released under theGNU GPL-3.0-or-later,but the game's artwork content still remains under the EULA. A later source code drop also included the changes made for theBFG Edition,allowing the re-release to potentially be ported to other previously unsupported platforms such as Linux and OS X,[94]and such a port was eventually released.[95]
Doom(2016)
editid Software eventually went on to release another title in the series, this time following the series' original roots in minimal storytelling and fast-paced action. Development was announced in 2008, then slated to run on theid Tech 5engine and initially titledDoom 4.[96]Titled justDoomand powered by theid Tech 6,the game was released in 2016 byBethesda Softworksfor Microsoft Windows, Xbox One, and PlayStation 4 with cross-platform support in its "Snapmap" multiplayer mode. ANintendo Switchversion was released in 2017. It is considered a continuation of the originalDoomstoryline.
See also
editNotes
edit- ^Ported to Mac OS X byAspyr Mediaand Xbox byVicarious Visions
- ^Theme music composed byClint Walshand produced byChris Vrenna
- ^Stylized asDOOM³
References
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Doom 3lore – Tim Willits, the lead designer onDoom 3,started his career making maps for the originalDoomand releasing them on the internet for free. id liked his work and hired him as a designer in 1995.
- ^"Doom 3 Sound Designer Interview".IGN.August 11, 2004.RetrievedNovember 15,2022.
- ^"DOOM3".YouTube.July 20, 2015.RetrievedNovember 15,2022.
- ^"Doom 3(PC) ".GameSpy.Archivedfrom the original on February 28, 2016.RetrievedJuly 17,2008.
- ^ab"Doom 3: Worlds on Fire".Simon & Schuster.Archived fromthe originalon December 6, 2008.RetrievedJuly 14,2008.
- ^"Doom 3Weapons ".Planet Doom.IGN. Archived fromthe originalon September 24, 2008.RetrievedJuly 11,2008.
- ^"Doom 3Enemies ".Planet Doom.IGN. Archived fromthe originalon September 24, 2008.RetrievedJuly 11,2008.
- ^abcdefAtherton, Ross (September 2004). "Review:Doom 3".PC Gamer UK.No. 139. pp. 66–73.
- ^abc"Doom 3Overview ".Planet Doom.IGN. Archived fromthe originalon September 24, 2008.RetrievedJuly 11,2008.
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- ^abcdAccardo, Sal (August 6, 2004)."Doom 3Review ".GameSpy.Archivedfrom the original on December 7, 2008.RetrievedJuly 24,2007.
- ^abcdefAdams, Dan (August 5, 2004)."DOOM 3Review ".IGN.Archivedfrom the original on July 2, 2016.RetrievedJuly 4,2016.
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- ^id Software(2004). "Multiplayer".Doom 3 manual).p. 12.
- ^id Software.Doom 3(PC).Activision.Level/area: Mars City.
The Union Aerospace Corporation is the largest corporate entity in existence. Originally focused on weapons and defense contracts, new ventures have expanded into biological research, space exploration, and other scientific endeavors. With unlimited funds and the ability to engage in research outside of moral and legal obligations, the UAC controls the most advanced technology ever conceived.
- ^abcd"Doom 3credits ".AllGame.Archived fromthe originalon November 30, 2012.RetrievedJuly 28,2008.
- ^id Software.Doom 3(PC).Activision.Level/area: Mars City.
Elliott Swann:I will need full access, Doctor Betruger, Delta included. I won't have any difficulties doing that will I? /Malcolm Betruger:Only if you get lost Swann. Just stay out of my way. Amazing things will happen here soon, you just wait.
- ^id Software.Doom 3(PC).Activision.Level/area: Marine HQ, Mars City.
Thomas Kelly:Now, here's the situation. Another member of the science team's gone missing. As you're the ranking FNG, you get to find him. I want you to check out the old decommissioned comm facility, we heard he might be headed that way.
- ^id Software.Doom 3(PC). Activision. Level/area: Old Comn Main, Mars City Underground.
Jonathan Ishii:Huh? No, no, please... you must let me get this communication out. They have to warned while there is still time. I can't let... I... You don't know what I've seen! You can't possibly understand or comprehend. The Devil is real! I know... I built his cage.
- ^id Software.Doom 3(PC). Activision. Level/area: EnPro Plant.
Thomas Kelly:Marine, Bravo Team is down; their operational status is unknown. They were carrying a military transmission card. It's vital that you retrieve that card as it contains encoded data needed to send a distress signal to the fleet. You're the last hope to get reinforcements. Find that card and find it fast.
- ^id Software.Doom 3(PC).Activision.Level/area: Main Communications Room, Communications.
Thomas Kelly:Marine, Delta system computers are showing all off-base communication down. It's that fool Swann isn't it? You're going to have to find another way to send that message. Make your way to the satellite room and manually establish a link from there.
- ^id Software.Doom 3(PC). Activision. Level/area: Satellite Control Center, Communications.
Elliott Swann:Marine? Can you hear me? Back off from that console. Do not call for reinforcements, we do not know what the hell is going on here, and until we do this area remains under UAC control. Cancel that transmission.
- ^id Software.Doom 3(PC). Activision. Level/area: Pumpstation1 B, Recycling Sector 2.
Malcolm Betruger:Making progress are we? And in such a hurry to find us... to find... me. There is no need to rush, I am everywhere, and everything here is mine. It's a pity you did not alert the fleet, but it is of no consequence—I'll alert them myself. They will come to the rescue and be consumed by my legion. We will use their ships to bring this Hell to Earth! You won't live to see it, and you will die long before you have a chance to warn them.
- ^id Software.Doom 3(PC).Activision.Level/area: Teleporter Control Lab, Delta Labs Sector 2A.
Ian McCormick:And then Betruger: he went through the portal himself. I don't know what he was thinking. It was an unscheduled trip and he just went and we couldn't stop him. And when he came back he had changed. He sounded and looked the same, but... I don't know, he was just... different. And then he did the unthinkable: he took the Soul Cube—the device that was discovered in the ruins—into the portal. The portal stabilizers just started to fail, and then, living hell erupted into the base.
- ^id Software.Doom 3(PC). Activision. Level/area: Delta Complex.
Malcolm Betruger:You are too late: Hell no longer needs that portal to enter this world! The invasion you saw was only the first wave, the Hell Gate is capable of sending millions of my children into your world.
- ^id Software.Doom 3(PC). Activision. Level/area: Delta Authority Lobby, Delta Complex.
Elliott Swann:Still alive? Looks like you might be on your own: Sarge is gone. They've got to him. I don't know how long he's been working against us. He's... no longer human. Campbell went after him. He's got to be stopped.
- ^id Software.Doom 3(PC). Activision. Level/area: CPU Complex Underground, Central Processing.
Jack Campbell:Sarge... find him... gotta find him... my gun... he's got my gun...
- ^id Software.Doom 3(PC). Activision. Level/area: Central Processing.
Thomas Kelly:I killed that pathetic bodyguard, and now I will kill you.
- ^id Software.Doom 3(PC).Activision.Level/area: Primary Excavation.
Echo One:Have you located Counsellor Swann? /Recon Zulu:Yes, sir. He's dead. /Echo One:Roger, Recon One. What about Doctor Betruger? /Recon Zulu:He's nowhere to be found sir.
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Additional Multiplayer Design..... Splash Damage, Ltd
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External links
edit- Doom 3official website,retrieved from archived version of January 4, 2008
- Doom 3: BFGofficial website
- Doom 3atIMDb