Journal MonTemplar's Journal: Thoughts on Doom3 11
- The chainsaw is the best melee weapon in a FPS game evar! Sure, the crowbar in Half-Life was fun, and the monkey-wrench and Bowie knife in HL:Opposing Forces was even better, but they won't have that satisfying roar, and make sparks when you strike it against a hard surface. The only downside is the smoke when you fire it up, which makes it harder to see which side of the zombie you're slicing.
- The sentry bots are so cute, whistling at you to follow them, and tenacious when faced by obstructive monsters. Brings a tear to your eye if the little feller falls in battle. *sniff* Even cuter than the Rustbits in Gunman Chronicles.
- Boy, those imps are fugly! Just as rough as their grandpappies from the original Doom, right down to tearing into you at close range.
- The cutscenes are pretty darn nifty, particularly with the way they pan back into your characters head at the end, so you're facing whatever gets revealed...
- The zombie marines are buggers to take down, because they've still got some grey-matter ticking away. Enough to use radio links to coordinate their attack, and duck for cover when their ammo is low, but thankfully they stand still when firing so a few well-aimed shots will take then out.
- Some of the audio logs and e-mails you come across are hilarious.
I reckon I'm about a third of the way into the game, and I've met one Boss so far. Anyone else got any progress reports?
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Re:I finished it (Score:1)
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Re:I finished it (Score:2)
Some things (Score:2)
1) They really, really need to nerf the hell out of the Soul Cube. They should change it to charge in 10 kills and it shouldn't give you nearly as much life back as it does. Seriously, the whole game after I got the SC was so much easier because of it.
2) I loved the way they so very much improved the storyline. It actually makes some semblance of sense now intead of "Kill these things to win", and the setup for Doom 4 or a Doom 3 expansion was a nice teaser.
3) I really wish they would hav
A non-spoiler reply (Score:2)
Honestly, I found the game a bit easy to predict. Long empty cooridor with a chaingun at the end. You know the second you touch that chaingun, walls are opening full of demons.
Honestly, who makes a building with that many trapdoors? That part of the game was too 'doomy' for me. They shoulda scripted heavy attacks differently than walls being removed and enemies pooring out.
Towards the end is when the plot REALLY starts going. That's when things get interesting.
If you
I've enjoyed it (Score:2)
I Have It!!! (Score:1)