Doom 3: Ressurection of Evil

Review

posted 5/19/2005 by Charles Husemann
other articles by Charles Husemann
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To say Doom 3 was a divisive game would be a bit of an understatement. On one side, you had people who liked the great graphics, the flashlight vs. gun game play construct, and the level design. On the other side, you had the people who wondered why there wasn’t duct tape to tape the flashlight to your gun, who wowed by the graphics but were quickly bored with the repetitive game play and constant monster closets. I fell somewhere in between. I was entranced by the graphics and environments. I understood the game play mechanism between having the safety of the gun and the visibility of the light but after shooting the 70th imp that spawned behind me the game became more an exercise in tedium than something I was looking forward to playing. So, when the expansion pack showed up in stores, I was a little uncertain of what to expect.

For the expansion pack, id followed their usual pattern of bringing in an outside company to build it. For this go ‘round, they brought in Nerve Software to handle the chore of expanding one of the bigger games of 2004. There’s a famous line about “with great power comes great responsibility” and this is certainly the case as Nerve was handed one of the best engines on the market right now with which to create something special.

The game starts about a year after the original game ended with a marine expeditionary force exploring the ruins of the base from the original game. Quicker than you can say “cacodemon” things go to hell in a hand bag and the gates of hell are unlocked, freeing the crazy scientist from the first game. It’s up to you to seal the gates and save the universe from being overrun by the forces of hell.

The goal of any expansion pack is to extend the original game by adding a host of new levels, some new weapons, and a few extra treats. Resurrection of Evil fills this bill to the letter. The game adds three new weapons to the arsenal from the first game. The first is the “Artifact” which looks like a human heart and grants you special powers for limited amounts of time during the game. The artifact is charged by pulling out the souls from corpses conveniently located around the game. There’s a good supply of them which is a nice touch since it helps you get through the game.

The second is the double barrel shotgun that should evoke warm fuzzies for anyone who played Doom II. The double barreled shot gun turns out to be the real star of the game and once you pick it up you won’t want to use any of the other weapons in the game.

The final weapon is the “grabber” which allows you to manipulate things in the environment. You can “grab” barrels, boxes, and even fire and plasma balls thrown at you by the demons. Once you’ve grabbed an item, all you have to do is let go of the trigger and the item is thrown wherever you were looking. Sound a little familiar? The weapon does operate a lot like the gravity gun from Half-Life 2 but with one major exception. You can only hold items for a set period of time before what you are holding is thrown (helpful since the explosive barrels catch fire the minute you pick them up). The result is that while it’s still a lot of fun to move stuff around with the gun, it’s not nearly as much fun as the version in the Valve classic. The weapon takes a bit of getting used to as the weapon to grab and fire back demon energy balls is a bit tricky but satisfying (which is helpful in saving ammo)
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