Doom 3 is a sci-fi horror first-person shooter computer game developed by id Software and published by Activision. Set in 2145 in the Union Aerospace Corporation (UAC) research center on Mars, it is a reimagining of the original Doom, with a completely new game engine and graphics.
The game was developed for Windows and ported to Linux in 2004; five months later, it was also released for Mac OS X (ported by Aspyr) and Xbox (co-developed by Vicarious Visions). The Xbox version is graphically similar to (although less detailed than) the original and features an additional two-player online co-operation mode.
An expansion, Resurrection of Evil, developed by Nerve Software and co-developed by id Software, was released on April 4, 2005.
A Doom movie, loosely based on the franchise, was released roughly six months later on October 21, 2005.
Kevin Cloud and Adrian Carmack, two of id Software's owners, were always strongly opposed to remaking Doom. They thought that id was going back to the same old formulas and properties too often. However, after the warm reception of Return to Castle Wolfenstein and the latest improvements in rendering technology, most of the employees agreed that a remake was the right idea and confronted Kevin and Adrian with an ultimatum: "Allow us to remake Doom or fire us" (including John Carmack). After the reasonably painless confrontation (although artist Paul Steed, one of the instigators, was fired in retaliation), the agreement to work on Doom 3 was made.
The game was in development for 4 years. In 2001, it was first shown to the public at Macworld Conference & Expo in Tokyo * and was later demonstrated at E3 in 2002, where a 15-minute gameplay demo was shown in a small theater. It won five awards at E3 that year. Shortly after E3, a development version of the game leaked from ATI Technologies and quickly spread on the Internet. The game was also shown at the subsequent E3 exhibitions in 2003 and 2004, although id Software's website was not updated to include the Doom 3 project until America's autumn in 2003. According to some comments by John Carmack, the development took longer than expected. Originally, the game was planned for release around the same time as another highly anticipated game, Half-Life 2, in Christmas 2003.
Doom 3 achieved gold status on July 14, 2004, and a Mac OS X release was confirmed the next day on July 15, 2004. Doom 3 was released in the U.S. on August 3, 2004. Additionally, a Linux version was released on October 4, 2004. Due to high demand, the game was made available at select outlets at midnight on the date of release. The game was released to the rest of the world on August 13, 2004 (except for Russia and other countries of the former Soviet Union, where official localisation was delayed and caused the game to be released about four months later, on December 10, 2004).
Two days before its official release, Doom 3 was released by pirate groups onto the Internet where it became one of the fastest-spreading pirated games ever. As the game's focus is its single player mode, the need for a valid retail serial number for online multiplayer gaming was a weak deterrent against piracy. Other factors contributing to the high demand for the pirated version were the gamers' expectations for Doom 3 and delayed release outside of the U.S.
According to John Carmack, the lead graphics engine developer at id, the "tripod of features" in Doom 3 technology are:
The key aspect of the Doom 3 graphics engine is 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 on the fly. This allows lights to cast shadows even on non-static objects such as monsters or machinery, which was impossible with static lightmaps. A shortcoming of this approach is the engine's inability to render soft shadows and global illumination.
To create a more movie-like atmosphere, id interspersed the gameplay with many in-game animated sequences of monsters ambushing the player or just lurking around.
To increase the interactivity with the game-world, id designed hundreds of high-resolution animated screens for in-game computers. Rather than using a simple "use key", the crosshair acts as a mouse cursor over the screens allowing the player to use a computer in the game world. This allowed an in-game computer terminal to perform more than one function, such as a readily apparent door-unlocking button, and a more obscure function allowing an astute player to unlock a nearby weapons locker.
Other important features of Doom 3 engine were normal mapping and specular highlighting of textures, realistic handling of object physics, dynamic, ambient soundtrack and multi-channel sound.
Italic text in this section is taken from the Doom 3 manual.
Unlike in previous id games, there are now cut scenes that give purpose and context for the player's actions and introduction to new enemies. Similar to other science fiction action/horror games such as System Shock, System Shock 2 and Aliens versus Predator 2, hundreds of text, voice, and video messages are scattered throughout the base. The messages are internal e-mails and audio reports sent between lab workers, administrators, maintenance staff, and security personnel at the Mars base. The messages explain the background story, show the feelings and concern of the people on the Mars base and reveal information related to plot and gameplay. Video booths and televisions give planetary news, corporate propaganda, visitor information and technical data about the base.
The story of Doom 3 surrounds the discovery of ancient ruins underneath Martian soil. Tablets found at these sites record how an ancient Martian race developed a form of teleporter technology. They realized an important fact all too late, however; the route the teleporter took passed through Hell. Quickly invaded by demons, this alien race created and sacrificed themselves to a weapon known as the Soul Cube. This cube, powered by the souls of almost every being of this alien race, was used by their strongest warrior to defeat and contain the demons in Hell.
Having done so, the remainder of the alien race constructed warnings to any who visited Mars, warning them not to recreate this technology; to avoid opening another gate to Hell. They then teleported to an unknown location, fleeing Mars; there are hints that at least some of them fled to Earth, and that humans descended from them. It's stated that the demons once inhabited Earth in an unknown context, but lost possession of it due to an unknown cause. Consequently, the demons want to reclaim Earth.
The UAC, discovering the Soul Cube and the warnings, used them to invent the same teleporter technology. Discovering that they opened a gate to Hell, scientists decided to explore further (encouraged by the head scientist, Malcolm Betruger), sending teams in and even capturing living specimens from the realm at great loss of life. The portal experiments also had strange and disturbing effects on the Mars City research facility where the experiments were conducted. Scientists and workers, unaware of the nature of the work being performed by Dr. Betruger and his team, frequently reported strange phenomena and unlikely industrial accidents. A general sense of paranoia and fear spread throughout the facility, leading many workers to request a greater marine presence and/or weaponry accessible by themselves.
In response to numerous industrial accidents, complaints, and requests for transfers off Mars, the UAC on Earth sends Counselor Elliot Swann to investigate these problems. Accompanying Swann are his personal bodyguard Jack Campbell (with attaché case) and a single marine (the player). Upon checking in, the marine is called to Marine HQ to meet Master Sergeant Thomas Kelly, the marine commander of the facility. He sends the marine to track down a missing member of the science team. On the way, he overhears a tense meeting between Swann and Betruger.
The marine finds the scientist in a decommissioned communications facility, preparing to send out a warning message about Betruger's extreme portal experiments. The message warns that Betruger's tests are threatening to overload the portal's containment fields, which would create a catastrophic scenario. The scientist was unable to finish and send his message before the next portal experiment.
As soon as the portal opens, Betruger takes the Soul Cube into Hell and apparently made an unknown kind of deal with the creatures there. Under his direction, the demons again invade Mars, confident that the only key to their defeat lay safe in their hands. The marine and scientist watch on the monitors and radio as chaos erupts throughout the base. The marine watches as a fellow marine in the Delta Labs is possessed by a demon, as another flies through the screen to possess the scientist. Under Sergeant Kelly's orders to all units, the marine returns to Marine HQ. Along the way, the marine overhears radio chatter as various teams attempt to coordinate their efforts or give their last screams for help.
Returning to Marine HQ, the marine is sent by Kelly to assist Bravo Team (one of the few surviving squads) in reaching the Communcations Tower in order to send a distress signal to the fleet. The path to the tower leads through the Alpha Labs and Energy Production plant, both of which are heavily infested with demons. The attack has left most of the Mars base population either dead or as zombified slaves. Most marines who had survived the first attack were wiped out by the demons and the undead Mars security forces in a matter of minutes.
After entering Administration, the marine overhears another conversation between Swann and Betruger. Insisting on taking over command of the situation, Swann is rebuffed by Betruger, announcing that he will handle things personally from the Delta Labs. Swann realizes he must take matters into his own hands, and Campbell opens his case to commence "Plan B."
As the marine nears the motor pool for the transfer to the communcations tower, he learns that Swann is also heading for the communcations tower, but Swann wishes to prevent the transmission to the fleet. Unable to find Bravo Team's communications card, he moves on. The marine is catching up, but was not able to get to the comm. tower's control room before Campbell destroys the computers with his BFG9000. Believing they have succeeded in stopping the transmission, they head off towards the Delta Labs, where the main portal (and source of the invasion) is located. However, the marine is able to find a way into the satellite control room and access the transmitter directly. The transmission calls for a full ground engagement with no orbital bombardment. Swann contacts the marine and tells him to abort the trasmission, arguing that until they understand what they are up against, the base must remain cut off from the outside world. Kelly presses the marine to send it. The marine must make a choice.
After leaving the communcations tower, the skyway to Delta Labs is crushed by an invisible power, forcing the marine to find an alternate route through the waste treatment plant. In the plant, he learns that Betruger plans to wipe out the reinforcements that are on their way, and then use their ships to take the demons to Earth in order to conquer it. If the marine aborted the transmission at the tower, Betruger announces that we will send the distress signal himself. Betruger then attempts to trap the marine in the plant, which is filling up with toxic gas.
Surviving the attack and fighting his way out of the plant and through the monorail station, the marine ultimately reaches the Delta Labs, where the main portal is located. The marine also learns of the Soul Cube and the portal to Hell where it is held.
The marine, pursuing the Soul Cube, is sent into Hell by Betruger via the main portal in the Delta Labs. After losing all his weapons during the teleportation, he rigorously picks up the scattered weapons while fighting his way through the demons. Finally reaching the Soul Cube who asks the marine, "Save us," he is confronted by the The Guardian of Hell — a gigantic, near-blind demon who uses smaller creatures, named seekers, to "see." With the Guardian of Hell defeated, the marine takes the Soul Cube back through the teleporter to Mars, where he learns that his actions have made Betruger unable to use the teleporter technology.
Resurfacing at the Delta Complex, the marine must again find his weapons, and battle the remaining demons in the base. Betruger, upset by his loss of the teleporter and the Soul Cube, vengefully tells the marine of a natural portal to Hell which could transport millions of his minions from Hell. On the way to the new portal, the marine encounters Counselor Swann, who is found wounded and unable to move. Swann, who is unwilling to allow the invasion of Earth, grants his PDA to the marine, and directs him to go through Central Processing and then to the caverns, where the portal is located. Swann warns that Sarge is no longer human and that Campbell has gone to find him.
In Central Processing, Campbell is found dying on the floor without a weapon. As he dies, a demonic voice begins to taunt the marine, who is approaching the mortifying monster. Once the arena is treaded on, the BFG-wielding Sabaoth reveals himself as a mutated hybrid of Sarge and a military tank. After the battle is over, the spoils — the BFG9000 — is seized by the marine as he advances to Site 3 and transfers to the caverns.
At the Primary Excavation site of the caverns, the portal to Hell has been opened at the site of the alien ruins. There, the marine uses the Soul Cube to defeat "Hell's mightiest warrior", the horrific Cyberdemon, and seal the portal. The ending scene shows the marine (revealed in Doom 3
The in-game story explanation for the pitch-darkness is as follows. The portals to Hell could only be sustained for a short period of time, which was nowhere near enough to conduct any serious experiments. To rectify this, the power grid was illegally tampered with, diverting a significant amount of power from the non-critical systems (Such as Lighting) of the rest of the facility to allow the machinery to sustain the portals for a much longer time. This did not go unnoticed however; the staff were becoming increasingly suspicious of the massive amount of power being drawn (The huge energy consumption caused frequent overloads on power-grid components).
Creatures may appear just as well unexpected as anticipated. Surprising ambushes, usually from dark places, tend to shock players and test their reflexes. On the other hand, exploring new areas against a background of theme music makes the player expect a monster to appear behind each corner.
Emergence of stronger enemies (bosses) is backed up by new lighting effects and/or cutscenes. To achieve best effect, this usually happens in a dark room or the room darkens suddenly.
Almost the whole game takes place indoors, which provides many opportunities for surprise. A frequent phenomenon throughout the original Doom game is the "Monster Closet", where a door disguised as a wall suddenly opens and an enemy issues forth in an attempt to startle the player.
It was widely reported on various review sites that a minimally recommended 1.5 GHz processor coupled with a GeForce 2 MX graphics card achieved satisfactory performance with the game (about 20 frame/s in low resolution). The Macintosh version runs satisfactorily even on a 1.25 GHz G4 PowerBook with an NVIDIA GeForce FX Go 5200 GPU.
However, to make full use of the game engine, newer hardware is required. A high-end CPU (based on those available in 2004 or later) coupled with the GeForce 7800 graphics card or ATI's Radeon X1800 benchmark well over 100 frame/s in 1024x768 resolution. A 6600GT however will also easily play the game on the same hardware at those speeds under the same conditions in most situations.
While the game's packaging declared that 384MB RAM was required to run the game, it was highly recommended that around 1GB RAM be present in the machine. Having 512MB RAM or lower would cause the game to freeze for lengthened periods of time when entering a new room, due to the textures being preloaded into the limited memory. This could, however, be avoided by reducing the texture size to medium, which was recommended for video cards with 128MB of RAM in any case, and keeping the resolution at 800x600 or 640x480. It is possible, but difficult, to achieve smooth gameplay at 1024×768 with detail set to high on a machine with 512 MB RAM.
However, it is worth noting that longtime Doom and Quake players found this particular criticism to be somewhat spurious and based upon wishful thinking, particularly on the part of those who never played the original Doom and Doom II games. Speculation and hype from the game press likely did not help. Doom and Quake had a particular shooter formula, run and gun as it is called; fast and furious with little interactivity beyond that. While Doom 3 may have ignored some of these established conventions, infuriating hardcore fans of the series, it was never intended to be a Half-Life 2 clone. (Also see "Rebuttals to critical reception" below.)
Some critical reviewers consider that the technological level of Doom 3 is similar to that of other games of 2004, and that features such as bump mapping had already become industry standard. For example, an often mentioned feature of Doom 3, per-pixel lighting and stencil shadowing, had already been implemented in many games released in 2003, even a budget title from Activision Value called Security Breach.
Since Doom 3 is a remake of the original Doom—a game which did not have high-end concepts common in today's more complex games—remaking Doom with too much complexity would remove a key component that made Doom popular in the first place.
In addition, the flashlight is a key element of Doom 3
Another rebuttal concerns the story of Doom 3, which is done through the use of audio and video logs. Using logs like this harkens back to the age of System Shock 2 and aids the progression of the story. Interestingly, it has been commented that normally the type of gamer who has played System Shock 2 is the breed of gamer who would be expected to be critical of the comparatively simple Doom 3. Ken Levine, lead designer of System Shock 2 said of the logs in Doom 3 "It amazed me when I played Doom 3 that they didn't mix their recordings into the ambient space of the world. The people sound like they're in a recording booth.""The Vault: System Shock 2". PC PowerPlay (January 2006), pp.108.
Despite its apparent flaws, the game was still a commercial success for id Software, with the planned total revenue estimated by Activision at $20 million. The financial success was bolstered by the near-record number of pre-orders placed for the game. id Software also typically benefits from licensing the engine to other developers. Several games are already being developed using a modified Doom 3 engine, including Quake 4, Quake Wars, Castle Wolfenstein (tentative title) and Prey.
As of August 17, 2005 Doom 3 has garnered an average review score of 88%, according to 81 media outlets on GameRankings.com. By the same source, it is in the top 10 PC games of 2004.
Some other developers have also created websites for in-game companies in the past. For example, Rockstar Games created sites for most companies mentioned in commercials on the in-game radio in Grand Theft Auto.
Some work was done by outside specialists:
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