E3 Doom III Preview 415
Warped-Reality writes "GameSpy has a new Doom III Preview covering aspects of the storyline and how Doom III will be different from the rest of the FPS genre. It includes some pictures of the E3 Doom III demo booth. As the article says, "This is DOOM III, and it's going to scare you to hell."" Looking at these images, I can only say two things: Wow and Cool Toilets. Update: 05/22 19:55 GMT by M : There's also an interview with Carmack giving a few more details about the game.
Now the fun starts... (Score:3, Funny)
Co-Op (Score:3, Insightful)
This is one feature I really liked about the Doom and Doom II and I've been missing in current FPS titles.
Re:Co-Op (Score:5, Funny)
Co-ops are great for fresh food, but are you going to be able to keep up with the demand for fresh brains?
Re:Co-Op (Score:5, Funny)
"Send more cops."
"Send more paramedics."
Re:Co-Op (Score:2)
Easy. [brains4zombies.com]
(Thankyou, goats [goats.com].)
Co-Op vs Scripts (Score:2, Insightful)
When the game consists of "get key, push button, open door" style of primitive entity interaction, co-op is a no-brainer, but for anything more complex you run into some serious logistical problems.
Doom is confirmed to have some kind of scripting engine; id also has Jim Dosé, Ritual's Script-Fu King, on the payroll. So I think we can assume that co-op isn't likely, though I'd really like to be wrong.
Re:Co-Op (Score:2, Informative)
Those are as intense as Doom/2, complete with multiplayer co-op.
Re:Isn't Doom just Quake, which is just Doom? (Score:2, Informative)
Well, technically, wasn't Wolf-3d first? And if we're being so nitpicky, I should mention Faceball 2000 [gbstation.com]! Now THAT game mighta started FPS's!
Cool Toilets (Score:5, Funny)
Wow and Cool toilets [gamespy.com]
Now, this is why I always wipe the seat before sitting down.
Re:Cool Toilets (Score:5, Funny)
Re:Cool Toilets (Score:4, Funny)
Ummm....those toilets aren't the kind you're ever supposed to sit down on.
Ah, but pay attention, grasshopper:
Back there in the murk and gloom, you'll notice a cubicle, a cubicle whose porcelian throne lies prone and unconscious upon it's side, obviously the innocent viction of the HEMORRHOID BEAST'S explosive emergence from the lower depths of HELL!!!
Now, I'm no expert but it seems to me that taking the simple precaution of wiping the seat, while possibly not preventing the H.B.'s emergence into our dimension, certainly wouldn't have hurt.
So, now you know the difference between a urinal and your standard, seated john.
Just don't piss in the sinks, OK?
Re: (Score:2)
New Doom III Movie (Score:3, Informative)
It's not the 11 minute E3 movie, but it's not the one from a couple of months ago either.
Doom III Movie [3dgamers.com]
Re:New Doom III Movie (Score:2, Informative)
http://www.doomworld.com [doomworld.com]
There was a video released.. (Score:2, Informative)
But it's in some open source unfriendly format. Does anyone have it in mpeg?
Re:There was a video released.. (Score:2, Interesting)
More Doom 3... (Score:5, Informative)
gamespot [gamespot.com]
more from gamespot [gamespot.com]
And get the Doom 3 legacy movie from here:
3d gamers [3dgamers.com]
It doesnt have much footage from Doom 3, but it got interviews with some people from Id Software.
All links graciously ripped off: Voodoo Extreme [voodooextreme.com].
Avoid the wait... (Score:5, Informative)
for i in $(seq 1 20); do wget http://www.gamespy.com/e32002/pc/doom3b/"$i".jpg; done
Re:Avoid the wait... (Score:2)
Re:Avoid the wait... (Score:2)
#!/usr/bin/perl
#
# countup.pl - syntax:
#
$start = $ARGV[0];
$end = $ARGV[1];
until ($start == $end+1)
{
print ("0") if ((join(',',@ARGV) =~ m|cd|) && ($start < 10));
print ("$start ");
$start++;
}
Re:Nevermind... (Score:2)
seq -w 1 20
Many more "seq" variations are possible... One consultation of "seq --help" reveals all.
I think that the most scary thing is.... (Score:3, Funny)
originality (Score:2, Insightful)
Re:originality (Score:2, Funny)
Re:originality (Score:3, Insightful)
Seriously, Evil needs to hire some creative consultants. I think I've witnessed every gruesome death, and most every toothy monster. Movies and TV too often blow their wad right off. Time to watch Aliens, or some choice X-Files (Home). Suspense and keeping it going...some movie (called/about a) Blackout did a great job with this. Kept you going, piling stuff on till you're going crazy trying to figure out what the hell is going on. I don't think anyone died in it, IIRC.
You know what was scary? The part in Monsters, Inc. where the closet in the kid's bedroom is just a little open. That was just fucked up unsettling.
Re:originality (Score:3, Funny)
Man, couldn't they have thought up something a little more original? I mean, mysterious otherworldly monsters coming through portals into a large installation is pure Half-Life!
Tell it to Valve. They've been rereleasing that over and over again for years now. What's left?
I'm impressed with how long they've been able to squeeze some life out of that tired engine... much in the same way that I am impressed with how time Dragon Ball Z episodes can be much longer than real time (just how many episodes did it take for the last four minutes of Nemec's existence to pass ;-) )
Clive Barker's Undying... (Score:2)
So when I hear that *Doom III* will have a focus on scaring the Hell out of people, I can't say it's a new idea in the FPS world. But I'm sure id Software is going to take it to a new level...
Re:originality (Score:2)
Re:originality (Score:3, Interesting)
While Doom was the first Really Good FPS, it was still a take off of several other stories, it is no more orginial than Half-Life is related to Doom.
True that. Saving humanity from the spawns of hell is probably one of the oldest plot devices in human story-telling history. Beowulf [lone-star.net] (the book not the cluster) is the oldest known work in the English language and basically follows the same plot line.
There is nothing new under the sun.
video clips (Score:2, Informative)
Re:video clips (Score:2)
Not Popular (Score:4, Insightful)
That people see that stuff and can only think how "nice" it looks... um, something way pent up in there boys! But you should Really Enjoy the war they are about to send you to! "Wow, look how realistic my dead buddy looks! It almost looks real... what? it is real?!"
Re:Not Popular (Score:3, Insightful)
On second thought, its more like a haunted house. There's blood and gore everywhere in those things, yet people keep going in again and again. We do that for the adrenalin (sp?), for the thrill. Same with roller coasters. They are all means of evoking rarely felt emotions.
I don't know if that made any sense, so I'm going to bed.
You're not the only one. . . (Score:3, Insightful)
--If you'll notice, a couple of the posters replying to your comment were very brief & very rude. I don't think this is coincidence. I believe that one can equate point and shoot, 'blood fantasy,' as you aptly describe it, with a self-willed decline in brain power, awareness and life energy in general.
Obsessing over death, fear and sadness in games, music, literature and film lowers people and makes them less. It sucks away something vital. Watch for it. It's there to be seen by those who are not scared to notice the patterns.
I don't advocate censorship of any kind. Everybody must be free to explore art and life to the fullest extent. Only in this way do people learn.
I will, however, offer the following. .
My advice to people who seek symapthy in dark arts is to, rather than seeking temporary solice from angry music and simulated blood sport, endeavor instead to change yourself, your life, your job, etc., so that you are no longer trapped in systems designed to keep you in misery and frustration. All one needs to achieve this is to learn. Achieve a calm state of being, and you will find that sympathetic vibration, (for lack of a better term), will no longer be found in loathsome art, but instead in lighter thoughts. Life power, awareness and happiness will similarly increase as you focus away from sad things.
-Fantastic Lad
Re:You're not the only one. . . (Score:2)
I cannot find one of my chakras. Do you think you could help?
Re:You're not the only one. . . (Score:2)
First of all, I can appreciate the realism in a game without being "obsessed" by anything. I can also enjoy the heck out of blowing up fake people while still being in real life a totally peaceful person (not a pacifist, but it would take a lot to make me use violence).
Also, "focusing on sad things" is actually a very good thing sometimes. In "The Art of Happiness", the Dalai Lama actually advocates several meditations on suffering as a mechanism for achieving greater compassion and happiness! Denying what is *bad* in life is silly, and doesn't achieve anything but fostering an attitude of denial. Engaging the "dark side" occasionally can be very helpful for encouraging the good things in life.
But... but... (Score:2, Interesting)
This makes me sad. I was kind of looking forward to this one since I kept hearing about the multiplayer cooperative aspects of the older Dooms. Visions of scary multiplayer co-op firefights (punctuated, perhaps, with moments of one or more teammates running away from something particularly surprising, screaming like little girls) danced in my head. Now I find out that maybe, if I'm a vewy, vewy good boy, there might just be a little deathmatch slapped on the side for me. Ya-a-aa-wn
It's pretty, I'll give it that. It just may not be my type, though. We'll see.
Re:But... but... (Score:5, Insightful)
Re:But... but... (Score:2)
Nice, but... (Score:5, Interesting)
Carmack's trick of using high poly models for lighting and shading calculations and then projecting that onto lower poly models may make for some amazing visuals, great damage effects, and much better facial animation, but IMO the low poly in game models need to have maybe 2x the detail just to make a good base for the higher poly lighting/shading calculations. That or hope that all the next gen cards have N-patch support or some other form of HOS support *and* that it can be used with Doom 3. Otherwise it looks like it's going to be an incredible engine that will be let down a bit by low poly characters. No doubt the in game assets and performance are still being tweaked of course.
- JavaJones
Re:Nice, but... (Score:4, Informative)
Dude, I think you need to look a little closer [gamespy.com]. Those facial features aren't textures, they are polygons. Note the shadows from the facial features on the face itself. Look at the detail of the hands. In the words of Carmack at his Japan presentation, "in previous engines, we were lucky to have 3 polygons for a nose". :)
Re:Nice, but... (Score:5, Informative)
Take a look at the areas of the high rez screens I've conveniently circled for you here [earthlink.net]. Note the rather obvious poly edges. Note that the apparent frontal detail of characters does not generally show up on edges, indicating the geometry is not actually present on the in game model. You see what appears to be unbelievable detail on any camera facing surface, but on the edges of the model it is quite obvious it does not have that level of detail. If you don't see it now, you're beyond help.
Granted, much of the detail is actual in game geometry, but what's really selling the effect is the texture maps, bump maps, and lighting. I'd be willing to bet the models aren't any more high poly than Soldier of Fortune II, but they sure look better, eh? There's no denying there's a poly increase from previous iD games, but it takes a back seat to the lighting and shading technology. And while i don't expect a 10x increase in poly count, 2x would be nice given how good the rest of everything looks.
- JavaJones
Re:Nice, but... (Score:5, Insightful)
There are lots of neat things one can do that look great and cost less to render than extra geometry. I obviously don't know the details of the engine, but as a lowly undergrad interested in graphics I know that just adding bump mapping alone can make tremendous difference in how 'real' a scene looks--and all it does is mess with how surface normals are used in shading. Very low cost! And thats just one effect alone--add surface geometry manipulations based on height maps and you get low-cost facial features. Gauraud (and hopefully soon, Phong) interpretation gets rid of polygon edges in hardware quickly. Finally, add lightmaps and (limited) dynamic shadows and all of a sudden you have an engine that can really express atmosphere.
Yeah, being able to render more polys is great, but when you finally get to boot up Doom 3 you'll really get to see some of the payoff you were promised when you bought that geForce 3.
Re:it looks like it's just a really good DOT3 bump (Score:2)
The interesting bit is generating a good common parameterization of your low and high resolution meshes.
Also see Cohen's Appearance-Preserving Simplification of Polygonal Models [jhu.edu].
Silence of the Bills (Score:3, Insightful)
From the Carmack interview [gamers.com]:
Doom III is pushing the fear factor over the raw action.
My main fear is how raw my wallet will feel after I pay for a graphics card that can handle this "complete unification of lighting, shadowing, and bump mapping across all visual elements".
Fear over action - not the Doom I remember (Score:5, Insightful)
John Carmack: Doom III is pushing the fear factor over the raw action. As you make the worlds more and more believable, you are forced to tone down the "superhero" aspects of the game. I still think that a good game can be built around "toon time" action, but that isn't what Doom III is going to be about. The monsters are going to be much more independently fearsome, rather than just acting as moving gun turrets.
I don't know about the rest of you but for me Doom was the action orientated gameplay, where for example often you had to take on over a dozen imps with a mere shotgun. It would be great to relive that experience all over again in a 3D fully environment powered by a cutting engine.
However perhaps this shift isn't all bad because part of the reason Doom was all action orientated in that it lacked a substantial story. Yet for the first time it looks Doom will have a proper story with science fiction writer Matthew Costello doing the story and dialog. Also the shift way from action can be attributed to the fact that 3D models aren't as efficent as Doom's 2D sprites when you want to put lots of enemies on screen.
Despite the gameplay differences hopefully there will be some camoes of the original Doom enemies or weapons in the game.
Re:Fear over action - not the Doom I remember (Score:3, Informative)
Have you tried Serious Sam [serioussam.com]? It sounds like just what you're looking for; arcade style action galore.
Serious Sam (Score:2, Insightful)
About the shift to an horror style game, I trust Id software on this. I know they will make a great game, and it should be released for linux at the same time as the Mac/Windows versions. =)
Re:Fear over action - not the Doom I remember (Score:2)
I don't know about the rest of you but for me Doom was the action orientated gameplay, where for example often you had to take on over a dozen imps with a mere shotgun. It would be great to relive that experience all over again in a 3D fully environment powered by a cutting engine.
I relived this same experience playing Max Payne.
Re:Fear over action - not the Doom I remember (Score:2)
Was at E3 (i'm just an intern at EA) (Score:4, Interesting)
I've been wondering (if John reads this too), if the individual monsters could be changed a bit, just slightly, so they wont look so repetitive and clone like, that would be just great for the single player experience.. Not just the body color, you could slighty alter the model as well, maybe define a model constrain and randomly generate models on the fly? I seriously didnt feel at ease looking at the multiples of the same model.
Hans B. Ammafui.
Re:Was at E3 (i'm just an intern at EA) (Score:5, Informative)
Doom3 is nowhere near done; the only release date they're specifying at E3 is "2003", and most likely it won't be January either. In other words, they have around a year's work left on this game, maybe more. Presumably they will spend that time adding many many more character models, or even (hopefully) coming up with a way to generate different bump/displacement maps for the same character and thus avoid the "two of the exact same zombie" syndrome that affects the current screenshots.
In any case, it's pretty obvious the issue will be solved in the final game.
Sounds good to me! (Score:4, Insightful)
The most fun single player game I ever played was the Alien mod for Doom. I remember inching my way through the tunnels, and then jumping in my seat when an alien burst out of the wall at me. The designer of that mod had an excellent sense of mood and atmosphere. The entire first level didn't have a single monster on it. But the second...
Lots of monsters... (Score:4, Funny)
That was the best part of Doom. Open a big door and find 30 guys in there. Your friends playing co-op would see you running back by them and ask "What is it?". Heh...then they'd get swarmed. Good times...good times....
Oh yeah, I also want an Aliens TC mod.
Re:Lots of monsters... (Score:4, Interesting)
Open the door, 30 guys in there. They see you and start shooting. But one hit another, and the chaos begin. The door closes, and you wait outside, just hearing the shooting and screeming inside. When everything is calmed down a bit, you open the door again and find lot's of corpses, and just one or two monsters alive..
That was fun.
Or just type iddqd and run through the level "collecting" monsters, bring them to a big room and watch them fight.
Re:Lots of monsters... (Score:2)
Personally I prefer being swarmed by dozens (or even hundreds) of smallfry -- it allows a lot more variety of fights than when you have to take on one or two big dudes. After a while "trading rockets" with cyberdemons gets old. Give me my double-barrel shotgun and a horde of imps any day.
Re:Lots of monsters... (Score:2)
If not, you should. It's all about walking from area to area, getting swarmed by monsters. Hundreds and hundreds of monsters.
Re:Lots of monsters... (Score:2)
I can't agree with this enough. Serious Sam (and now, Serious Sam: The Second Encounter) is the only reason I still have a windows partition. It's the only game I've found since Doom that has the same heartpounding "oh shit, there's too many monsters" feeling. Lots and lots and *lots* of monsters. Some levels have over 1000...
Backtracking? (Score:5, Insightful)
Remmber when ID announced that Quake 3 would be only multiplayer.
Sinlgle player is dead etc.
The only problem with that was the over sateration that happened just after. Single player is back. I can't wait.
The problem with multi player is that most of us are tired of compeeting all the time.
It's also worth noting that the biggest selling (IIRC) game on the PS2 (GTA3) has no multiplayer mode.
Re:Backtracking? (Score:2)
So it's a reasonable decision on id's part.
Re:Backtracking? (Score:2)
Additionally, Doom multiplayer is dated. Quakeworld is dominated by split-second reflexes, Doom is even quicker. It's not particularly fun to spawn and be shot instantly with the super shotgun by some guy that's been honing his skills for the last 8 years.
The fact that QW still survives many revisions of Quake later indicates to me that people still like good multiplayer. Had Doom been released with TCP/IP years ago, I think you'd see more continuing interest in it. As it is, the single player is easy to play and has an intensity which few fps have matched. Meanwhile the Quake games, Counter-Strike, etc. have made Doom's multiplayer kinda boring.
I think that you'll see a lot of people playing Doom 3 online if it has even decent multiplayer support (e.g. better maps than Q2 shipped with). Everybody got sick of Q3/UT and will be looking for some good old-fashioned multiplayer when they don't want to play CS and its clones.
Re:Backtracking? (Score:2)
IOW, yeah, there are a lot of multiplayer folk out there, but there are a whole lot MORE solo types. Largely ignoring solo play, as was the case with Quake, cuts out much too large of a market segment.
Re:Backtracking? (Score:2)
As far as multiplayers' problems are: most people don't want to deal with fuckholes.
Okay, if I had a chance to interview Carmack (Score:5, Interesting)
You've expressed your opinions on using Java as the language to replace DLLs in the past. Two of the reasons you gave for not using Java were the bleeding edge nature of the APIs which added more chaos to the already chaotic Quake stew than you were willing to give, and the speed of execution. Although it isn't as efficient as straight C code, what are your impressions with Perl since you learnt it a while back? Would you consider writing the client and server game logic modules in a multiplayer oriented game in a different language from each other?
Early during the development of Quake 2, Brian Hook said in an interview once saying that you said that you would most likely be a leader in the real time gaming graphics field until around 2004. If this is an accurate recollection of something you said at that time, what did you foresee happening that might raise the question of your respectable dominance in the realtime gaming graphics field?
Doom is going to be using hardcoded DLLs again, since the move to C++ negated your ability to use LCC retargeted to bytecode. This has, most likely caused you to see the significance of standardizing the bytecode instead of the language. Are there any plans in the future for retargeting compilers of other languages for the purpose of security and cross platformism wins with using virtual machines? If so, will they use the same bytecode as Quake 3 did?
You have expressed enthusiasm many times for the NeXT STeP environment and how you might still be developing under it if there was support for target hardware. Have you looked at the functionality of GNUStep, which is a project attempting to close the functionality of NeXTSTeP?
In every Id product, the bugs that have crept up are rarely related to the renderer and therefore rarely likely to be code you wrote. Do you feel that you produce few uncaught or unreproducible bugs in general compared to most developers, or is it because the renderer is so throughly tested in the development of idgames due to it's fundamental placement in the games architectures?
Re:Okay, if I had a chance to interview Carmack (Score:4, Insightful)
Would you consider writing the client and server game logic modules in a multiplayer oriented game in a different language from each other?
One of the ways to make an online game consistent despite latency is client-side prediction. For simplicity in prediction, a lot of the code is shared between the client and server games. (Check out the BG_ functions in the bg_*.c/h files in the Quake III game source for an example.) Having those written in separate languages would preclude code sharing, creating a big maintenance headache.
Besides, why would you ever want to do that? I can't think of one good reason for it.
Re:Okay, if I had a chance to interview Carmack (Score:2)
Here's a reason, if a bit personal: I know Perl, but I don't know much C/C++ (yet). If the client logic was written in Perl, I could have tons of fun creating client-side mods.
Probably not good enough reason for id Software though
Re:Okay, if I had a chance to interview Carmack (Score:2)
It makes more sense to do the majority of the server side-only (non bg_* code) in an inline scripting language.
Quake 3 almost used compiled dlls on the client side before Carmack wrote the qvm code, for efficiency. While it's the same language, the interpreted (bit versus byte) code would have been different.
Note that there are approx 6000 lines of code in the bg_* files, and approx 32,000 lines of g_* (server specific stuff)... at least in the Threewave source tree. Hardly worth weighting your development decisions on the 6000 lines.
Conspiracy? (Score:4, Funny)
The original Doom/ Doom II were scary (Score:2, Interesting)
Boy those were the days =)
I can't wait for doom III, it sounds and looks great.
Re:The original Doom/ Doom II were scary (Score:5, Funny)
RAAAAAGRH!
*whoosh whoosh*
*BOOM*
Now THOSE were the sounds of fear. Nothing has surpassed the original cyberdemon for me.
Except maybe my first panicked headcrab assault.
Men's bathroom (Score:5, Funny)
And what are those things sticking out over the urinals? Even without the monster there, I'd be scared to take a piss. Flushers? Infared sensors? None like I've seen. I don't know about you guys, but I generally don't like anything that close to my dick unless it can make babies or tell me it needs more space.
Re:Men's bathroom (Score:2)
Frontal bidets. (You've never been to France? They've got centuries to make up for.)
Re:Men's bathroom (Score:5, Funny)
Re:Men's bathroom (Score:2, Funny)
Gravity generators. The game takes place on Mars, and since your peeing reflexes were honed through years of practice in 1G gravity, if you'll try using the urinals on Mars, you'll most likely overshoot, hit the wall, and make quite a mess. The gravity generators compensate for the difference, and keep everything nice and clean.
Except for the blood, of course.
Wow! (Score:5, Funny)
I like it. (Score:2, Funny)
rendering engine could use improvement (Score:4, Funny)
mommy hold me (Score:2)
Sounds like Half Life's plot (Score:2, Interesting)
I am sure they will go in a bit of a different direction than half life, but hte starting point seems the same.
Re:Sounds like Half Life's plot (Score:3, Insightful)
Isolated research facility.. teleporting experiments.. people turn into zombies.. the whole nine yards
Because Half Life's plot sounds like Doom 1 (Score:4, Informative)
This is the same plot the first Doom had. From the DOOM FAQ:
In DOOM, you're a space marine, one of Earth's toughest, hardened in combat and trained for action. Three years ago you assaulted a superior officer for ordering his soldiers to fire upon civilians. He and his body cast were shipped to Pearl Harbor, while you were transferred to Mars, home of the Union Aerospace Corporation.
The UAC is a multi-planetary conglomerate with radioactive waste facilities on Mars and its two moons, Phobos and Deimos. With no action for fifty million miles, your day consisted of suckin' dust and watchin' restricted flicks in the rec room.
For the last four years the military, UAC's biggest supplier, has used the remote facilities on Phobos and Deimos to conduct various secret projects, including research on inter-dimensional space travel. So far they have been able to open gateways between Phobos and Deimos, throwing a few gadgets into one and watching them come out the other. Recently however, the gateways have grown dangerously unstable. Military "volunteers" entering them have either disappeared or been stricken with a strange form of insanity--babbling vulgarities, bludgeoning anything that breathes, and finally suffering an untimely death of full-body explosion. Matching heads with torsos to send home to the folks became a full-time job. Latest military reports state that the research is suffering a small setback, but everything is under control.
A few hours ago, Mars received a garbled message from Phobos. "We require immediate military support. Something fraggin' evil is coming out of the gateways! Computer systems have gone berserk!" The rest was incoherent. Soon afterwards, Deimos simply vanished from the sky. Since then, attempts to establish contact with either moon have been unsuccessful.
You and your buddies, the only combat troop for fifty million miles were sent up pronto to Phobos. You were ordered to secure the perimeter of the base while the rest of the team went inside. For several hours, your radio picked up the sounds of combat: guns firing, men yelling orders, screams, bones cracking, then finally silence. Seems your buddies are dead.
Things aren't looking too good. You'll never navigate off the planet on your own. Plus, all the heavy weapons have been taken by the assault team leaving you only with a pistol. If only you could get your hands around a plasma rifle or even a shotgun you could take a few down on your way out. Whatever killed your buddies deserves a couple of pellets in the forehead. Securing your helmet, you exit the landing pod. Hopefully you can find more substantial firepower somewhere within the station. As you walk through the main entrance of the base, you hear animal-like growls echoing throughout the distant corridors. They know you're here. There's no turning back now.
Cool Toilets? (Score:2)
Hrm (Score:2, Funny)
They show FEAR in big letters then they show some gummi bear looking monster.
Who are these people ?
What I want to see... (Score:2)
The "killer app" for a console! (Score:2)
Another hot rumor we were able to clear up was the question of an Xbox port. Some magazines had reported DOOM III could possibly be Xbox first
I wonder if the magazines "reporting" the rumour about the console version first had a big green X on the front?
It wouldn't have surprised me if the XBox version hit the shops first - I would have thought Microsoft would offer id absolutely anything to get this on their hardware -can you imagine the sales it would generate?! THIS is the killer app for a console. Then again, as technology moves on, maybe the XBox won't have the horsepower to run it with all the effects turned up to 11...
looks like I'll need a new computer (Score:2)
PORNO! (Score:2)
Re:DOOM & QUAKE (Score:2, Insightful)
I would have to say it would be due to the fact that the last game they released being Quake III has been out for quiet some time now.
Re:DOOM & QUAKE (Score:4, Interesting)
Doom 3:
- Single player oriented
- Years ahead of the technology of Quake 3, and rightfully so as q3 was released in 99
- Has a story line
Quake 3:
- Multi-player oriented
- Starting to age a bit, but still PLENTY of fun
- has no story line
Doom seems like it will be a more 'realistic' eye candy rich game. Where Quake 3 is a fast paced multiplayer game with more of a fantasy set of physics.
Did you watch the movies? (Score:2)
That, and a little old-fashioned imagination will get you something that feels like Mortal Combat in 3D. Quake3 is the MK of the series.
Re:slacker (Score:4, Funny)
Re:slacker (Score:2)
Interesting..
I think doom prevented me from getting out of a decent college.
Re:OpenGL graphics? (Score:2)
HTH
Re:OpenGL graphics? (Score:2)
Jeremy
Re:OpenGL graphics? (Score:2)
The rinky-dink Electronics Boutique here in Thousand Oaks, California still has a collector's tin copy of Quake 3 for Linux on the shelves. But I think that's part of the problem.
Re:what about mac? (Score:2)
Re:what about mac? (Score:2)
Dave
Re:Looks good.... (Score:3, Funny)
Re:Looks good.... (Score:3, Funny)
...I'm going to go load up quake 3 on it now and play with 100fps full screen antialiased.
Re:not that impressed... (Score:2)