Language Selection

English French German Italian Portuguese Spanish

DOOM 3: Resurrection of Evil

Filed under
Reviews
Gaming

So what all do you get for thirty-five smackers? Let's talk about weapons; everybody like weapons. You get a grabber gun and a double-barreled shotgun. The new shotgun packs quite a punch but takes a while to reload, and the grabber you've probably heard about. Its main difference from HL2's gravity gun is that it can capture and redirect large projectiles (like fireballs and plasma balls, as opposed to bullets and grenades). It's pretty cool, because there's a lot of stuff you can push around this time. It can also be awkward to use, as aiming it just right for capture and release takes some finesse, and finesse is rarely something you have time for in a close-quarters situation like this. Still, it provides some sorely needed environmental interactivity, and you're actually rewarded for exploring and finding little bits of ammo and armor, instead of being punished every single time with a monster closet/teleport booby trap like in the original game.

Okay, maybe it wasn't every time that hellbeasts appeared in a flash of orange lightning right up my arse every time I picked up an armor shard sitting in the middle of the room, but it felt like it. Sadly, Resurrection of Evil does not buck this trend, and the monster closets are just as prevalent as before. I don't know, if I was a demon, I'd be running around and tearing crap up instead of waiting in a little compartment for the hero of the hour to run across my door trigger. Is this supposed to be "back to basics" gameplay? Am I asking to much for everyone to be present and accounted for when I enter a room? Perhaps. But I know what fun is, and fun is blowing crap up. There's plenty of that to go around in RoE, but there's also a demon humping my leg from behind, and he wasn't there a second ago.

All right, so what about the new monsters? For one, there's the crawly demon with two heads who throws plasma balls instead of fireballs and packs a mean melee attack. He can be taken fairly easily at medium range, but the grabber gun typically takes a little more time to use than I can afford, and it's typically easier to just dodge the plasma and kill with conventional weapons. The flying skulls are a lot easier to handle, however, but you have to chuck them quickly, since they can apparently still attack you when you have them held in the grabber field. This creates an awkward situation because this gun distorts the air in front of you when activated, making it difficult to see to the end of a hallway and such. It's a neat effect, but I could do without it, tactically.

There is one significant improvement from Doom 3, however, in that the environments are a lot more varied. Some people liked wandering around the enormous but mostly claustrophobic and very dark scientific/military complex for hours on end. I thought it got kinda monotonous after a while. Well, RoE features much more wide-open spaces, more varied locations, and just plain cooler locations. Unfortunately, I can't be too descriptive without giving away spoilers. But, for those of you who were disappointed by Doom 3's level architecture, you'll be pleasantly surprised by what RoE has to offer. It will also probably take you 12-15 hours to wind your way through it, so this is a impressive large level addition.

Pleasantly surprised enough to be comfortable with $35 less in your wallet? Well, RoE is an enjoyable expansion pack that manages to fix a few problems in the original without losing the atmosphere, but I really can't justify such a high price. Sure, you can find it on sale for as little as $25, and I think I could tentatively recommend it at that price point, but this is simply too much, in my opinion. I would have expected several more new weapons and a lot of multiplayer maps. How about a flamethrower, or pistols akimbo, or SMGs akimbo? Heat-seeking missiles, mines, sticky bombs, a katana sword, throwing knives, leech gun, riot shield, sniper rifle/rail gun… Or maybe upgradeable weapons.

There is the artifact, though, and its semi-Bullet Time trick (called Hell Time) can be quite useful. Unfortunately, instead of being an occasional advantage, it's typically something you have to use in order to progress through certain choke points without being turned into hamburger. Sometimes it's an environmental obstacle, like deadly machinery with gears and smasher things that move too quickly for you to get through, but mostly it's waves of enemies that appear soon after you come across the bodies you can extract artifact power from. Rarely will you be able to save up your artifact's power for when you want to actually use it--you'll more likely use it when the game wants you to. The artifact will also eventually grant you a couple other cool powers, but there uses tend to have the same timing issue as with Hell Time.

In the end, RoE maintains a precedent of a few frustrating design decisions marring an otherwise compelling premise. id creates some fantastic engines and multiplayer experiences--I don't think anyone would deny that. But when it comes to crafting a single-player experience, you just can't do the monster closets and primitive AI anymore. You can't sabotage so many armor and ammo pickups with booby traps that make you say, "Okay, I'll have more ammo and health once I grab this stuff, but how much will I actually gain once I'm done with the creatures who will appear as soon as I hit the trigger?" As with Doom 3, I find myself avoiding anything that's sitting in the middle of a room. I find myself hesitant to grab anything, actually. And it's not because the atmosphere has spooked me.

It's because the enemy's appearance is unpredictable in number, direction and ferocity. I might die, not because I failed to fight effectively, but because I was overwhelmed by ambiguous forces and must thereby die my way through the game if I want to grab all the health and ammo I see. Traditionally, you're told to stock up on everything whenever you see it. Grab a full health pack even though you're mostly healthy, because you always need to be at full capacity. But by creating so many booby traps, this tradition is subverted and the player has to adjust to a survival mode, when Doom 3 is synonymous with viscera and constant action. And you know, there are other games out there that do survival horror better, when it comes right down to it.

Thankfully, multiplayer offers a solid vacation from the disappointing campaign. Player capacity has been increased from four to eight, with no noticeable slowdowns as a result, and there's the all-new CTF mode, which is pretty fun. Here, the maps are well-designed, and the action is just like id multiplayer should be: hairy, chunky, and virtually non-stop. Some of the maps are quite cool and imaginative, while others are more standard but quite serviceable. The maps are also crafted nicely to cater to the smaller groups. As I've said before, the number of players on a map isn't nearly as important as the map itself, and RoE holds its own quite well in this respect. There was no grabber gun in the modes I played, but the double shotty complemented the original arsenal pretty well. In the long run, Doom 3 multiplayer typically boils down to a game of "Guess Who Has the Rocket Launcher," but it's diverting enough for a few hours of play; I certainly wouldn't crown RoE as the new king of multiplayer.

The buckshot spread is unusually narrow, even by straight-up FPS standards, the assault rifle is weak against just about everything, and all the weapons end up bowing before the might of the rocket launcher. Maybe if it took a little longer to load another rocket, or if its respawn time was slower, things would be different. As it stands, it's typically a matter of finding the rocket launcher or dying within the first thirty seconds, unless you can snag a shotty and get some lucky shots, assuming you can get the guy one-on-one, which isn't as likely as with other MP experiences, since the maps are tighter and people are closer to each other.

Closing Comments

Now that the bloom is off the rose, Doom 3's garden doesn't look quite so lush. The levels in RoE are generally better and more varied than what we saw in Doom 3, and there's plenty of them to go around. If the rather basic AI and constant traps and monster closets didn't bother you much in Doom 3, you'll probably get a kick out of RoE, although I don't expect most people to be willing to pony up 35 bones. I would recommend getting it on sale or waiting until the price goes down. While RoE provides much more interesting and tactically useful environments, it still doesn't quite offer the challenges we've become accustomed to with shooters like Far Cry and Half-Life 2. And from what I've seen of Monolith's F.E.A.R., RoE's appeal will slip a notch futher, as the encounters in F.E.A.R. are consistently more satisfying and the supernatural element more effective, in my opinion.

by Tom McNamara

Full Review with screenshots.

Other RoE Reviews:

atomicmpc.com says: "A solid rehash of the original Doom 3 experience with a few new spices added to the mix. Doom lovers will think its tops, otherwise, it's an okay ten-hour distraction."

gamechronicles.com states: "Doom 3: Resurrection of Evil is practically a complete game on its own merit. It might be half the size of the original, but what it lacks in quantity it more than makes up for in quality."

telefragged.com says: "The action starts up pretty much immediately, and Nerve has decided to make RoE the game they seemed to rather have played than DOOM 3, which turns out to be a lot closer to the classic games."

gamespot.com exclaims: "Resurrection of Evil does a good job of reprising the straight-ahead shooting of Doom 3, and the new additions help to add a little depth to what was admittedly a pretty basic action game. The expansion's not incredibly long, so a dedicated player can blow through it in eight to 10 hours. However, its action is solid and entertaining throughout, without ever feeling like a chore. When it comes down to it, anyone who enjoyed Doom 3 should have an equally good time playing through its first expansion." They rated it an 8.5 on 10 point scale.

gamesdomain.com give it an 8 out of 10 and says: "Resurrection of Evil opens the playing field and makes a few great weapon advances. With a slightly different mindset, it's part expansion, part sequel and all Doom. Gamers in love with the game's ambiance will be happy to explore the new offerings.

----
You talk the talk, but do you waddle the waddle?

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

More in Tux Machines

New GNU/Linux Releases: TheSSS, Arkas OS, Black Lab, and Parrot

  • The Smallest Server Suite Gets Special Edition with PHP 7.0.15, Apache 2.4.25
    4MLinux developer Zbigniew Konojacki informs Softpedia about the availability of a special edition of the TheSSS (The Smallest Server Suite) Live Linux operating system. Carrying the same version number as the original TheSSS release, namely 21.0, and dubbed TheSSS7, the new flavor ships with more recent PHP packages from the 7.0.x series. Specifically, TheSSS7 includes PHP 7.0.15, while TheSSS comes with PHP 5.6.30.
  • Descent OS Is Dead, Arkas OS Takes Its Place and It's Based on Ubuntu 16.04 LTS
    Some of you out there might remember the Descent OS distro created by Brian Manderville and based on the popular Ubuntu Linux operating system, and today we have some bad news for them as the development is now officially closed. Descent OS first appeared in February 2012 as a lightweight Ubuntu derivative built around the GNOME 2 desktop environment. Back then, it was known as Descent|OS, and was quite actively developed with new features and components borrowed from the latest Ubuntu releases.
  • Black Lab Linux 8.1 Out Now with LibreOffice 5.3, It's Based on Ubuntu 16.04 LTS
    Softpedia was informed today by the Black Lab Software project about the general availability of the first point release to the Black Lab Linux 8.0 operating system series. Serving as a base release to the company's enterprise offerings and equipped with all the long-term supported Linux 4.4 kernel from the Ubuntu 16.04 LTS (Xenial Xerus) operating system, Black Lab Linux 8.1 comes with up-to-date components and the latest security patches ported from Ubuntu's repositories as of February 15, 2017. "Today we are pleased to announce the release of Black Lab Linux 8.1. Our first incremental release to the 8.0 series. In this release we have brought all security updates up to Feb 15, 2017, as well as application updates," said Roberto J. Dohnert, CEO of Black Lab Software.
  • Parrot 3.5 – Call For Betatesters
    We did our best to prepare these preview images including all the updates and the new features introduced since the last release, but now we need your help to understand how to make it even better, and of course we need your help to understand if there is something that doesn’t work as expected or something that absolutely needs to be included in the final release.

Linux and Graphics

  • Linux Kernel 4.10 Now Available for Linux Lite Users, Here's How to Install It
    Minutes after the release of Linux kernel 4.10 last evening, Jerry Bezencon from the Linux Lite project announced that users of the Ubuntu-based distribution can now install it on their machines. Linux 4.10 is now the most advanced kernel branch for all Linux-based operating systems, and brings many exciting new features like virtual GPU support, better writeback management, eBPF hooks for cgroups, as well as Intel Cache Allocation Technology support for the L2/L3 caches of Intel processors.
  • Wacom's Intuos Pro To Be Supported By The Linux 4.11 Kernel
    Jiri Kosina submitted the HID updates today for the Linux 4.11 kernel cycle.
  • Mesa 13.0.5 Released for Linux Gamers with over 70 Improvements, Bug Fixes
    We reported the other day that Mesa 13.0.5 3D Graphics Library will be released this week, and it looks like Collabora's Emil Velikov announced it earlier this morning for all Linux gamers. Mesa 13.0.5 is a maintenance update to the Mesa 13.0 stable series of the open source graphics stack used by default in numerous, if not all GNU/Linux distributions, providing gamers with powerful drivers for their AMD Radeon, Nvidia, and Intel GPUs. It comes approximately three weeks after the Mesa 13.0.4 update.
  • mesa 13.0.5

Interview: Thomas Weissel Installing Plasma in Austrian Schools

With Plasma 5 having reached maturity for widespread use we are starting to see rollouts of it in large environments. Dot News interviewed the admin behind one such rollout in Austrian schools. Read more

today's leftovers

  • Top Lightweight Linux Distributions To Try In 2017
    Today I am going to discuss the top lightweight Linux distros you can try this year on your computer. Although you got yourself a prettyLinuxle linux already but there is always something new to try in Linux. Remember I recommend to try this distros in virtualbox firstly or with the live boot before messing with your system. All distro that I will mention here will be new and somewhat differ from regular distros.
  • [ANNOUNCE] linux-4.10-ck1 / MuQSS CPU scheduler 0.152
  • MSAA Compression Support For Intel's ANV Vulkan Driver
    Intel developer Jason Ekstrand posted a patch over the weekend for enabling MSAA compression support within the ANV Vulkan driver.
  • Highlights of YaST development sprint 31
    As we announced in the previous report, our 31th Scrum sprint was slightly shorter than the usual ones. But you would never say so looking to this blog post. We have a lot of things to talk you about!
  • Comparing Mobile Subscriber Data Across Different Sources - How accurate is the TomiAhonen Almanac every year?
    You’ll see that last spring I felt the world had 7.6 Billion total mobile subscriptions when machine-to-machine (M2M) connections are included. I felt the world had 7.2 Billion total subscriptions when excluding M2M and just counting those in use by humans. And the most relevant number (bottom line) is the ‘unique’ mobile users, which I felt was an even 5.0 Billion humans in 2015. The chart also has the total handsets-in-use statistic which I felt was 5.6 Billion at the end of 2015. Note that I was literally the first person to report on the distinction of the unique user count vs total subscriptions and I have been urging, nearly begging for the big industry giants to also measure that number. They are slowly joining in that count. Similarly to M2M, we also are now starting to see others report M2M counts. I have yet to see a major mobile statistical provider give a global count of devices in use. That will hopefully come also, soon. But lets examine these three numbers that we now do have other sources, a year later, to see did I know what I was doing.