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| n f e c t e D
Join Date: Sep 2003
Location: California
Posts: 4,111
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DOOM 3 Expansion Interview
When Doom finally fulfilled id Software's famous phrase last summer - "It'll be out when it's done" - it certainly attracted a wide range of reactions from both fans and newcomers to the series. After all, this was the evolution of the game that almost single-handedly defined the modern first-person shooter back in 1993. Expectations - and emotions - were running high. Some found the clumsy control method of having to switch between flashlight and shooter as a fatal flaw in Doom 3's suspension of disbelief. Others struggled with the stuttering pace of the early levels and the claustrophobic atmosphere. Other still saw the game as little more than a routine FPS tarted up with shiny graphics, struggling under the weight of a massive chip on its shoulder - Half-Life 2 was on the horizon.
As tends to happen in the world of videogames, these criticisms rapidly gathered momentum and threatened to tarnish the truth: that Doom 3 was one of the most accomplished, atmospheric, professional and pant-dampeningly terrifying experiences in the history of gaming, let alone first-person shooters. Oh, and it happened to sell like hell, too. And yet, it still seems to split gamers down the middle in a way few titles manage. Perhaps that's one of the reasons id started work on Resurrection of Evil, Doom 3's expansion pack, even before the full game had even sniffed a shop shelf. Resurrection of Evil is being developed just down the street from id's Texas base at Nerve Software, the guys responsible for the multiplayer aspect of Return to Castle Wolfenstein and the Xbox port of the game. id are keeping in close contact with Nerve to ensure the expansion remains true to the Doom series and ethos. The result should be an expansion that addresses criticisms, rewards fans, and bottles the essence of Doom 3 evil into a formula that will unite those players who were previously so split by the game. From our discussion with Tim Willits, co-owner and creative director at id Software, it looks like they might just manage to do it. Read the full interview over at Computer And VideoGames
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