This page will contain external links about doom 3, as they become available.Doom 3It has been suggested that Trite be merged into this article or section. (Discuss)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 completely new graphics and game engine. 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 (with less details) to the original but features an additional two player co-operation mode. An expansion, Doom 3: Resurrection of Evil, developed by Nerve Software and co-developed by id Software, has been released. There is a Zboard available for this game. A Doom movie, loosely based on the franchise, was released on October 21, 2005. HistoryIn June 2000, John Carmack posted a plan [1] announcing the start to a remake of Doom using next generation technology. This plan revealed controversy had been brewing within id over the decision. 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 four years. In 2001 it was first shown to the public at MacWorld 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 two other highly anticipated games, Halo 2 and Half-Life 2, in Christmas 2003. However, none of those games managed to make Christmas season. 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 possibly the fastest spreading pirated game 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. FeaturesThe shadowing and lighting on the marine's face exemplify the unified lighting engine Interactive displays replaced traditional switchesAccording 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. WeaponsItalic text in this section is taken from the Doom 3 manual.
StorySpoiler warning: Plot and/or ending details follow.Similar to the story of the original Doom, the game focuses on the marine who was transferred to Mars and sent out on a routine mission. In contrast to its earlier disdain for storytelling, this time id Software employed a professional science-fiction writer Matthew Castello to write the script and assist in story-boarding the entire game. id focused on retelling the story and creating a tense horror atmosphere. The game's events and atmosphere show a great deal of influence from George Romero's Living Dead series and James Cameron's Aliens (1986 film). Unlike in previous id games, there are now cut scenes that give purpose and context for the player's actions. 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 accesible by themselves. Betruger then took the Soul Cube into Hell and apparently made some kind of deal with the creatures there. Under his direction the demons again invaded Mars, confident that the only key to their defeat lay safe in their hands. Their attack left most of the Mars City population either dead or zombified slaves. Most marines who survived the first attack were wiped out by the demons and the undead Mars security forces in a matter of hours. One man, the marine who the player controls, survived that attack and fought his way through the facility. He learned that Betruger planned to wipe out the reinforcements that were on their way and use their ships to take the demons to Earth and conquer it. He also learned of the Soul Cube, and the portal to Hell where it was held. Betruger used the teleporter technology to transport the marine to Hell, where he hoped the hordes of Demons could defeat him. The marine fought his way through them and defeated The Guardian of Hell, a gigantic, blind demon which uses smaller creatures named seekers to "see". With the Gurardian of Hell defeated the player took the Soul Cube back through the teleporter to Mars, where he learned that while his actions had made Betruger unable to use the teleporter technology, a natural portal to Hell had been opened at the site of the alien ruins. There he used the Soul Cube to defeat "Hell's strongest warrior", the horrific Cyberdemon, and seal the portal. The ending scene shows the sole surviving marine (and, it is presumed, myriad other Mars City personnel who survived the onslaught) being rescued by the fleet, and Betruger reincarnated as a dragon-like demon called the Maledict. AtmosphereThe most important element in the gameplay and action of Doom 3 is the atmosphere. Most of the levels are very dark, to create the feeling of helplessness and scare the player. It also heavily relies on lighting effects to set the mood. 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 player and put his reflexes into test. On the other hand, exploring new areas backgrounded by theme music makes the player expect a monster 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 3 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. Hardware requirementsFor a modern game with an advanced graphics engine, Doom 3 had suitably high minimum system requirements. Early during development it was widely expected that the recommended video cards would be DirectX 8 capable, such as Radeon 8500/9000 and GeForce 3 (where Doom 3 made its debut in 2001), but nearing release those cards only constituted near-minimum requirements. Early reports also indicated that there was supposed to be legacy support for the widespread DirectX 7 technology such as the Radeon 7200 and GeForce 2, but at release, the GeForce 4 MX was the only DirectX 7 chip officially supported. 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. As of early 2006 the best videocard for Doom 3 is two Geforce 7800 GTX 512MB's running in SLI mode. 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 1024x768 with detail set to high on a machine with 512 MB RAM. ReceptionFew games have polarized gaming as much as Doom 3 has, causing the two groups reactions to the game to be wildly different. Critical and hardcore receptionThe most often named gameplay shortcomings of the game are:
It has been argued that many of these criticisms are based on expectations for other types of FPS games. During development, Doom 3 was often compared with the equally anticipated Half-Life 2. Some have argued that since Doom 3 was released before Half-Life 2, many have come to expect things from it that they previously had expected from Half-Life 2. For example, the common complaint about Doom 3's lack of environment interactivity could be considered a subtle complaint that Doom 3 doesn't have a Half-Life 2-style "Gravity Gun", a weapon which can pick up small items in the world and throw them around. Ironically, Doom 3 was said to have a "Gravity Gun" item designed long before Half-Life 2, but was not in the game proper. This weapon appears in the Doom 3 expansion known as Doom 3: Resurrection of Evil, which has drawn the ire of those who feel id is pandering to Half-Life 2 fans. 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 Secret Service: Security Breach. Rebuttals to critical receptionMany gamers claim the apparent "shortcomings" are not shortcomings at all, but are integral to the gameplay id determined to display for Doom 3. 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's gameplay: the player must balance between seeing the enemy, and defeating it. In the default game (without any modifications added), almost every monster has glowing eyes, or some aspect of bioluminescence which offers a target for the player. Modifying the weapons to project light, results in the mystery of "the unknown" to be less potent and frightening. Additionally, muzzle flashes can be enabled for marginally better visibility while firing. 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."[2] Despite its apparent 'flaws', the game was still a 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, Enemy Territory: Quake Wars, Castle Wolfenstein (tentative title) and Prey. As of August 17, 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. List of levelsThere are 27 levels in Doom 3. Most of them are quite large and typically require 1+ hours each on a player's first run through the game. Spoiler warning: Plot and/or ending details follow.
Software patent controversyA week before the game's release, it became known that an agreement to include EAX audio technology in Doom 3 reached by id Software and Creative Labs was heavily influenced by a software patent owned by the latter company. The patent dealt with a technique for rendering shadows called Carmack's Reverse, which was developed independently by both John Carmack and programmers at Creative Labs. id Software would have been putting themselves under legal liability if they used the technique in the finished game, so to defuse the issue, id Software agreed to license Creative Labs sound technologies in exchange for indemnification against lawsuits. [3] Web-integrationShortly following the announcement of Doom 3's development, a promotional website was released that serves as the homepage of the fictional corporation operating on Mars in the game. Until the announcement of gold status, the site served as a teaser; later a countdown to the release date was added. The website for Martian Buddy, a fictional corporation prominently featured in the game, was also revealed before the game launch. 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. LinuxDoom 3 continued id's long track record of creating games that were Linux compatible. This was primarily a result of id's decision to use the OpenGL standard for the graphics engine as opposed to Microsoft's proprietary Direct3D API which is only available for the Windows line of operating systems. The executable for the Linux version can be found on id's FTP ftp://ftp.idsoftware.com/idstuff/doom3/ or BitTorrent server. It can also be downloaded from Doom Wad Station. TTimo also has a Wiki with information regarding the Linux version [4]. Development team
Some work was done by outside specialists:
References
This page about doom 3 includes information from a Wikipedia article. Additional articles about doom 3 News stories about doom 3 External links for doom 3 Videos for doom 3 Wikis about doom 3 Discussion Groups about doom 3 Blogs about doom 3 Images of doom 3 |
|
Some work was done by outside specialists:. These regulations have been very successful, dramatically reducing dioxin emissions and making modern waste-to-energy systems one of the cleanest sources of electricity. TTimo also has a Wiki with information regarding the Linux version [4]. As a result, EPA implemented new emissions requirements. It can also be downloaded from Doom Wad Station. When the original EPA inventory of dioxin sources was done in 1987, incineration represented over 80% of known dioxin sources. The executable for the Linux version can be found on id's FTP ftp://ftp.idsoftware.com/idstuff/doom3/ or BitTorrent server. Incineration of municipal solid waste, medical waste, sewage sludge, and hazardous waste together produce less than 3% of all dioxin emissions. This was primarily a result of id's decision to use the OpenGL standard for the graphics engine as opposed to Microsoft's proprietary Direct3D API which is only available for the Windows line of operating systems. Modern waste incinerators are equipped with pollution control equipment which reduces dioxin emissions to insignificant levels. Doom 3 continued id's long track record of creating games that were Linux compatible. Long term studies of the members of Ranch Hand have thus far uncovered a possibility of elevated risks of diabetes. For example, Rockstar Games created sites for most companies mentioned in commercials on the in-game radio in Grand Theft Auto. These were members of Operation Ranch Hand. Some other developers have also created websites for in-game companies in the past. The only exception existed for those who directly handled Agent Orange. The website for Martian Buddy, a fictional corporation prominently featured in the game, was also revealed before the game launch. The Center for Disease Control found that dioxin levels in Vietnam veterans [4] were in no way atypical when compared against the rest of the population. Until the announcement of gold status, the site served as a teaser; later a countdown to the release date was added. The most recent study, paid for by the National Academy of Sciences, was released in an April 2003 report. Shortly following the announcement of Doom 3's development, a promotional website was released that serves as the homepage of the fictional corporation operating on Mars in the game. US veterans' groups and Vietnamese groups, including the Vietnamese government, have convened scientific studies to explore their belief that dioxins were responsible for a host of disorders, including tens of thousands of birth defects in children, amongst Vietnam veterans as well as an estimated one million Vietnamese, through their exposure to Agent Orange during the Vietnam War, which was found to be highly contaminated with TCDD. [3]. Other possible effects may be. id Software would have been putting themselves under legal liability if they used the technique in the finished game, so to defuse the issue, id Software agreed to license Creative Labs sound technologies in exchange for indemnification against lawsuits. This is the only known direct result of dioxin exposure at levels below the lethal dose. The patent dealt with a technique for rendering shadows called Carmack's Reverse, which was developed independently by both John Carmack and programmers at Creative Labs. Excessive exposure to dioxin may cause a severe form of persistent acne, known as chloracne. A week before the game's release, it became known that an agreement to include EAX audio technology in Doom 3 reached by id Software and Creative Labs was heavily influenced by a software patent owned by the latter company. Dioxins build up in living tissue (bioaccumulate) over time, so even small exposures may accumulate to dangerous levels. Most of them are quite large and typically require 1+ hours each on a player's first run through the game. It is even controversially discussed if dioxins might have a non-linear dose-response curve with beneficial health effects in a certain lower dose range, a phenomenon called hormesis. There are 27 levels in Doom 3. The use of these materials means that all modern humans receive (at least) a very small daily dose of dioxin—however, it is disputed whether such exceptionally tiny exposures have any clinical relevance. By the same source, it is in the top 10 PC games of 2004. Such materials include tampons, and a wide variety of food packaging substances. As of August 17, Doom 3 has garnered an average review score of 88%, according to 81 media outlets on GameRankings.com. Dioxins are present in minuscule amounts in a wide range of materials used by humans — including practically all substances manufactured using plastics, resins or bleaches. Several games are already being developed using a modified Doom 3 engine, including Quake 4, Enemy Territory: Quake Wars, Castle Wolfenstein (tentative title) and Prey. See Agent Orange for more on contamination problems in the 1960s. id Software also typically benefits from licensing the engine to other developers. Higher levels of chlorination require higher reaction temperatures and greater dioxin production. The financial success was bolstered by the near-record number of pre-orders placed for the game. Affected compounds include the wood preservative pentachlorophenol, and also herbicides such as 2,4-dichlorophenoxyacetic acid (or 2,4-D) and 2,4,5-trichlorophenoxyacetic acid (2,4,5-T). Despite its apparent 'flaws', the game was still a success for id Software, with the planned total revenue estimated by Activision at $20 million. Dioxins are also generated in reactions that do not involve burning — such as bleaching fibers for paper or textiles, and in the manufacture of chlorinated phenols, particularly when reaction temperature is not well controlled. The people sound like they're in a recording booth."[2]. Incineration is now a very minor contributor to dioxin emissions. 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. Incinerator emissions of dioxins have been reduced by over 90% as a result of new emissions control requirements. 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. Chemical Engineering, December 2002 has a detailed article on this issue. Using logs like this harkens back to the age of System Shock 2 and aids the progression of the story. The most common method of reducing dioxins reforming or forming de novo is through rapid (30 millisecond) quenching of the exhaust gases through that 400°C window. Another rebuttal concerns the story of Doom 3, which is done through the use of audio and video logs. In incineration, dioxins can also reform in the atmosphere above the stack as the exhaust gases cool through a temperature window of 600 to 200°C. Additionally, muzzle flashes can be enabled for marginally better visibility while firing. Nevertheless, chlorine tobacco pesticides and chlorine-bleached cigarette papers remain legal, with no warning required to consumers. Modifying the weapons to project light, results in the mystery of "the unknown" to be less potent and frightening. Since then, the USA classified dioxin as a Known Human Carcinogen, and the USA signed the Stockholm Convention on POPs to globally phase out dioxin and 11 other of the worst industrial pollutants. In the default game (without any modifications added), almost every monster has glowing eyes, or some aspect of bioluminescence which offers a target for the player. Dioxin cannot come from the tobacco or any natural plant. In addition, the flashlight is a key element of Doom 3's gameplay: the player must balance between seeing the enemy, and defeating it. In that same document, the EPA acknowledged that dioxin is "anthropogenic" (man-made, "not likely in nature"). 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. Dioxin in cigarette smoke was noted as "understudied" by the EPA in its "Re-Evaluating Dioxin" (1995). Many gamers claim the apparent "shortcomings" are not shortcomings at all, but are integral to the gameplay id determined to display for Doom 3. Dioxins are also in smoke from typical cigarettes, those with chlorine-bleached paper and residues of many chlorine pesticides. 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 Secret Service: Security Breach. These sources together account for nearly 80% of dioxin emissions. 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. According to the most recent EPA data the major sources of dioxin are:. This weapon appears in the Doom 3 expansion known as Doom 3: Resurrection of Evil, which has drawn the ire of those who feel id is pandering to Half-Life 2 fans. Dioxins are produced in small concentrations when organic material is burned in the presence of chlorine, whether the chlorine is present as chloride ions or as organochlorine compounds, so they are widely produced in many contexts. Ironically, Doom 3 was said to have a "Gravity Gun" item designed long before Half-Life 2, but was not in the game proper. The WHO still recommends breast feeding for its other benefits. For example, the common complaint about Doom 3's lack of environment interactivity could be considered a subtle complaint that Doom 3 doesn't have a Half-Life 2-style "Gravity Gun", a weapon which can pick up small items in the world and throw them around. Breast fed children usually have substantially higher dioxin body burdens than non breast fed children until they are about 8 to 10 years old. Some have argued that since Doom 3 was released before Half-Life 2, many have come to expect things from it that they previously had expected from Half-Life 2. Children's body burdens are often many times above the amount implied by tolerable intakes which are based on body weight. During development, Doom 3 was often compared with the equally anticipated Half-Life 2. Children are passed substantial body burdens by their mothers, and breast feeding increases the child's body burden. It has been argued that many of these criticisms are based on expectations for other types of FPS games. Most controversial is the US EPA assessment's (draft) finding that any reference dose that were to be set would be far below current average intakes. The most often named gameplay shortcomings of the game are:. Few facilities have constant sampling. Few games have polarized gaming as much as Doom 3 has, causing the two groups reactions to the game to be wildly different. In Belgium, through the introduction of a process called AMESA, constant sampling showed that periodic sampling understated emissions by a factor of 30 to 50 times. It is possible, but difficult, to achieve smooth gameplay at 1024x768 with detail set to high on a machine with 512 MB RAM. In many developed nations there are now emissions regulations which have alleviated some concerns, although the lack of constant sampling of dioxin emissions causes concern about the understatement of emissions. 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. Inhalation has been a problem for people living near substantial point sources where emissions are not adequately controlled. 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. Occupational exposure is an issue for some in the chemical industry, or in the application of chemicals, notably herbicides. 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. [1]. As of early 2006 the best videocard for Doom 3 is two Geforce 7800 GTX 512MB's running in SLI mode. Dioxin enters the general population almost exclusively from ingestion of food, specifically through the consumption of fish, meat, and dairy products since dioxins are fat-soluble and readily climb the food chain. A 6600GT however will also easily play the game on the same hardware at those speeds under the same conditions in most situations. Tolerable daily, monthly or annual intakes have been set by the World Health Organization and a number of governments. 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. Australia, New Zealand and the United Kingdom all have substantial research into body burdens and sources. However, to make full use of the game engine, newer hardware is required. The United States Environmental Protection Agency Dioxin Reassessment Report is possibly the most comprehensive review of dioxin, but other countries now have substantial research. The Macintosh version runs satisfactorily even on a 1.25 GHz G4 PowerBook with an NVIDIA GeForce FX Go 5200 GPU. . 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). For a modern game with an advanced graphics engine, Doom 3 had suitably high minimum system requirements. The TEFs have been developed from detailed assessment of literature data to facilitate both risk assessment and regulatory control. A frequent phenomenon throughout the original Doom 3 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. TEFs for mammalian species are generally applicable to human risk calculations. Almost the whole game takes place indoors, which provides many opportunities for surprise. TEFs are consensus values and, because of the strong species dependence for toxicity, are listed separately for mammals, fish and birds. To achieve best effect, this usually happens in a dark room or the room darkens suddenly. By convention it is assigned a toxicity rating or Toxic Equivalence Factor (TEF) of 1.0 with the remaining PCDD/Fs being assigned lower relative values. Emergence of stronger enemies (bosses) is backed up by new lighting effects and/or cutscenes. 2,3,7,8-tetrachloro dibenzene-para-dioxin is the most toxic of the congeners. On the other hand, exploring new areas backgrounded by theme music makes the player expect a monster appear behind each corner. Out of the 210 PCDD/F compounds in total, only 17 congeners (7 PCDDs and 10 PCDFs) have chlorine atoms in the relevant positions to be considered toxic by the NATO/CCMS international toxic equivalent (I-TEQ) scheme. Surprising ambushes usually from dark places tend to shock player and put his reflexes into test. The toxicity of PCDD/F is dependant on the number and position of the chlorine atoms, with only congeners that have chlorines in the 2,3,7,and 8 positions have any observable toxicity. Creatures may appear just as well unexpected as anticipated. There are 210 different PCDD/F congeners, comprising of 75 PCDD's and 135 PCDF's. 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). Chlorine atoms are attached to the basic structure at 8 different places on the molecule, numbered from 1 to 10. 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. The basic structure of PCDD/F's comprises of two benzene rings joined by either a single (furan) or a double oxygen bridge (dioxin). The portals to Hell could only be sustained for a short period of time, which was nowhere near enough to conduct any serious experiments. PCDD/F's have been shown to bioaccumulate in humans and wildlife due to their lipophilic properties. The in-game story explanation for the pitch-darkness is as follows. Dioxin is the popular name for the family of chlorinated organic compounds comprising of Polychlorinated Dibenzo Furans (PCDF) and Polychlorinated Dibenzo Dioxins (PCDD). It also heavily relies on lighting effects to set the mood. Dioxin was described as a mind-altering substance, that caused depression and would definitely cause the person to commit suicide, sooner or later. Most of the levels are very dark, to create the feeling of helplessness and scare the player. One news report explained, that during the cold war, the KGB used dioxin to induce suicides. The most important element in the gameplay and action of Doom 3 is the atmosphere. Although experts suggest his face could clear up after several years, it is highly unlikely. The ending scene shows the sole surviving marine (and, it is presumed, myriad other Mars City personnel who survived the onslaught) being rescued by the fleet, and Betruger reincarnated as a dragon-like demon called the Maledict. This is the first known case of a single high dose of TCDD dioxin poisoning. There he used the Soul Cube to defeat "Hell's strongest warrior", the horrific Cyberdemon, and seal the portal. In 2004, a notable individual case of dioxin poisoning, Ukrainian politician Viktor Yushchenko was exposed to the second-largest measured dose of dioxins, according to the reports of the physicians responsible for diagnosing him. With the Gurardian of Hell defeated the player took the Soul Cube back through the teleporter to Mars, where he learned that while his actions had made Betruger unable to use the teleporter technology, a natural portal to Hell had been opened at the site of the alien ruins. These patients were provided with olestra to accelerate dioxin elimination. The marine fought his way through them and defeated The Guardian of Hell, a gigantic, blind demon which uses smaller creatures named seekers to "see". The same study also covered a second subject who had received a dosage equivalent to 2,900 times the normal level, who apparently suffered no notable negative effects other than chloracne. Betruger used the teleporter technology to transport the marine to Hell, where he hoped the hordes of Demons could defeat him. However, other notable laboratory tests, such as immune function tests, were relatively normal. He also learned of the Soul Cube, and the portal to Hell where it was held. She suffered from chloracne, nausea, vomiting, epigastric pain, loss of appetite, leukocytosis, anemia, amenorrhoea and thrombocytopenia. He learned that Betruger planned to wipe out the reinforcements that were on their way and use their ships to take the demons to Earth and conquer it. In a 2001 case study [5], physicians reported clinical changes in a 30 year old woman who had been exposed to a massive dosage (144,000 pg/g blood fat) of dioxin equal to 16,000 times the normal body level; the highest dose of dioxin ever recorded in a human. One man, the marine who the player controls, survived that attack and fought his way through the facility. The scandal that followed caused a landslide in the elections one month later. Most marines who survived the first attack were wiped out by the demons and the undead Mars security forces in a matter of hours. 7,000,000 chickens and 60,000 pigs had to be slaughtered. Their attack left most of the Mars City population either dead or zombified slaves. In May 1999, there was a dioxin crisis in Belgium: quantities of dioxin had entered the food chain through contaminated animal feed. Under his direction the demons again invaded Mars, confident that the only key to their defeat lay safe in their hands. No direct consequences of this incident have thus far been recorded. Betruger then took the Soul Cube into Hell and apparently made some kind of deal with the creatures there. A possibly large amount of dioxins was flushed from the factory into the Labe river during the 2002 European flood. A general sense of paranoia and fear spread throughout the facility, leading many workers to request a greater Marine presence and/or weaponry accesible by themselves. Dozens of them fell seriously ill. Betruger and his team, frequently reported strange phenomena and unlikely industrial accidents. Workers in this factory were exposed to high concentrations of dioxins at that time. Scientists and workers, unaware of the nature of the work being performed by Dr. In the 1960s, parts of the Spolana chemical plant in Neratovice, Czechoslovakia, were heavily contaminated by dioxins, when the herbicide 2,4,5-T (also a component of Agent Orange) was produced there. The portal experiments also had strange and disturbing effects on the Mars City research facility where the experiments were conducted. Dioxin also caused the 1983 evacuation of Times Beach, Missouri. 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. In 1978, dioxin was one of the contaminants that forced the evacuation of the Love Canal neighborhood of Niagara Falls, New York. The UAC, discovering the Soul Cube and the warnings, used them to invent the same teleporter technology. In 1976 large amounts of dioxin were released in an industrial accident at Seveso, although no human fatalities or birth defects occurred. Consequently, the demons want to reclaim Earth. In the 1960s Philips-Duphar produced 2250 tonnes of 'Agent Orange' for the US Army. It's stated that the demons once inhabited Earth in an unknown context, but lost possession of it due to an unknown cause. Four people die of dioxin poisoning, and 50 more suffer severe health problems. 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. In 1963 a dioxin cloud escapes after an explosion in a Philips-Duphar plant (now Solvay Group) near Amsterdam. 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. And at least in laboratory animals, increased rates of liver and lung cancer are observed. 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. Diabetes. Quickly invaded by demons, this alien race created and sacrificed themselves to a weapon known as the Soul Cube. Birth defects. They realized an important fact all too late, however; the route the teleporter took passed through Hell. Endometriosis. Tablets found at these sites record how an ancient Martian race developed a form of teleporter technology. Damage to the Immune systems.[3]. The story of Doom 3 surrounds the discovery of ancient ruins underneath Martian soil. Developmental abnormalities in the enamel of children's teeth.[2]. Video booths and televisions give planetary news, corporate propaganda, visitor information and technical data about the base. Diesel trucks. 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. Metal smelting. The messages are internal e-mails and audio reports sent between lab workers, administrators, maintenance staff, and security personnel at the Mars base. Residential wood burning. 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. Coal fired utilities. Unlike in previous id games, there are now cut scenes that give purpose and context for the player's actions. Land application of sewage sludge. The game's events and atmosphere show a great deal of influence from George Romero's Living Dead series and James Cameron's Aliens (1986 film). Trash burn barrels;. id focused on retelling the story and creating a tense horror atmosphere. In contrast to its earlier disdain for storytelling, this time id Software employed a professional science-fiction writer Matthew Castello to write the script and assist in story-boarding the entire game. Similar to the story of the original Doom, the game focuses on the marine who was transferred to Mars and sent out on a routine mission. Italic text in this section is taken from the Doom 3 manual. 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. 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. 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. To increase the interactivity with the game-world, id designed hundreds of high-resolution animated screens for in-game computers. 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. A shortcoming of this approach is the engine's inability to render soft shadows and global illumination. This allows lights to cast shadows even on non-static objects such as monsters or machinery, which was impossible with static lightmaps. 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. The key aspect of the Doom 3 graphics engine is the unified lighting and shadowing. According to John Carmack, the lead graphics engine developer at id, the "tripod of features" in Doom 3 technology are:. 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. 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. Two days before its official release, Doom 3 was released by pirate groups onto the Internet where it became possibly the fastest spreading pirated game ever. 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). Due to high demand, the game was made available at select outlets at midnight on the date of release. Additionally, a Linux version was released on October 4, 2004. on August 3, 2004. Doom 3 was released in the U.S. Doom 3 achieved gold status on July 14, 2004, and a Mac OS X release was confirmed the next day on July 15, 2004. However, none of those games managed to make Christmas season. Originally, the game was planned for release around the same time as two other highly anticipated games, Halo 2 and Half-Life 2, in Christmas 2003. According to some comments by John Carmack, the development took longer than expected. 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. Shortly after E3, a development version of the game leaked from ATI Technologies and quickly spread on the Internet. It won five awards at E3 that year. In 2001 it was first shown to the public at MacWorld in Tokyo and was later demonstrated at E3 in 2002, where a 15 minute gameplay demo was shown in a small theater. The game was in development for four years. 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. 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). They thought that id was going back to the same old formulas and properties too often. Kevin Cloud and Adrian Carmack, two of id Software's owners, were always strongly opposed to remaking Doom. This plan revealed controversy had been brewing within id over the decision. In June 2000, John Carmack posted a plan [1] announcing the start to a remake of Doom using next generation technology. . A Doom movie, loosely based on the franchise, was released on October 21, 2005. There is a Zboard available for this game. An expansion, Doom 3: Resurrection of Evil, developed by Nerve Software and co-developed by id Software, has been released. The Xbox version is graphically similar (with less details) to the original but features an additional two player co-operation mode. 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). Set in 2145 in the Union Aerospace Corporation (UAC) research center on Mars, it is a reimagining of the original Doom, with completely new graphics and game engine. Doom 3 is a sci-fi horror first-person shooter computer game developed by id Software and published by Activision. 108. PC PowerPlay (January 2006), pp. ^ "The Vault: System Shock 2". — The company that co-developed Doom 3 multiplayer maps. Splash Damage, Ltd. Matthew Castello (a science fiction writer who worked on the famous games The 7th Guest and The 11th Hour) — (non-id) — Game script. Chris Vrenna — (one of the first members of Nine Inch Nails who wrote the music for Quake) — Music (Note: Trent Reznor left part-way through development and no longer has sound or music in Doom 3). Kevin Cloud — Artist. Christian Antkow — Level designer. Malvern Blackwell — Level designer. Paul Jaquays — Level designer. Patrick Duffy — GUI designer. Adrian Carmack — Artist. Tim Willits — Lead designer. Jan Paul van Waveren — Game engine (physics). Robert Duffy — Lead programmer. Jim Dose — AI and scripted scenes. Fred Nilsson (worked on Antz and Shrek at DreamWorks as an animator) — Animation. Kenneth Scott — Lead artist. Seneca Menard — 3D modelling (formerly of DreamWorks). Graeme Devine — Sound engine. Timothee 'TTimo' Besset — Network code, GtkRadiant, Linux conversions (formerly a contractee hailing from Paris, now part of the team in Texas). John Carmack — Game engine (graphics). as his form is absorbed into the Maledict back in Hell. The player's character is rescued, Swann is found dead from his wounds, and Betruger is nowhere to be found.. In the following end cinematic sequence, the distress responder ships arrive and find the base in ruins. An exploratory player may find the hidden "id Software PDA", containing messages from several id Software employees. Primary Excavation (Hellhole): Player must defeat the fourth and final boss, the Cyberdemon, and seal the Hell portal. The vagary makes another appearance at the end, and may come in a pair. Caverns – Level 2: Features an ancient Martian temple. Level 1 contains the oldest, original Mars base. Caverns – Level 1: The player advances towards the primary excavation site, where the Hell portal is located. This is the last level where the surface of Mars is visible. Site 3: Where archaeological entities are brought to and where the research is done. After defeating Sabaoth, the player acquires Campbell's BFG. Sabaoth has integrated Campbell's BFG into his cybernetic tank-body, and uses it against the player. Central Processing (Server Banks): The player fights the third boss, Sabaoth, the demon transformation of Sergeant Kelly. Central Processing: The effects of the growth in the base are evident here, and Campbell is found dying at the end of the level, his BFG stolen by Sarge. Swann has also ordered Campbell to forsake him and pursue Sarge, who apparently is also a demon. Swann is found gravely wounded, and he tells the player that they're the only hope of stopping the invasion. From hereon, there will be no more zombies other than commandos. Delta Complex (Revisited): The first and only appearance of ticks. Hell: The player must trek through Hell and defeat the Guardian (second boss) to retrieve the Soul Cube. Betruger sends the player to Hell through the main teleporter after the battle. Delta Labs – Level 4: Hellknights are introduced in the cutscene. Delta Labs – Level 3: The player is hot on the heels of Betruger and travels through several second-generation teleporter units. The Soul Cube backplot is revealed. Delta Labs – Level 2B: Archviles start showing up with their haunting cackles and screeches. Player encounters a Non-Player Character named Ian McCormick who reveals much about the activities that lead to the invasion. Delta Labs – Level 2A: Player goes through the teleporter for the first time. Player must initiate power by turning on main reactor. Delta Labs – Level 1: This level has no demon altercations of any kind for quite some time upon entering it. Commando zombies first appear here. Monorail: Player must take it to reach the Delta Labs by monorail. The mancubus is introduced in a cutscene and cherubs make their first appearances. If the player declined to transmit, Betruger calls them anyway. If the player issued the distress call in the Communications level, Betruger reveals that he will use the responder ships to invade Earth. Recycling – Sector 2: A trap is sprung on the player by Betruger, slowly filling the building with toxic gases. The Revenant is introduced in a cutscene, and this is the only level with toxic waste pools. Monorail Skybridge (Recycling – Sector 1): Where trash is processed in the UAC. Sarge orders the player to send the message, while Swann presses the player not to. Communications: Player confronts a dilemma, and must make decision to send or to not send the SOS transmission to Earth. The berserk powerup appears for the first time. The chainsaw zombie makes its first appearances here, whose spoils are definitely worth the fight. The first cacodemon appears at the start. Communications Transfer: There are many outdoor areas in this level. Swann and Campbell give up trying to intercept the marines sent to transmit a distress call and travel by vehicle to the communications complex. Some rooms are less claustrophobic but more acrophobic, and there is an abundance of plasma gun ammo. The lost soul is introduced in a cutscene and wraiths first appear here. Energy Processing (EnPro): Bravo Team cutscene. There is the infamous "they took my baby" sequence, and the Vagary (first boss) appears at the end. Alpha Labs – Sector 4: Player must navigate either the EFR or the bridge. Alpha Labs – Sector 3: Contains a very hidden plasma gun and an optional chaingun. There is a glimpse of the Bravo Team through a window. Alpha Labs – Sector 2: Trites appear. Maggots are introduced. Sector 1 houses the EPD (Elemental Phase Deconstructor), and the Hydrocon. Alpha Labs – Sector 1: Built in 2095 and located on Site 2, Alpha is the UAC's center research lab. After being dismissed by Betruger, Swann resorts to his backup plan, involving Swann's former marine bodyguard Campbell and copious use of a BFG-9000. Player again eavesdrops on a conversation between Betruger and Swann. The growth taking over the base is seen here first, and this is where monsters start teleporting in. UAC Administration: The pinky (demon) is introduced at a cutscene. Mars City (2): The same level as the Introduction, but after the demon invasion. The imp is introduced at a cutscene. The shooting begins here. In the Communications Building, things start to go awry. Mars City Underground: A shorter tutorial covering a few more features in the game. Malcolm Betruger. The player eavesdrops on a heated conversation between a UAC executive named Elliot Swann and the unscrupulous research director Dr. (Welcome to Mars!) The marine (player) also picks up his first assignment here from Sargeant Kelly ("Sarge"). Introduction (Mars City 1): A short tutorial on the basic features of the game. No official cooperative gameplay in the PC version whereas the original Doom contained a cooperative mode. A small multiplayer deathmatch mode of only a few people, although Doom 3 was attempting to focus on the single player experience. Somewhat limited use of physics. Poor monster AI, over-reliance on scripted sequences;. Somewhat stale storytelling techniques, forcing the player to read or listen to messages by hiding access codes in them, and a shortage of cut-scenes providing story exposition;. No ability to use the flashlight and the weapon at the same time (known as "No duct tape on Mars" problem), whereas today many real-life weapons have hands-free light attachments (however, many light-mods on the internet add a flashlight to the guns);. Repetitive gameplay, similar linear levels during parts of the game. Reliance on traditionally overused horror techniques such as pitch black darkness, limited use of the flashlight and stock horror movie clichés, which some feel makes the game frustrating to play rather than scary or atmospheric;. The Soul Cube is not included in the standard Doom 3 multiplayer maps, but can be found and used late in the game and is a vital item. Upon being charged, the player is alerted by the Cube's spoken advice, "Use us." After use, the Cube must be recharged again with 5 kills. The Soul Cube becomes "charged" for use after the player has killed 5 enemies, and any more will not further charge the Cube. Employment of the Soul Cube releases a whirling blade-type weapon that automatically homes in on the enemy with greatest health, delivering 1000 hit points to the target (instantly killing all but the bosses), and restores the player's health according to the health of its victim prior to the attack. Soul Cube – The Soul Cube is a supernatural weapon whose provenance is explained by a detailed backstory within the plot of the game. The chainsaw is not included in the standard Doom 3 multiplayer maps. Most enemies fall to the sawing in mere seconds. Chainsaw – Very powerful mêlée weapon with a blade that never dulls. The BFG is not found in the standard Doom 3 multiplayer maps, but is still modified to fire a slower projectile in multiplayer. Caution: the BFG 9000 can be overcharged and will instantly kill the user if done. When the microchip shatters, the projectile automatically detonates. Each projectile beams a damaging ray to enemies and contains a microchip core to determine friend or foe. One fully-charged blast will overkill almost all enemies on a direct hit, and most cannot survive within a few meters (nonconforming to the 15 meters described by the UAC video). BFG 9000 (Note: BFG is literally an acronym for "Big Fucking Gun", although the Doom movie lists it as the "Bio Force Gun") – An extremely powerful energy charge weapon very capable of room clearing. In single player, the additional height gained by rocketjumping is very small. Rocket Launcher – Launches a fast projectile that deals great damage to the victim of a direct hit and adds splash damage to those near the explosion. Because of its large shot size, the plasma gun is useful for putting up "flak", which can render ineffective a wide variety of projectiles. In multiplayer, the plasma gun's clip size has been reduced to 30 but its damage per projectile has become greater. However, the projectile velocity has been considerably reduced, making it an unsuitable weapon for long range. Doom 3s version of the plasma gun is similar to that of the original Dooms for the latter, and also as it is rapid-fire (albeit not quite as rapid) without any spread. Plasma Gun – Has a clip size of 50 and shoots blue orbs of plasma. In multiplayer, the player starts with two handgrenades. There is no danger of one being obstructed by or detonating on the user due to proximity. Handgrenade – A very bouncy type (three quarters bouncyness), these yellow, cylindrical grenades detonate either on an enemy or three seconds after being primed. In multiplayer, the chaingun's spread has been reduced to a mere 1 degree, thus making it the prime long-range weapon. Chaingun – This is a great short to medium range rapid-fire weapon as each bullet inflicts twice as much damage as the machinegun, but however also has more spread. In RoE multiplayer, the machinegun is the player's starting weapon. Machinegun – A high rate of fire, good accuracy and excellent power makes this a perfect weapon for medium and long-range enemies and quick targetting. With only 1 degree of spread and a good clip size of 60, the machinegun is the best weapon for dishing out a string of headshots that can bring most enemies down in seconds. In multiplayer, the shotgun's spread has been reduced to half (11 degrees), greatening its effectiveness at range. However, the great damage that the shotgun can inflict at point-blank makes it one of the most useful weapons, capable of dispatching most standard enemies with one well-aimed shot. Use sparingly for medium or long-range targets. Due to this weapon's extremely high spread (22 degrees in single player), the shotgun is a very poor weapon outside short range. Shotgun – The weapon of choice for close combat. In multiplayer, the pistol is the player's starting weapon. The pistol is commonly used to conserve other types of ammunition. It's highly accurate and provides solid stopping power without expending too much ammo. Contrary to what is written in the manual, in the actual gameplay, the pistol is automatic, meaning it is possible for the player to simply hold the fire button in order to shoot multiple rounds. Pistol – Standard marine issue semi-automatic pistol. The combat differences from fists are: double the damage, slightly more range, but slower rate of fire. Also works as a club in close combat. Fortunately, the flashlight's battery is infinite and so is its durability for bashing enemies. Flashlight – Power fluctuations and maintenance issues continue to create poor lighting at the UAC Facility and flashlights are now required for all security forces. The fists can also fell an opponent in a single blow when the player is energized by a Berserk powerup. In multiplayer, in addition to inflicting damage, one can rob another player's weapon by landing a punch. Fists – There's nothing like a little hand-to-hand combat. An entertaining way to kill a foe, or even an ally. GUI surfaces that add extra interactivity to the game. Complex animations and scripting that show off the real-time, fully dynamic per-pixel lighting and stencil shadowing. Unified lighting and shadowing. |