This may be news to you, but Doom 3 was a remake of Doom 1. So naturally the gameplay should be 1994 era. Doom 1 had monster closets and ammo traps, and so the remake of Doom 3 also has monster closets and ammo traps. This is not a complicated concept.
You know, I was going to argue about this. About how it Doom 3 being a remake doesn't exempt it from trying to have modern day gameplay mechanics (Indeed, they brought the story and the engine into the modern day; why not the gameplay as well?) but then I realized that has absolutely NOTHING to do with what I was talking about.
What I'm trying to get across is that all those little 1994-era gameplay decisions, alongside newer concepts like the flashlight and alt-tabbing out (EDIT: I take that back.. You had to QUIT OUT OF THE GAME to get that code, now that I think about it :P) to get a code from the 'net, adversly affect the immersion factor that Doom 3 has; Doom 3 itself already ruins the immersion factor that CptStern mentioned, which makes it silly, IMO, when he says HL2 can't top it. Top what, exactly?
Whether or not such gameplay designs are valid in todays world is irrelevent; they ARE disruptive to the immersion and suspense of disbelief, which is the point I was making. Whether or not that makes Doom 3 a bad game is another argument entirely.
This comment was edited on Oct 19, 2024, 06:07.