🐳 10,296 items were approved and added to the database in the past week!

Doom³

Moby ID: 14320
Windows Specs
Note: We may earn an affiliate commission on purchases made via eBay, Amazon and GOG links (prices updated 9/29 10:08 PM )
Add-on (official) Conversion (official) Included in Special Edition See Also

Description official descriptions

The third game of the DOOM series (now in full 3D) takes gamers through the depths of Hell, where technology and demons meet. But this time round, the game is more focused on horror elements than previous games in series.

Doom 3 is set in the year 2145, on Mars. You start as an unnamed marine soldier sent to the Red Planet, where a corporation named The Union Aerospace Corporation makes secret experiments based on ancient aliens' technology. People around the base are on the edge, & something is not right. You receive your first simple mission and when you depart, the game really kicks off.

This third major release of the Doom series is especially based on single player experience. As in most First Person Shooter games, you aim, you shoot, & you run... Enemies are zombified humans from the base or daemons straight from Hell. Doom 3 is much darker visually than previous games - you can use a flashlight in dark corridors, but you must choose between various weapons and the flashlight (the marine can't use them both in same time.)

The game has multiplayer with four game modes for four players.

Spellings

  • Doom 3 - Alternative spelling
  • 毁灭战士3 - Simplified Chinese spelling
  • 둠 3 - Korean spelling

Groups +

Screenshots

Promos

Videos

See any errors or missing info for this game?

You can submit a correction, contribute trivia, add to a game group, add a related site or alternate title.

Credits (Windows version)

141 People (135 developers, 6 thanks) · View all

Reviews

Critics

Average score: 85% (based on 108 ratings)

Players

Average score: 3.7 out of 5 (based on 311 ratings with 28 reviews)

YES!

The Good
I've been a huge fan of Doom ever since the original came out back in 1993. For me, the Doom experience was always about just a few points:

  • Visuals to rival everything the market has yet seen
  • Sky-high production values
  • Solid level design
  • Thousands of challenging monsters and locations

Ladies and gentlemen, it took 11 years, but Doom 3 delivers. Oh boy, does it deliver. The shivers of excitement started the second I clicked on New Game and didn't stop for a minute. Doom 3 owns.

Visually, the game is not merely beautiful, great or even amazing as Half Life-2 was; it's nothing short of astounding. It's been well over half a year and I haven't seen anything even remotely close to the level of visuals I experienced in Doom 3. Everything looks so astoundingly detailed, right down to the rubble around the caves and the prickling hairs on the marine's fingers; the character models compare favorably to that of any game out there with the exception of HL2 - but whereas in HL2 the only genuinely impressive characters are the chief ones (Alyx, G-Man and three or four others) all character models in Doom 3 are extremely detailed and convincing. Despite claims to the contrary the locales are actually very varied (industrial-horror constructions, offices, dig sites, alien caverns and of course two kinds of hell) and all of them are ridiculously well-modeled and textures. I also readily state that the stones that comprise the final levels of the game are certainly the most realistic I've ever seen.

While I readily admit taking Doom 3's side on the classic "Doom 3 vs Half-Life 2" debate, it still astounds me that a lot of the HL2 proponents cite Doom 3's "lack of variety in enemies" as one of their chief arguments. While I always wish for more variety, Doom 3 definitely has a huge range of enemies: two kinds of marines, five or six types of zombies, imps, cacodemons, lost souls, arachnids, maggots, bosses and more (full list); the enemies inevitably become stronger and more varied as you progress in the game. Adherence to the classic FPS dogma is not necessarily a bad thing, particularly not in an oldskool game like Doom.

Another aspect of Doom 3 that resulted in a lot of consternation is its generous use of dark areas, so much so that Glen created the so-called Duct Tape mod for the game a few days after it was released. I first played the game with the duct-tape mod, and let me tell you: it detracts from the game horribly. I just finished playing the game a second time, this time at the highest difficulty level and without the flashlight mod, and it is so much more fun this way: more challenging, scarier and also quite a bit longer. The first time I played through the game I finished it in two 6-hour sessions; this time instead of taking less, it actually took me about 30 hours to finish the game. Do not play the game with the duct tape mod! Instead, put on your headphones, turn off the lights, crank the volume way up, make sure no-one disturbs you and play into the night. You'll enjoy it far better, I guarantee it.

The architecture and level-design is extremely impressive. A lot of the areas are obviously specifically designed to give a sense of urgency and claustrophobia; the open spaces are even worse (Doom games always tended to make you fear the quiet even worse than the turmoil). The various types of architecture make sure you never get bored with the surroundings, and if you're anything like me you'll find yourself spending minutes just staring out windows, or reading miscellaneous text off monitors, simply because it looks so damn good. The variety I mentioned earlier also means you have to adapt to various kinds of combat with various enemies: mostly shotgun and chainsaw for close quarters combat; automatic weapons outside; be extremely conservative with the way you waste ammo, use grenades judiciously, always use the least powerful weapon for any given task. At the high difficulty settings the game does pose a challenge (although not as difficult as I'd prefer) so it's important to get a feel for the game rather than running around shooting at things randomly: you may survive a couple of battles that way, but the next time you'll be facing a hell knight and you're out of ammo, well, sucks to be you.

The sound design is amazing. The music (though there is relatively little of it) is very appropriate, the constant background noises are simply magnificent: machinery hums, electricity buzzes, and certain areas that are obviously references to levels in the original Doom games even sound the part, albeit that much more detailed and spooky. Weapon sounds are minimalistic but appropriate, the monsters sound as you'd expect. Voice acting is surprisingly good, even (and maybe particularly) for the background characters - some of the voice logs are downright eerie.

Also, the plot does work. Yes, it's simple. Yes, it's minimalistic. But it works, and works well at that. The various PDAs and monitors are loaded with background information to help you get a feel for what's going on around you; admittedly I found it unnecessary in the original Doom, but in Doom 3 it really helps build an atmosphere.

Lastly, the game captures the Doom spirit perfectly. I was worried (particularly considering the rumors that the monster count has been drastically decreased) that Doom 3 will not feel like Doom; it's difficult to explain the distinction, but the way things behave and the game "feels" is absolutely Doom, which is absolutely a good thing. Playing Doom 3 has been one of the most satisfying gaming experiences I've ever had.

Here are a few final tidbits I couldn't really build a paragraph on:

  • Considering what the engine does, it's astoundingly fast. It runs very well with antialiasing on my machine (AthlonXP 2800+, Radeon 9800XT, 1GB RAM) and with slightly reduced details it runs impressively well even on older machines (and even a friend's Radeon 9600-equipped laptop).
  • The loading times are not awful, and a 30-second level load will last anywhere from 10 to 90 minutes of gameplay, which is damn good considering the immediate competition... *cough* HL2 *cough*
  • I have seen ZERO bugs on the game's first release. I bought it as soon as I could, played the first version start to finish and it was absolutely stable (both technically and as far as gameplay is concerned).
  • The game is certainly every bit as linear in nature as Half Life 2, but still "feels" a lot more open-ended; you never have to blast your way through a hardly-visible wooden barrier, or run through a corridor with 9 locked doors out of 10.
  • Doom 3 is not actually scary. Yes, there are a lot of "jump out of your chair" moments, but it's not genuinely claustrophobic nor genuinely scary. The only game to ever rate that in my scale was System Shock 2.
  • AI is weak, but is not expected to be anything else. Check out my response to A Gamer's Manifesto which goes into this in more detail.



The Bad
I have very few qualms with Doom 3. The primary concern is with its length; the first time I played the game it felt very short, but if you read this far you already know that turning off the duct tape mod has considerably increased replay time. The only issue that remains is that, because of the somewhat abrupt ending, the game feels more like Episode 1. I haven't played Resurrection of Evil yet so I can only hope the extension is appropriate.

The double-barreled shotgun is sorely missing, which also proves my previous point that the game feels more like the first in a series; another shortcoming that's supposed to be remedied by RoE.

The Bottom Line
The long-awaited sequel to Doom delivers and more so. It is one of the most enjoyable games I've played in ages, not to mention the most visually astounding game yet seen on the PC. Play it.

Windows · by Tomer Gabel (4534) · 2005

Hell ain't a bad place to be

The Good
Ahhh... Doom is back among us. After years of alpha leaks, mouth-watering promo videos and assorted demos the game that change the face of pc gaming returns once again to set the standard. And believe it or not, it didn't do a bad job at all!

The importance of Doom as a videogame landmark cannot be underestimated even by the most jaded old "grandpas" in the scene. Thus it made perfect sense for id to ride its golden pony once more as a way to promote their new graphic technology by way of a remake (or "reimagining" as Tim Burton would say) of the greatest game ever (sic.). Once again you are placed in the shoes of the ever present Space Marine (tm) who has to fight his way through a demon-infested colony in Mars fighting for your life through many dark corridors and hellish landscapes and once again the technological boundaries have been pushed further.

If the original Doom became famous for being the first game to really bring home the sci-fi tension and suspense of the Alien films, Doom 3 will be remembered as the game that took that feeling and made it actual physical reality (in your monitor of course). There's no overstating just how well the graphics in the game work. I saw most of the demos and was determined not to let them impress me by the time I got my hands on the game but as soon as I found myself exploring the dark corners of the station I forgot all about the pixel-shading effects, motion blurring, specular shading, bump-mapping and stuff like that. Because id pulled me once again in their dark sci-fi world this time thanks to a level of graphic realism never before seen on a videogame. The living quality of the environments is simply amazing. Not only do you get the gritty feel of being on a dark space colony, but also you get the feel that the place is entirely "man-made" as it were due to the fact that very few places are made of "just" textured walls and instead feature all sorts of modeled pipes, panels, wires and moving gizmos. The detail poured in the level design is simply amazing and coupled with a superb photographic direction that maximizes the engine's ability to dramatically light scenes (complete with true 0-light darkness) and an amazing sound design filled with eerie sci-fi cues and sfx that take full advantage of surround setups, the end result is an experience like no other. I vividly recall hooking the computer to my 29" TV, shutting off the lights and cranking my stereo with 4 friends the night I first installed the game and blabbing nonstop about how cool everything was until we got to the infamous "mirror scare"... boy you could hear a pin drop after that let me tell you!

And that's before you start meeting the nice denizens of hell and make a trip there yourself. Fans of horror games will be happy to know despite the imposing brimstone and lava intro to hell, that the game has let go somewhat of it's heavy-metal band inspired inferno and now favors a more Clive Barkerish design, which means more brutally dismembered corpses, ritualistic stuff and trans-dimensional horrors a-la Lovecraft. By far Doom 3 will remain in my mind as one of the most impressive depictions of hell ever, if only for the visceral effect of it all. As for the monsters themselves they are all reworkings of the same baddies featured in the original games only with the same Barker-inspired updates. For the most part all of the creatures gained with the changes (particularly the Imp, who looks far more menacing, and has gained an Alien-like agility) although the revenant looks far too "plastic-made" for me. One of the most impressive creatures in the game however, is an original creation whose name escapes me, but which looks like a cross between a moth and human baby... yes, a cute human baby. One of the most deliciously shocking and disturbing moments in the game is when you first hear the crying moans of a baby approach you and you later see his chubby face and bright eyes coming for you... with no legs...!

Anyway, moving from the visual design of things for a bit we have the gameplay. Let's see, where you betting on it being a straight up, simpleminded shooter? Well good for you! Here's your cookie boy.

Yes Doom 3 is a straight-to-the-point action-heavy visceral shooter just like the original games, but that's not to say that it hasn't picked up a few new tricks itself. While the gameplay revolves around shooting baddies and collecting keys the game plays as a unified whole (without any "levels") and has you following a distinct set of objectives and even asks you to make a choice a couple of times along the way. The game also uses darkness and poor visibility to augment it's emotional punch and believe me that it works. Few things bring such a primal fear to your heart as not knowing what's out there in the darkness, and the limitation of not being able to hold both the flashlight and a weapon at the same time while irritating at first makes sense in the context of the game and adds to the thrill factor.

Doom 3 also makes heavy use of scripted events to increase the survival-horrorish feel. Interaction with the gameworld is, as expected, paper-thin but it's there. I remember cringing in fear of another "Quake" when word got out that Carmack had decided to do away with the "use" key yet the end result is far more classy and innovative than I could have imagined. Basically you interact with computers, panels, etc. with your mouse, the way it works so charmingly simple and well-thought that it's a wonder nobody thought of it earlier. You just walk up to the screen and once you enter the correct "use" distance you loose control of your mouselook abilities in favor of controlling a pointer on the screen. You interact with the thing as in your basic flash-made web interfaces and once you got what you wanted you just walk away! Simply beautiful! I can't wait for other games to start including interfaces like this.

All of these nice features also help the game from a storytelling point of view. Sure, all of us well-adjusted individuals understand that we really don't need a story to enjoy Doom, but there's no denying that it enhances the experience quite a bit. So yeah boys and girls, there's a story here! Yeah! Can you believe it? It's no masterpiece of literary fiction as you might have guessed, but it's still pretty entertaining fare and par for the course as far as fps storytelling goes. id also made the right choice of forgetting about some of it's design mantras and adopted some ideas from previous games like Half-Life and System Shock. With a long-intro in which you can chat with npcs, explore your surroundings before all hell (literally) breaks loose, a few surviving npcs and scripted events that move the plot along as well as clues and logs which you can save in your PDA and which expand the gameworld and help build the atmosphere as in SysShock.

The Bad
There is no point arguing the finer technical flaws in the game because they take us to a level of anal retentiveness reserved only for film CG talks. The truth of the matter is that the game is technically brilliant and a landmark of 3d gaming. Trolls everywhere in forums make it a point to pit D3's engine against HL2's Source engine but while it's true that the later can push more polys (Doom 3's models when closely inspected are revealed as quite blocky) the overall shading quality in D3 far surpasses any shortcomings in its modeling. If there is one real shortcoming with the engine is that it really requires a monster system to play with all its bells and whistles. I can play Riddick: EFBB and HL2 at max detail and 1024x768 but D3 still chugs like a bastard if I attempt to go over 800x600. Physics are adequate for the game, without the overkill that is playing through Half-Life 2 and with just enough to satisfy the average player (with such hallmarks as bodies falling down and realistically piling over each other). The AI has taken some flak from some people and I agree that it's pretty predictable at times, but quite frankly I can understand hellbound monsters acting like you know... uhm... monsters, instead of spec-ops operatives!

If there is one flaw in the game that really annoyed me was the heavy-handed use of scripted events. It seems id really loved those moments in Half-Life, System Shock and similar fps where you walk down a corridor and as soon as you step on the correct place a monster falls down from the ceiling instead of just being there. However instead of carefully planning each encounter and set-piece as in those games, they filled the maps with dozens of cheap scares which work in the same manner: walk down a corridor, hear a door opening behind you and wham! See a monster emerging from a secret room! Ha-haaa, got me there id! The first 100 times at least, then it just becomes boring not to mention incredibly stupid as you start wondering just what the hell was the monster doing waiting for you to pass by while stuck in a closet? There are some nice, original scares but they get downplayed by the cheap-o "Peekaboo!!" scares that literally haunt the entire game, and that's a real shame.

As a minor bitching note, I could have used the double-barreled shotgun and the Mars surface areas are extremely well done (those are actual rocks I tell you!!) it's a shame they are so short.

Oh and yeah, it doesn't exactly "evolve" the genre into any direction and if you want multiplayer action D3's flimsy 4-player deathmatch mode doesn't exactly cut the mustard. D3 is, for what it's worth, a singleplayer game.

The Bottom Line
Intellectual bitching aside (duuuh!! It's just a shooter, there's no character development and you just kill things!), techie-geek bitching aside (duuuh!! I already saw stencil shadows on "X" and engine "Y" gives better framerates with comparable looks!) there's no denying that Doom 3 is one hell of an interesting game.

Yes, when you look at it closely it's a game that takes incredible technology and adds to it some already explored (and better realized, really) design ideas to try to rejuvenate its stagnant gameplay, but does that matter if the end result is one of the most intense and thrilling experiences in recent memory? We all knew Doom's shortcomings even before we played it, and the fact that even after that it manages to be a fun experience to play is proof positive that it's not even close to being a bad game.

If you have the computer and nerves to play it (I myself avoided playing the game for more than 30-40 minutes straight due to the intensity of it all) you just have to give Doom 3 a try. It's not the second coming or anything, but it's one hell of a good ride and really, that's everything Doom has always been about.

Windows · by Zovni (10502) · 2005

A good reason to outsource creativity.

The Good
Doom 3 is basically a remake of the original with added spice. Id software took a classic game and tried to basically fit it in with modern shooters. What they did was add some good small time innovations. For e.g. You can walk into a usable screen or elevator and your crosshair turns into a mouse pointer where you can interact like u were using a computer. Other additions include taking the basic plot of the first game and expanding it by adding more depth to story not forgetting some key characters. A PDA which you use to check your missions and audio/video logs you pick up.

The story is quite simple. You're sent to Mars to work with the UAC, a very advance technological company which deals with weapons research to teleportation. On your first mission, things go bad and hell invades the base possessing most on-board.

The game's major selling point was it's hyped up graphics engine. Doom 3 would have been the best looking game that year (2004) but it was surprised by long time friend Half Life 2 and new comers Painkiller and Far Cry.

But when it came to lighting Doom 3 takes the crown here. Even other aspects like Character modeling and animation were done well. The animation of the monsters are well done from the creeping walk of the imps to the run cycle of the Pinky demon. The game heavily relies on it's dark lighting reflecting shadows all over the place, it creates and interesting approach to environment design.

As for the levels they're not close to being excellent but passable as good. There are some good details here and there especially when it comes to creating a dark and creepy environment. This can be seen in the Hell level and also in the levels at the latter half of the game. You tend to travel on the surface of Mars to reach the other facilities. You don't get to see much though since you need to run across before your oxygen runs out.

The Bad
This is where the review really starts.

Doom 3 as a game overall is terrible. It faces a multiple personality disorder. They've taken run and gun and mixed it with something out of a Silent Hill game. I'm facing dozens of monsters and I'm not really in a mood to open up a PDA and listen to a freaking audio log for key-codes to open a cabinet for ammo.

My point is it's very hard to mix these 2 formulas together. Doom is not Deus Ex nor is it System Shock, it's Doom. It's about blowing up monsters and making it fun doing so.

The game first and foremost follows the new Id Software rule of making everything bulky and macho looking. The weapons look like toy guns and are a snooze-fest except for the chainsaw and Plasma gun. To top things off the sound effects of the guns are weak, so weak that they have mods to replace the sounds. As for balance? Well let's say you'll never find use for the pistol after an hour of playing.

Another ridiculous idea is your light source is a flashlight. Now Doom 3 is extremely dark most of the time. In fact you don't need to play the game to even know that, it's like the symbolic figure of Doom 3.

Now the problem with the flashlight is not because you need to put down your weapon or that you can use your left hand to hold it up. It's just that it does not make any sense at all with the plot. You're in one of the most advanced facilities in the world. They manufacture teleports and advanced laser weaponry and they can't even make a gun with a attached flashlight on it? Did I mention the UAC have set up a facility on Mars where humans can reside that's to produced oxygen etc?

You can even use the Flashlight as a weapon, yeah bonk a monster on the head with it. But as a trained marine I would be embarrassed to do something like that even with half the base dead and not watching.

Getting away from that, you collect PDAs which contain peoples emails and audio logs. You need to listen to them to get a grip on whats going on as well as cabinet key-codes which normally contain health and ammo. You'll need to stay in one place to listen to these as the next room will spawn a dozen monsters and you'd be distracted.

It also lets you know you're objective which in the early half of the game was find bravo team. And when you reach them they're dead. From there it's get from point A to point B. It may say “Activate backup power supply” But if you're smart enough you'll know it translates to get from point A to B and hit a switch over there.

The main aspect, that is the action is terribly dull and boring, leave out a few moments. You're faced with a lot of monsters in a very cramped up environment. After finish them off you hear that sound “Ashawashabasha” and boom more of them spawns. There is a huge array of monsters but 80% of the game is you fighting Imps.

Speaking of which most of the monsters lack the scary attributes they did as 2d sprites in the first 2 games. Imps look and sound like aliens instead of demons. The only good revamps are the Pinky demon and Hell Knights. In fact these 2 were the only monsters which made me use the backpedal key, coz they actually were intimidating. Some in fact remain quite true to their original appearances. These being Revenant, Mancubus and my Doom 2 favorite “The Archville”. Sadly i can't believe the 2d sprite had more personality than this incarnation in Doom 3. I remember the Archville had a creepy as f**k sound when he spotted you. And when he's searching for you he gave out this sinister soft laughter only to have one of the most epic attack animations ever. All this is as usual not present here, he walks slowly summons Imps instead of raising the dead and shoots a small firewall. There are some new creatures like Cherubs, Trites and Ticks. None really interesting. Boss fights were terribly boring except for Vagary which had some interesting way of attacking you. This idea was probably suggested by someone not in the development team like the Game tester as Id Software don't have creative brains anymore. Look at the last boss, the ever famous Cyberdemon. I almost fell of my chair laughing at him. What happened to that Baptomet like massive creature which had a torn, morbid stomach? This guy is just huge and has some strange hunch like walk with some backpack kinda thing on him. Seriously Id what were you guys thinking?

There's also some “plot” in the story which involves a weapon created by the ancestors of Mars known as the SoulCube. This special weapon is a terrible addition here, you kill 5 monsters and you can fire it to drain the health from a monster and give it to you. Berserk power up makes it's way back and it's honestly represented quite well.

Finally the main reason for failure is that even as a horror game Doom 3 has absolutely no scare value leaving out the first 15 minutes of the game which is actually interesting. Throughout the game you're face with mainly cheap scares. Pick up gun and a monster jumps out, pick up ammo same thing. You then tend to wonder if it's really worth picking up anything in the game. To make things worst, the sound effects are abysmal, the scary sounds end up cheesy. Good example is that laughter which is supposed to be sinister but ends up sounding like someone coughing with his mouth closed into a mic. Room turns red in color some weird screaming sounds or laughter and once everything goes back to normal some idiotic Imps spawn. Trust me you get tired of these things. Getting to the point, sound is an important aspect of Horror games. Also Doom 3 lacks those depressive and energetic action tunes which were present in Doom and Doom 2, no music here just ambient sounds. This was obviously done because of the modernization of the game.

The game tries to act cute by throwing in 1 or 2 puzzles....and I'll just leave it till there.

The Bottom Line
So what to make of Doom 3, A game I've been anticipating for years? Well it takes 2 formulas that need a lot of good planning in order to work well together and butcher both of them quite well. This can come off as either a fancy tech demo or a really bad attempt at action horror. The game doesn't keep things interesting, boring shooting mechanics, overdone spawning of enemies and trying to fit the whole adventure style game-play of reading and listening to logs which really didn't work well with the games overdose of action. It's really boring to stay still in one room until the freaking audio stops playing. Doom 3 also has some good innovative features like using screens and consoles real-time, clever use of lighting. The lighting makes you forget that they've used low resolution textures almost everywhere. Not to forget the fluid and quite authentic looking character animations.

But the problem is the game is nothing more than a run and gun trying too hard to look like a deep shooter. I wasn't play Doom the game about destroying the army of hell in the isolated Mars base, I felt i was playing Doom: The not so scary alien shooter with NPC. Id software stick to engines, let other people handle creativity.

Windows · by dreamstealer (126) · 2010

[ View all 28 player reviews ]

Trivia

1001 Video Games

Doom³ appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Board Game

This game was loosely adapted into 2004's Doom: The Boardgame.

Budget

The budget for this game was US$ 15 million.

Cut Content

Original concepts for the game included:

  • Longer outdoor excursions that got scrapped mostly due to engine considerations. Their removal being quoted as the final nail in the coffin for the inclusion of a railgun (the weapon from Quake was originally going to be in the game as the long-range/sniper weapon).
  • More female personnel in Phobos, including a never confirmed female receptionist and an apparently complete topless dead female modeled by Kenneth Scott that was to be found on an autopsy table later in the game.
  • A flamethrower was at one point considered, and the PDA was going to include a map feature like in the original DOOM games.
  • Finally, (and most infamously) the game's initial concept called for a use key like in the original, but this feature was removed by head honcho John Carmack who called the feature "just a gimmick".

German release

In Germany, the game was released unlocalized and uncut, both which are very unusual.

Language

The name of the doctor responsible for the disaster is Dr. Malcolm Betruger. "Betrug" is the German word for fraud or deceit, which is exactly what the doctor does.

Narrative

The Doomguy speaks only one word in the entire game. That word is "God..." as he sees the Cyberdemon. Incidentally, this is the first time the main character in a Doom game talks.

Novels

As of 2009, two novels based on the game have been released, Doom³: Worlds on Fire, and Doom³: Maelstrom. Both were written by author Matthew J. Costello, who helped writing the story and dialog on Doom³ and its expansion pack, Doom³: Resurrection of Evil.

References: General

  • In a certain section of the Delta Complex, the player comes across a whole area of employee offices. The names on the door are names of actual id Software employees.
  • On Site 3 and the Excavation Dig Site, there are four stone tables which the archaeologists had found. One of these is showing the ancient hero in a battle against the forces of hell. This ancient hero is actually the Marine from the original Doom, and the stone tablet looks almost exactly like the front cover of the original US DOS Doom box. Other examples of hidden images in the pentagram are the UAC (Union Aerospace Corporation) logo and a Moon symbol (probably referring to the moons of Mars, Phobos and Deimos, but it is not sure whether this really is a reference)
  • At one point in the game, the player comes across a nearly-dead soldier named E. Webb. This is most likely a reference to id Software monkey Eric Webb.
  • At certain points within the game, magazines with various covers can be discovered. One of them, called Booty actually sports a picture of Hunter's (a female character from Quake III: Arena) lovely backside.
  • The game's intro (text and voice-over) and story bare an uncanny resemblance to Resident Evil: The Movie.
  • Among the many names the game uses for owners of the PDF pads are Seamus Blake and Ben Wolfe. Besides being laborers who have turned into the undead, these people are also renowned contemporary jazz musicians.
  • The logo of the Super Turbo Turkey Puncher 3 mini-game is a parody on the Street Fighter Alpha 3 logo.

References: Internet

  • id Software registered www.ua-corp.com, making it look like the homepage of the Union Aerospace Corporation.
  • The player will receive e-mails on their PDA that advertise for Martianbuddy (the greatest company ever conceived!). It is a jab at the annoying Bonzibuddy. When visiting martianbuddy.com, the player will receive the cabinet code 0508, which can be used prior to the end of Alpha Labs to unlock the chaingun and at the end of Delta Labs 2 to unlock the BFG9000.
  • The player will get a message on their PDA that refers to the famous 419 Nigerian scams. The sender, John Okonkwo, is not a random name, just read this.

Secrets

  • Near the end of the game, there is a clickable brick on the wall bearing the id Software logo. Click it and a wall opens. Inside, a secret PDA can be found, with messages from the id employees thanking everyone for playing the game.
  • The character who supplies the protagonist with the PDA turns back to typing after doing so. If the player takes a look on the man's screen, they can see him typing an e-mail about the main character being rude for watching over his shoulder.
  • In the very first levels you can see UAC employees that can not be reached normally. When using the noclip cheat code and going through the walls to reach the unreachable areas, it can be seen that all of these employees share the name Joe.
  • Try one of the old cheat codes from the other Doom games; in addition to the obvious "unknown command" reply, the message "your memory serves you well" will also be shown.

Super Turbo Turkey Puncher 3

After arriving in Mars City, go to the kitchen. There the arcade game Super Turbo Turkey Puncher 3 can be played. The game looks like a previous Doom game, except for the turkey of course. And so it plays (playing the Marine while he is in Berserk mode). After having punched enough turkeys and reaching a score of 25,000, the player receives an e-mail via their PDA saying: "Your parents can rest easier knowing they have raised another shining example of humanity. Due to the incredible amount of time you wasted punching poor defenseless turkeys, your vacation time has been docked two days."

Technology

  • The game refuses to run not only if CD/DVD emulation software is installed on your computer (CloneCD, Alcohol), but certain burning software as well (Nero).
  • According to the promotional video G4 History of Doom when Doom³ was first demonstrated at the E3 Expo in 2002 the E3 Judges had to offer people to play a part of the game or to play the game themselves in order to show that the game being demonstrated on the screen was in fact real. People were that impressed by the graphics.

User Created Content

  • While most new FPS games have outrageous minimum system requirements, especially for video cards (at least 128 MB, Texture & Lightning required), the Doom III engine is, despite the hefty overall requirements, quite scalable. Some users have developed a small patch that makes the game compatible with the Voodoo 2 card, among others in the Voodoo line. These are some of the very first 3D cards and they often do not carry more than 12 MB. The game does not look better than Quake II with such setup, but it still is a fine piece of programming.
  • Within approximately 1 day of release, there was already a game modification which added a light to the pistol. In the game itself, players must swap between the flashlight and a gun.

Awards

  • Computer Gaming World
    • March 2005 (Issue #249) – Best Sound of the Year
  • GameSpy
    • 2004 – Special Achievement in Graphics Award (together with Far Cry)
    • 2005 – #5 Xbox Game of the Year
    • 2012 – #7 Top PC Gaming Intro
  • Interfaith Center of Corporate Responsibility
    • 2004 - one of the Top 10 Worst Violent Video Games of 2004
  • Golden Joystick Awards
    • 2004 - PC Game of the Year
    • 2004 - Ultimate Game of the Year
  • PC Powerplay (Germany)
    • Issue 03/2005 - #4 Biggest Disappointment

Information also contributed by AHO, bobthewookiee, Hamish Wilson, Karthik KANE, lasttoblame, lvnvgmb, M4R14N0 Maw, piltdown man, Pseudo_Intellectual, Sciere, Silverblade, Steve ., Tiago Jacques, Xoleras, Zack Green and Zovni.

Analytics

MobyPro Early Access

Upgrade to MobyPro to view research rankings and price history! (when applicable)

Related Games

Doom³: Resurrection of Evil
Released 2005 on Windows, Linux, Xbox
Doom
Released 1993 on DOS, Linux, 1996 on Windows...
Final Doom
Released 1996 on DOS, Windows, Macintosh
Doom II
Released 1994 on DOS, 1995 on Windows, 2002 on Game Boy Advance...
Doom³: BFG Edition
Released 2012 on Windows, Xbox 360, PlayStation 3
Doom³: VR Edition
Released 2021 on PlayStation 4
Eraser: Turnabout
Released 1997 on Windows
Doom
Released 2016 on Windows, PlayStation 4, Xbox One...

Related Sites +

  • A Guide for Beginners
    IMG's introduction to playing Doom 3.
  • Doom 3
    Official website
  • Doom 3
    Official game page on id Software's website
  • Doom 3 HQ
    A well-rounded Doom 3 fansite, with custom levels, game info and a forum.
  • Doom 3 Portal
    Comprehensive fansite for all things Doom 3 from fan art and fiction to a mod index.
  • Doom 3 on Win98
    A quick and easy to follow tutorial on running Doom 3 on Windows 98
  • Doom Wiki
    A Wiki site for the Doom series.
  • Doomworld
    Website with classic Doom and Doom 3 news and forums.
  • Hints for Doom 3
    Question and answer type solution guide gives you nudges in the right direction before revealing the final solutions.
  • Lord FlatHead's Homepage
    Hasn't been updated since Doom 3's release, but contains a lot of interesting articles about the technology behind Doom 3 and some speculation.
  • Once More into the Inferno
    An Apple Games article about the Mac version of DOOM³ (February, 2005).
  • PlanetDoom
    GameSpy's Doom Website

Identifiers +

  • MobyGames ID: 14320
  • [ Please login / register to view all identifiers ]

Contribute

Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.

Contributors to this Entry

Game added by Lexicon Dominus.

Macintosh added by Corn Popper. Xbox added by Sciere. Linux added by Iggi.

Additional contributors: James1, Unicorn Lynx, Lord FlatHead, Jeanne, Michael Dionne, Guy Chapman, Sciere, Jack Lightbeard, Silverblade, Maw, xy xy, Zeppin, Cantillon, lee jun ho, Patrick Bregger, Titan10, Plok, FatherJack.

Game added August 9, 2004. Last modified November 12, 2024.