Originally posted by: HeroOfPellinor
I played and finished Doom. That was back when I was using a 486, but I don't recall any surprise from-behind attacks anywhere near the scale of D3's. As I said and you completely skipped, some surprises and darkness would have been a nice touch so I'm not against them in general, but D3 used both as a crutch to prop up the gameplay. Disagree with that statement if you want, but most people will think you're nuts.
Go back and replay the games. The traps in Doom1 and Doom2 are MUCH LARGER. IE: Here is a level from doom2.
- You spawn in a small room with a backpack
- You get the backpack and the room you spawn in collapses into the floor
- You are now in an outdoor environment with 4 pillars and I think a rocket launcher
- When you pick up the rocket launcher the 4 pillars descend into the ground revealing 4 macubuses.
- When the 4th macubus is dead, the outer walls of the area quickly descend into the floor revealing another area full of items and 4 mini masterminds
- End of level after the 4th mastermind drops
As an aside, I believe the traps in Doom1 and Doom2 were also more fun than Doom3. I think that was one of the ultimate failures of Doom3. It took itself too seriously. Doom1 and Doom2 had the graphical ability to display a large number of monsters and they used that ability liberaly with traps.
I think it comes down to this: Doom1, Doom2, and Quake1 were all fast paced gameplay. Somewhere after Quake1, Id lost sight of fast paced gameplay and has entrenched themselves in realism at the extent of making their games less fun. I hope they realize this soon. (This does not mean I think Doom3 was a failure but that I think Quake1 was Id's best work)
Also, Doom1 & 2 were not scary games. Doom3 is. True horror is somewhat of a nitch market. A lot of people don't like being nervous and cautious 24/7 as they play a game.
				
		
			