Doom 3 was not epic/legendary like its predecessors, but it was good. Just put some weapon sound mods (hence the deault ones are absolutley awful), put the duct tape mod and pretty much the game becomes way more enjoyable in my opinion. Story was told greatly, it was fun to read the PDA's and facility reports to get insights on the invasion and secrets. Far better than watching hours of cutscenes.
I always heard this 'Repetitive' argument. If its due to the level design, I can agree to some extent. However if its due to the fact that the game thankfully didn't bothered to put 'variety' on it (like turrets, vehicles or stealth), then, I hope Doom 4 becomes "repetitive" just like Doom 3 (and classic Doom for that matter)
Back in 2004, quite a few mainstream reviewers moaned of how much it was "boring to open doors and shoot enemies over and over again". *facepalm*
Perhaps thats one of the reasons 99% of present shooters suck.
Commando Nukem, on 20 June 2014 - 02:44 AM, said:
...Doom being fast and loose on plot, and focusing on a few very well done gameplay mechanics is what lent it so nicely to the huge array of mods and user content... Which i'll take any day over Hall's story-driven game...
....Now I want to be clear about one thing, i'm not saying DOOM can't have a story. It's all down to how you integrate that story into the game, though. Not a lot, for starters, and you should not interrupt the gameplay to tell it. Limited and short scripted events, text-stuff during loading screens or at the end of chapters. An introduction to give context. That's it. Let the rest of the story be handled by way of the environment. You don't need an audio log to tell us a firefight took place in this hallway. The dead bodies and shell casings tell us the story. That's how you handle Doom's plot.
good post