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Day Two:
Day two already - and here I go. "Down the rabbit hole", and
similar sentiments abound. I wandered over to a nearby storage locker,
and learn the keycode (manually tapped into the pad) from listening to
someone else's audio log that I got from their PDA. Not too shabby; it
definitely helps enhance the atmosphere of the game to wind up listening
to all the strange goings-on while waiting for the "useful"
information.
| In I go, of course. As I pass the security
checkpoint, a Marine on guard duty gives me armor, my pistol, and
does the test of the "radio." More good news - now I can
hear people screaming in pain even when they're nowhere near me.
Oh well, at least I have a gun.
Down the next stairwell, there's a
convenient red barrel to shoot. Does it blow up? Yes, it does -
but it's a bit anticlimactic. Exploding barrels in Doom used to
hang around for a while and make a louder noise than this thing
did. This one also left a lot more smoke and a lot less light. It
may be more realistic this way, but I prefer the hollywood-style
explosions.
I stopped to check in with the local
"residents" as well. One of them is a creepy guy who
thinks I don't really want to find the missing scientist, but
won't say why. In fact, he thinks I should ignore everything he
said. The other's a disgruntled worker trying to fix a power
coupling, nothing out of the ordinary. I find his supervisor's PDA
nearby; keycode to more supplies, and a recorded diary entry about
more strange bumps in the night. Spooky, scary.
Luckily, I have a flashlight to play with
so that I don't trip over anything. It's a really tight-beam
contrivance, and getting a good look at a room requires a pretty
slow scan. It's also Maglite heavy, the sort of flashlight you'd
expect a Marine or a cop to be carrying, which is good - it
doubles as a club. The downside is that if you're in the dark,
you're going to have an interesting time seeing what you're
swinging it at.
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I really need to be less prophetic - that
crack about "down the rabbit hole" returns to haunt me a
couple minutes later. First I get to go through an area where all
the lights are out; thankfully, in THIS spot all the guardrails
are in place, but I can guess there will be others where that
isn't the case.
Next, I come across the guard who's
watching over the airlock. To get where I'm going, I have to take
a short jaunt across the Martian surface. It's a good thing that
it's short, too; while a Marine's suit can hold some oxygen, it
sure as heck isn't very much. I have to wonder if there's an
upgrade for that later on in the game. The Martian surface itself
is a desolate, reddish hell. If they're trying to foreshadow the
kind of wasteland I'm going to do a lot of fighting in, the
designers have done a very good job of it.
So I get to the comm building, and up to
the second floor where I need to go. So far, so good. Nothing's
even shooting at me. A pity, I'm ready for some action. |
| I go through a door into the comm room,
and sure enough, there's my quarry - one missing scientist, all
rounded up and ready to go.
Of course, it's not that easy. It's never
that easy. The scientist is trying to use the old communications
array to send a message, presumably to Earth, to warn them of
what's about to happen. "The Devil is real," he tells
me, "and I have bent his cage."
On cue, the lights flicker. The wierd
gate on the screen starts spitting transparent skulls, then the
monitors go dead one by one. Those still on are showing guards and
scientists getting ripped through by the skulls. I turn right just
in time to see the room glowing with odd magic circle designs -
impressive, but very easy to miss. Spamming the screenshot
key, I still only captured three halfway decent screens of it -
and of those, the last one was already going dim.
Then the scientist gets ripped through by
a huge skull, screaming as if his soul were being ripped out. But
he doesn't die. Oh, no, it's never that easy. He charges me,
attacking. After I shoot him, a marine - or is it an undead Grunt
now - busts through the door I came in and starts shooting as
well.
Heh. At least they die quickly. From the
sound of things, I'm going to need a bigger gun, and a lot more
ammo. The Marines are being ordered to regroup at Marine HQ. I
wonder if I'll make it before they're all possessed too.
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I leave, of course - when a game gives you
an objective, chances are it's something you should be doing. In
an FPS, chances are it's something you should be doing right away.
On the left are two of my "trophy" kills on the way
through; the top is what the Grunt looks like, the bottom is some
poor possessed lunatic who tried to come at me with a wrench. I'm
afraid I made a bit of a mess of his head with several pistol
rounds. On the upside, even though
he was lurching side to side, I'm sure at least one of those
rounds got him right between the eyes.
Another thing starts to frighten me - in
just about every previous FPS I've ever played, when enemies are
moving towards me, they run straight in. Their heads are fairly
stationary; a good point-and-click weapon like a pistol makes
headshots easy. This is NOT the case in Doom 3; they're lurching
and weaving, not quite the same way each movement; getting a
headshot is accomplished by holding your fire until you can line
up properly, and then waiting for the next opportunity to present
itself. As I go back, too,
I'm startled at every turn. My friend guarding the airlock's been
eaten by a zombified worker. His gun, unfortunately, is nowhere to
be found. Emergency lights are on, and the radio alternates
between radio chatter of Marines trying to defend themselves
against what's eating them, and the cackling, booming laughter of
some nasty enemy I don't even want to contemplate right now. I can
safely say that I'm properly creeped out by this point, and ready
to turn and shoot the first thing that comes around the next
corner - even if it turns out to be my own reflection in a mirror. |
| Following the path back to Marine HQ
wasn't as easy as one might have hoped. Getting back into the main
complex, my original path was blocked; time for a detour, across a
bunch of machinery courtesy of the retractable service walkway.
One ambush later and I'm entering the next room, just in time to
see the flying skulls come in and possess the two inhabitants of
the room... er, I guess one inhabitant. The living Marine was
turned into a zombie, and a pretty nasty one at that - apparently
fresh zombies retain a good degree of their aiming skills, as well
as enough brains to duck behind large objects for cover while
reloading.
The other inhabitant was a corpse, I
guess, but the skulls turn him back into a zombie. Thankfully,
he's much stupider than the grunt, bellowing for brains as he
shambles towards me. After killing him I find his PDA in the
corner, and the keycode into the next room.
I'm given a chance to rescue a normal
human, but after several attempts I still haven't managed to do
it. Perhaps I just don't have the firepower to stop the zombie
before it tosses him off the ledge above me. Either way, it's
plenty creepy; the original Doom environment didn't have
anyone around, or anything close to cinematic cutscenes for that
matter. It just had lots of carnage.
I finally have a shotgun, but it came at
a price - the ultimate in crash tutorials. Grab the shotgun, and
I'm surrounded by three zombies. Shooting them is my tutorial in
how the shotgun operates. Is it as quick to manage kills as the
old one? Not really. Reload's slower, too. And of course I'm doing
it all in the eerie red glow of emergency lighting, so I can't
quite see what I'm shooting at. |
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Heading down the next segment,
the lights go off, sequentially. I figure I'm good for now... it's
not like I'm low on ammo, or low on health, or any of the other
things that matter. And it's not like those three flying skulls
meant there are nasty enemies ahead.
Scratch that. I'm functionally blind
here, can't use my flashlight and gun at the same time. Oh, yeah,
and apparently zombies can see in the dark well enough for the
grunt to be shooting me repeatedly while his two buddies charge
me. That's some wickedly nasty AI there.
I kill them... and the next pair of
ambushing SOBs. Annoying, really. Reloading the guns is becoming
second nature - every time I think I have a breather, the first
thing I do is slap that R key. It's a good habit to get into, as
the assaults are coming with less and less warning. I'm sure my
heart rate has spiked a few times by now.
Crossing into the next area, my path's
blocked by a flaming leak of gas or something. I may not know what
it is, but I know better than to try to walk past it. Of course,
it's never that simple; as I turn to go the other way, a nasty
critter that can summon fireballs in its bare hands shows up. I
guess it's the analogue to the old brown Imps that I used to mow
down left and right.
This one goes down about as easily, to a
shotgun blast in the face. Rather than sticking around, the body
dissolves into the air. I wonder what later things are going to do
when THEY die... wonder what a Cacodemon looks like these days.
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