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Archive for the ‘doom 3’ tag

Games I Own: Doom 3

Posted on 15th Apr 2009 at 17:40 by Joe Martin with 6 comments

Joe Martin
In response to my last Games I Own blogpost someone asked me when I was going to start blogging about some of the really bad games I own. Well, now I am. I don’t like Doom 3.

Or, rather, I don’t like much of Doom 3. The first half an hour or so of the game is pretty good, despite being pretty much a straight rip-off of Half-Life, and there are some bits that really make you jump later on…but the rest of it? Bleh.

There’s three main reasons I don’t like Doom 3. The first is that it’s endlessly repetitive – dark hallways go on forever, punctuated only by utterly redundant outside sections and oh, another scared scientist. Worse, it doesn’t even seem like there’s any variation to the game; all I can remember of it is fighting endless bloody imps.

The second reason I don’t like it is that the game as a whole is massively contrived and manufactured. There isn’t a single part of Doom 3 that stands out as being an example of where game design and concept meet; this is a high-tech science base that’s supposed to be utterly self-reliant yet even the well-lit areas are dismal and dim. Everyone moans that there should be duct tape somewhere in the base, but I’m more concerned by the poor lighting conditions even before the demons appear. And a marine should have more important things to do then go fetch eggheads, right? And why doesn’t a single scientist decide to follow the man with a gun, or at least mug him for his weapons?

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Presentation versus Graphics

Posted on 23rd Feb 2009 at 11:16 by Joe Martin with 1 comments

Joe Martin
Over the last few weeks I’ve been thinking about what exactly makes graphics in a game good and why it is that some of my favourite indie games look better than the latest games despite having lower polygon counts.

What exactly is the difference between good graphics and great presentation?

To put it simply and dryly, good graphics are the type of unneeded visual flair that cause jaws to drop and eyes to dry. It’s hard to specifically define because it’s both indistinct and ever-changing thanks to the nature of the business, but good graphics generally means high polygon counts, lots of explosions and loads of light sources. Everything should be dynamic and smooth.

Good presentation however is totally different. It’s a singularity of vision that works itself through an entire game, emanating from core to keyboard. It’s how the graphics are used and the way that elements of the story are told through visual cues.

For me, the difference between graphics and presentation can be illustrated through one simple comparison.

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Mionix Naos 8200 Review

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