VRing Through DOOM 3 p.1 – "Other" Scientific Endeavors



Here at the UAC, we love science, the mad kind especially.

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42 thoughts on “VRing Through DOOM 3 p.1 – "Other" Scientific Endeavors”

  1. So glad to see this! Despite loving "traditional" action-y Doom, I always had a soft spot for Doom3 for actually being a pretty enjoyable "serious" horror reboot of the original plot. And now it's in VR! With gesticulation! Can't wait for all the smooches on Dr. Bertruger, that lovable scamp.

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  2. I remember in 2004 thinking the strange "gibbing"/ skeletonizing effect looked stupid. And that it was obvious the intent was to try delete the ragdolls as fast as possible for performance reasons.

    Aside from that though I still think the graphics hold up, even in this quest VR port, just because of how animated the environments are. I can't think of any game since that's had so many machines with attached dynamic lights just doing stuff in the background.

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  3. Are y'all crazy? This game looked bad in 2004 and it still looks bad now, technical wizardry doesn't mean anything when its so ugly aesthetically. It was never a good looking game even next to its contemporaries and it's aged liked milk

    Enjoying this playthrough though SGF, never thought I'd see you play Doom 3

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  4. Man, I forgot how lousy this game is. Enemies walk like Sims, guns have less kick than a paintball gun, and the imp flames sound like you're getting beaned by a snowball.

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  5. To be fair to the guy who sent that one email, if I were in a base where the power going out might mean that I won't be able to breathe soon, I'd be terrified of flickering lights too.

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  6. The flashlight / pistol combination is called the Harries technique, I think. Interesting to see an implementation in a VR game – only game I've seen that has something similar is the Receiver games.

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