Having completed Doomon the Sega 32X, I decided to spend some substantial time with the only other 32X game in my possession: Virtua Racing Deluxe. Originally released as an arcade game in late 1992, it is one of video game’s polygonal pioneers. Nowadays, it looks extremely primitive, although it’s still a joy to play. As it originated in Sega’s AM2 division, this is no surprise; they were led by Yu Suzuki – one of video game’s greatest designers. Released in late 1994, the 32X version is scaled down graphically, but expands upon the arcade game in content.
I don’t have any nostalgia for games with this sort of graphical fidelity and the few that I’ve played retroactively have been unpleasant. Those that I have played seemed to have been notable only for their choppy graphical prowess at the time and were otherwise unenjoyable. I was blown away then when this game not only moved at a fast clip, but was highly responsive and a blast to play! It’s a stepdown visually when compared to the original but still remains palatable. It also features significant pop-in, but it wasn’t so abhorrent that it impacted my performance.
There were five stages to race on and three vehicles to choose from – two more of each than the arcade game. Each of the stages and vehicles required a different sort of finesse to achieve greatness. Lacking a career mode, the motivating force for solo play was high scores, or rather, best times. Placing first in the field of sixteen was a tall order, and my best after an hour is second place. The responsiveness of the vehicles and the limited time involvement required saw me continuously attempting to best my computer opponents. A split-screen multiplayer mode is available for two players although I haven’t tried it yet. My biggest fear is slowdown which, to be fair wasn’t an issue in my solo sessions.
The enjoyment I had with Virtua Racing Deluxe came as a surprise to me. I had doubts about it based on my past experience with primitive polygonal games. Any doubts I had were erased when I grabbed the controller. It was as fast-paced and responsive as any other racing game of the time period, and perhaps more so. Although my exposure to the 32X library is limited at this point, I feel confident in asserting that this is one of the premier titles on the platform.
Who can say what sparked it, but one evening Jeff and I played the Sega 32X. It’s an add-on for the Sega Genesis that increased its power but never proved successful for a variety of reasons, namely poor timing. Its library rounds out at about forty titles which pales in comparison to the nine hundred plus that the Genesis hosted. Along with it, I also have a Sega CD which makes setup an absolute chore. There are three power bricks (although only two are needed if the Sega CD isn’t being utilized), an A/V cable connecting the Genesis and 32X, and an A/V cable connecting the monstrosity to the TV. Our session was a memorable one though, so it was worth it.
With such a limited library there aren’t a lot of options, especially when I only have a few games. The two that we spent the most time with were Virtua Racing Deluxe and Doom. As he’s not partial to racing games we barely touched VRD. That game’s primitive polygonal graphics can be off-putting at first, but I was surprised at how fast and responsive the game was; it’s definitely a worthwhile title. Therefore, we spent our time with Doom. Our session lasted a couple of hours, and we wound up making it to the final stage*.
His experience with Doom supersedes mine, having played it on PC closer to its cultural explosion. My first gameplay exposure came with the Xbox Live Arcade release. I couldn’t tell you what went through my head then, but I don’t remember being blown away, even considering the context of its release. After all, this was the most significant of the early first-person shooters and became one of the most popular, if not played, video games up to that point in time. Honestly, I wasn’t particularly jazzed about playing the 32X version but it’s hard to ignore how well-made it is, even this version.
For hours, we blasted demons with a handful of weapons and searched for keycards in order to open locked doors and progress to each level’s exit. That took place across fifteen-odd levels, with one or two focusing on a boss fight rather than exploration. On paper, this all sounds monotonous, but the gameplay was quite fun. It was a fast-paced shooter and the stages and enemy encounters never felt duplicated, despite a limited palette of either. Undoubtedly, playing with a friend and taking turns completing levels enhanced my enjoyment.
This newfound enjoyment and appreciation of Doom surprises even me, considering I really enjoyed Doom 3 – a game most others didn’t. I’m contemplating more Doom and my next steps branch two ways. The 32X version was a port of the PC original which hadn’t even fully released at the time, so I haven’t completely seen Doom (which this FAQ detailing version differences is just phenomenal). I’ll either start up the XBLA release or the version included with the Doom 3 Limited Collector’s Edition. I’ve also never played Doom II: Hell on Earth so that’s a natural progression too. Either way, I’m excited to play more Doom. I guess that’s one redeeming quality for the 32X.
* The final stage to reach the credits. If we had reached the same stage on a harder difficulty, there were actually two more stages.
In my years of collecting video games, I’ve made an observation. When developers were making their first forays into first-person and polygonal video games, the first-person mech genre was a popular choice to test the waters. Battlecorps for the Sega CD falls into this category. Developed by Core Design and published by Time Warner Interactive, Battlecorps features colorful graphics, but poorly executed gameplay.
As one of three characters, I began missions by listening to a briefing from the Comedian-inspired Lieutenant Calgary. With my objectives known, I’d pilot a bipedal attack machine (BAM) through enemy-riddled levels and destroy the infrastructure of rival corporations.
Controlling the BAM was doable but aiming was a hassle. With only three buttons and a directional pad, Core Design was limited in their choices for sure, but they still chose to overuse the controller. They opted to give players the ability to aim up, down, and around, but doing so required players to shift the functionality of the d-pad depending on what they wanted it to do: pilot their BAM or aim. Enemies won’t wait for you to aim at them so taking damage is an unfortunate necessity. This is a design choice that hampered the game and could’ve been avoided by eliminating the need to aim at all.
The confounding controls ire me and the gameplay revolving around walking slowly and shooting deserves only this single mention, but I do like the graphical style. The environments are colorful and the game is a hot pixilated mess. It’s 3D much in the way that Doom was 3D; objects are made of pixels and as camera moves, so too do they. What’s not cool is the limited field of vision. The game replicates the insides of the BAMs as though I was actually in one, and because of radar and various screens, my view of the world is limited.
Battlecorps’ tepid gameplay and complicated controls left me not wanting to return to its battlefield again.
Always willing to spend a few extra bucks when it comes to video games, I picked up the limited collector’s edition of Doom 3 when I purchased it way back when.
The first thing you notice about it is its case. Instead of the standard plastic Xbox case, the limited collector’s edition comes in a metal tin. However, unlike the two previous collector’s editions I’ve reviewed, the Doom 3 limited collector’s edition is not a SteelBook package. The package is common among other collector’s editions, but I prefer the SteelBooks; this one seems cheaper.
The Doom 3 logo on the case is raised and that’s cool, but the thing I like most about its overall appearance is the slipcover. The case contains the logo in front of a pentagram and the case is all gray. The slipcover, at least on the front is clear except for the Doom 3 logo; it’s in color and I liked the stark contrast between the gray background and the orange logo.
What about the actual contents? Well the best part of the package is the inclusions of Ultimate Doom and Doom II: Hell on Earth. The inclusion of these two makes this the version of Doom 3 to buy hands down. While Doom3 doesn’t feature split-screen co-op or multiplayer, these two do, so that’s also nice.
There are also some videos with the limited collector’s edition. By far the best is the episode of Icons (an old G4 TV show) covering Doom. It’s about twenty minutes long and it’s a great reference to learn more about Doom and id Software. There are a handful of developer interviews with key people at id Software and these are cool. Lastly there’s concept art and that’s okay, except for the inability to pause the concept art slideshow.
All in all I thought Doom 3 was an excellent game and after searching the internet it appears that the limited collector’s edition goes for a few more dollars than the standard edition, well worth it in my opinion. The previous versions of Doom and Doom II are worth the extra money alone, but the videos are for the most part great, the concept art is good, and the case is cooler than the standard edition. If you’re purchasing the Xbox version of Doom 3, the limited collector’s edition is the way to go.
Released about a decade after the previous installment, Doom 3 reset the series but maintained its place as a forerunner for things to come in terms of technical specs. But it wasn’t just a technical powerhouse in its day; it has solid gameplay with many neat features.
Doom 3 was originally developed by id Software while the Xbox version was ported by Vicarious Visions. It was published by Activision on April 3, 2005, eight months after the initial PC release. Flipping through the manual I also noticed that Raven Software received a credit for additional Xbox development and that Splash Damage was credited for additional multiplayer design; many people worked on this game for sure.
Doom 3 is set on Mars in 2145. The Union Aerospace Corporation has a research facility there and they have been conducting many experiments, and a lot of things have been going wrong. Enter Councilor Elliot Swann. He has been sent in to conduct a review of the UAC, primarily the facility’s head scientist, Dr. Malcolm Betruger. The nameless marine that I played as arrived on Mars with Swann and his bodyguard, Jack Campbell, a beefed up marine. Pretty much as soon as we landed all hell broke loose, literally, and from then on I was always trying to catch up to Swann and Campbell.
As I’m sure you can imagine, Betruger has gone crazy and is behind the strange occurrences happening. He had been working on teleportation technology and in the process opened a portal to hell. After sending marines in to bring back demons to research, Betruger went in himself and lost it. With the UAC facility running wild with demons and zombies, it was up to Swann, Campbell, and me to get to Betruger and close off said portal. This was easier said than done.
I began the game separated from Swann and Campbell and spent the rest of the game playing catch up. I made my way through hallways upon hallways of linear stages attempting to reunite with them. There weren’t any open environments or differing paths to take in Doom 3. I simply followed the path and whenever I reached a locked door or something that hindered my progression, I found the key card or whatever it was I needed and kept on.
The UAC facility wasn’t empty though. I’d run into the random straggler who had somehow survived and they’d usually provide me with important information. But the most common residents of the complex were demons. There were tons of demons throughout the complex, often time hiding in what has since been termed “monster closets”.
The designs for these creatures are absolutely grotesque. The more common Imp was humanoid but had a dirty looking exterior and ten eyes. Worse of all, he could leap at me or throw fireballs. These were all over the place and not that tough, I eventually just shotgun rushed them. There were many more demons however and plenty of them took a lot to take down. I have to mention the final boss and just mention that it was epic and a fairly tough fight.
There were plenty of weapons to choose from and all the staples are accounted for: the pistol, shotgun, machine gun, etc. But the weapons I really loved (although I really loved the shotgun) were the super powerful weapons. A hallmark of the series, the BFG 9000 is present and it’s devastating. It fires a green orb that destroys pretty much everything in the same room. The chainsaw was interesting and fantastic to use against the weaker enemies. Another noteworthy weapon was the Soul Cube. A remnant from a lost civilization, it was super powerful and when used, restored my health completely. But I had to get five kills before I could use it. I do have a complaint about the weapons. I didn’t like the way they felt; it didn’t feel like I was bludgeoning a zombie with my flashlight when I hit them; perhaps this had to do with the otherwise exceptional sound design.
While I mentioned earlier that game is linear, and it is, I still got a minor sense of exploration. As I searched every nook and cranny with my flashlight, I was usually rewarded with extra ammunition or health supplies, very nice. Usually I was also rewarded with a few extra demons to fight too. One moment that sticks out in my mind: I was walking through a server room and I spotted some armor shards in a completely black corner, as I picked them up an Imp appeared in front of me and spooked me. I felt like I was getting rewarded for having a keen eye, while also getting more out of the game in the way of enemies.
Another exploration aspect of Doom 3 was the PDAs. This UAC complex was recently inhabited by many people, what’s left of them, besides zombies, are their belongings, namely their PDAs. Contained on their PDAs are emails and voice recordings filling me in on what happened before I arrived. I was always stoked to find a new PDA because I wanted to see the info it contained.
The flashlight played a major role as I made my way through the complex. As I stated before, I used it to explore every dingy corner of the complex. But usually it was necessary just to make it to the next door. If Doom 3 is remembered for any technical aspect I hope it’s its lighting effects. The lighting system in the game did a great job of creating areas that were completely dark, even in the same hallway or room that had some light in it. When demons spawned from pentagrams, the lights would dim and turn a bloody red. What I found fascinating was how well the flashlight cut through the darkness and how much of a necessity it was. There were a few instances where I had to dredge through pitch black rooms, and it was a spooky experience.
Doom 3 kept me entertained. I was interested watching the plot unfold, and even though its linearity was more apparent than it is in other games, I still enjoyed making progress. The game is very dark, definitely a horror story, but outside of its many jump scares, I didn’t find it too scary. Although playing with the right mindset and the lights out made it a tense experience. I enjoyed the gameplay, but it’s a unique FPS in that the single player is the main draw, which is okay with me. I loved the lighting system and the flashlight (even if it wasn’t attached to a weapon) and special mention should be given to the atmospheric sound design, very creepy. I’ve been to hell and back and I believe Doom 3 is a worthy game in an iconic series.