![]() Seekers are therefore an important source of health if battling the boss on the hardest difficulty.Īfter killing the beast, the Soul Cube is released. ![]() Note that in Nightmare difficulty, the Soul Cube (already in the player's possession) will not damage the Guardian, but will return your health. It is extremely rare, but possible, to kill the monster in one fully charged shot, due to the high damage output stripping the monster of all its health. It is also possible (although difficult) to kill the monster using two charged BFG shots. This should kill the beast in four rounds (three if you aim well). Kill the seekers with the plasma gun or the rocket launcher, and when the glowing energy orb appears, unload your chaingun into it. The guardian is relatively easy to kill if you can manage to avoid the energy spheres. As you fight the Guardian, the Soul Cube will inform you of this weakness. Shooting this orb is the only way to kill the Guardian. Killing the three seekers forces the Guardian to generate more of them, revealing its vulnerable spot: a glowing orb of energy in an opening on the Guardian's back. This blue sphere is the Guardian's only weakness. When all the seekers are dead, the Guardian stops and forms a blue sphere above its head which generates more seekers. The only way to harm and kill this goliath is to take out its seekers. The Guardian's tough hide renders it invulnerable to all forms of weapons' fire. Its primary attacks consist of punching with its large fists and pounding the ground, which emits large spheres of energy that burst from the Guardian in all eight directions. Its refuge is a large area of Hell that is filled with pillars of rock with slabs of demon flesh that can be seen strewn on some of them. The designers commented in the Making of Doom 3 book that the Guardian was created with the idea of a pre-human Hell during the prehistoric age, and it was something that dinosaurs feared and perhaps made them go extinct. Not the biggest selling point, especially with the fad having died down considerably, but it’s there if you need it.The Guardian looks vaguely like a crocodilian, but with a taller and broader jaw, and larger and more muscular arms ending in large round fists that appear to contain cracks full of lava, muscular legs with hooves, a hunched upper body, a very long tail that ends with a ball with cracks full of lava in it, an armored back with traces of lava, and a head that has stereotypical demonic horns. It also has a 3D option for those owning the required televisions. Being a bit of a visual darling in its time, DOOM 3 doesn’t look ugly in 2012 by any stretch of the imagination. The graphics have been given an HD overhaul, and despite character models and animations that appear simplistic by today’s standards, the overall remaster job is pretty damn good. It does indeed remove an element of tension, but the game is still plenty tense already. Some will welcome this convenient change, others will see it as an elimination of an effective horror tool, as DOOM 3 originally had players trade off offensive ability for visibility. Rather than have players scroll through and use the flashlight in place of a firearm, the torch is now activated alongside the equipped weapon with a simple press. This release also sees the game embrace the PC version’s “Duct Tape” mod as standard. The controls have been “optimized” for consoles, giving newer players a familiar button layout that mostly works fine, save for the fact that sprinting is done by pressing and holding the left stick, rather than just clicking it on and off, which always feels pointless and harder to maintain while moving around corners. Lacking the environmental variety and general oddity of the original DOOM titles, id’s third crack of the whip constantly risks boring the player, a risk made all the more real at the end of a generation propelled by the idea of player choice, dizzying setpieces, and dynamic combat. The game plays but one note, and while it plays it very well, it’s an experience that only grows more draining as time goes by. DOOM 3‘s aggressive, resilient bestiary of demons and zombies still makes for an impressive and intimidating array of opposition, while the dark industrial levels are oppressive and increasingly macabre.Īll that said, the game’s campaign keeps up such a relentless onslaught of monsters that it does get mentally exhausting before the adventure has concluded. The fact that monsters can spawn anywhere, even several rooms behind the player so their advance can’t be detected, fosters a sense of paranoia that many modern horror games have failed to replicate, at least in the premium retail space.
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