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번역 관련 문제 보고
EDIT:
Betruger theme remained cheesy as it has been throughout the game even in the outro.
and yet, the Arch-Viles are extremely vulnerable to the Chainsaw when they attempt to summon an enemy
As for the original question... I love Doom 3's atmosphere. There's a lot of jokes about Doom 3's graphics and someone posting a black square as a screenshot (ha ha ha...), but with the settings adjusted right (yes, you CAN see without the flashlight, geez), the light and dark contrasts really makes the environment feel like you're playing through a sci-fi/horror film. What really does it for me though is the audio. The sheer number of ambient sounds is staggering, and the soundscape created through the game sets the mood as much as the visuals. I play games exclusively with headphones, and I have some VERY high-quality studio-grade AKG headphones that I use so the full audio spectrum is there. From the machinery in the Alpha labs to the etherial humm of the Delta teleporters to the muffled screams and wails of entombed spirits in Hell, the game tells as much of its story through this ambience as it does through the PDA notes and visuals.
Don't get me wrong, I love Doom '16, but Doom 3 did a better job on getting the visuals and sounds right for what Hell should be, even if there wasn't as much of it as there was the Mars base portions, and Doom '16 doesn't come close on the atmosphere. For all-out action and combat, Doom '16 takes it, but Doom 3 is where I go if I want immersion and to lose myself for several hours.
Good one.
In the "Consumerist Mod Pack" there is a transparently - I assume - described "Autoexec" file, in which increasing such parameter as "r_lightScale" - the illuminating strength of lighsources - and eventually turning the shadows off can make the flashlight utterly useless. There is also a cheat, "testlight" - instant clean illumination on command - just in case someone thought tweaking the "Autoexec" parameters is too complicated, wanting an easy way out.
Audial ambience in Doom3 is astounding, as I also already said somewhere in this thread. It is very adequate, taking the obscure visuals of the game. It is hard to describe in few words, one must play the game just to get it right.
Similarly to how Quake2 continues to hold on as a pattern or ideal, at least in some aspects. For example, for me it does great justice to pace of gameplay and combat, hardcore feeling to shooting, the way the things were done taking the possibilities of the time and how it still does the job with a proper sourceport nowadays. The amount of sourceports and mods tell itself how valid the game is. Sometimes new game in the franchise unnecessarily means the previous ones are going into oblivion. It may be just a different, modern take.
EDIT:
It was clearly another genre of horror, "gothic" as I already described it. Far from scary or terrifying, far from shocking, spooky for certain though, introducing certain narrative to go with ahead, minding the voice appeared also later as an addon to some edgy situations.
uh, the EnPro Plant would like a word with you