Posted on: October 11, 2025

StuntmanMikeL
Zweryfikowany użytkownikGry: 303 Opinie: 52
OG = PC centric, BFG = console centric
To address the elephant in the room first: BFG edition isn't terrible. It's still Doom 3, it doesn't suffer from any technical blunders that would make it impossible to play, and it introduces some welcome QOL features that were absent from the original. The differences between it and the original aren't a deal breaker, but I can't say that all of them were for the better. Personally, I think you should play the original first to see how the game was intended to be played. And then, maybe if you're in for achievements or couch gaming, that's where BFG edition becomes your friend. The original is simply more PC-centric, with more detailed configuration options, fantastic mods, and gameplay that was meticulously optimised to match the original vision. The game is tougher, the flashlight mechanic is very much deliberate for building tension (even if it feels arbitrary in principle - "no duct tape on Mars?") and the ammo count and overall combat balance make the experience much more tense and frantic in places. BFG Edition, on the other hand, was clearly a console-first release. Pad support, auto aim, redesigned lighting, shoulder-mounted flashlight, rebalanced gameplay that shifts the odds in the player's favor (likely to accommodate gamepad play), very limited configuration options in menus... honestly, the most advantageous feature of this release for me is that it includes the expansion, bonus campaign, and the original Doom 1 and 2 all in one package. Plus the fact that I can kick back on the couch with a controller and give my spine a break from sitting at the computer desk all day. I understand why some players may prefer these changes since they streamline the gameplay, especially for gamepad controls. But, at the same time, I feel like they were informed by feedback from players who misunderstood why Doom 3 was designed that way to begin with. It's frustrating that you can't choose between the original play style and the modernised one because - contrived as they may be in real-world logic sort of sense - those design choices were deliberate and the entire game was built around them. Messing around with combat balancing or core mechanics simply makes BFG Edition an inferior way to play the single player campaign and you're kinda robbing yourself of that experience by choosing it for your first-time playthrough. Also, the updated sound effects on some of the guns are a lot less impactful, which is a hard thing to swallow for me. Anyway, all these comparisons aside, Doom 3 was already a somewhat divisive entry in the series, and it feels like every time I try to form an opinion about it, I need to include half a dozen asterisks about the direction it has taken or some of the questionable, immersion-breaking ideas. It's different if the whole tone of the game is as over the top as possible, like in the more recent Doom reboots. It's easier to suspend your disbelief about why are there jump pads everywhere when the entire tone of the game feels like you're in a fantasy world straight out of hair metal album cover. But when you try to make a serious and grounded horror game, then having monsters leap from random wall crevices that serve no purpose inevitably attracts ridicule and causes the immersion to fall apart, if only just a little bit. In spite of this, it's a game that I replayed countless times over the years and it's not because of some brand loyalty or technical gimmicks, but because it's just a really enjoyable and highly polished horror shooter. It grabbed me from the first time I saw it, and over time became one of my favorite games. Hate it or love it, the developers set out to create this particular experience, and the quality of craftsmanship on display is unparalleled for its time. It has great art direction and it leverages its impressive engine tech to create some truly stand out moments and memorable visuals. It also offers fantastic level and combat design, the campaign is expertly paced in how it steadily ramps up the intensity of enemy encounters and set pieces, the weapon roster is versatile and satisfying (god, how I love reloading the plasma gun), fantastic sound design does a lot of the heavy lifting for building an oppressive atmosphere, and there's just a bunch of fun little details in the environments that make the whole campaign a very immersive and memorable experience. No matter how many times you'll hear the same old jokes about this game, at the end of the day, it's still fun to revisit in spite of some of its perceived flaws.
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