It's the exponential progression of these things that bothers me most. Ever since the original Doom, the majority of First Person Shooters (FPS) have followed an incredibly strict formula: The hero begins the game with a ridiculously underpowered weapon, and is besieged by an army of enemies that can be just barely killed by that first weapon (it's challenging enough that each enemy put down feels like something of an accomplishment).
Tag: id Software
Doom 3 – Consumer guide
According to ESRB, this game contains: Blood and Gore, Intense Violence
Doom 3 – Review
An impressive achievement in audio and visual technology, Doom 3's visceral gameplay is a deliberate throwback to the original Doom from 1993.
Quake III: Arena (Dreamcast) – Consumer Guide
According to ESRB, this game contains: Animated Blood and Gore, Animated Violence
Quake III Arena (DC) – Second Opinion
I'm pretty much in agreement with Mike on this one. Quake III Arena is fast, violent and addictive—so much so that I found myself glued to the game without a care in the world for what I was doing, where I was or how I got there. I became so addicted to the game that my brain would liquefy and go on auto pilot for hours at a time—totally desensitized to all of the lightening-quick violence and utterly oblivious to the online opponents I was mercilessly fragging.
Quake III: Arena (Dreamcast) – Review
The Dreamcast port of Quake III has for the most part stayed true to its PC cousin.
Quake III: Arena – Review
Videogames have also been considered another plain old recreational activity, but with the release of the much anticipated online multiplayer first-person shooter (FPS), Quake III: Arena (Q3A), that perception may finally change. The activity of Deathmatching (dueling to the death in cyberspace), which was popularized by FPS games like Q3A, may finally be considered a legitimate sport; digital or otherwise.
Quake III: Arena – Consumer Guide
According to ESRB, this game contains: Animated Blood & Gore, Animated Violence
Quake III: Arena – Second Opinion
Going multiplayer was part of John Carmacks grand experiment and I commend him for it. Whenever I cruised to some of the Quake specific web sites, there were always loads of new Quake mods available, created specifically for online Deathmatches and CTF games. This was telling proof that gamers were hungry for deathmatch-specific levels and Im really not surprised that a game like this was made for them.