


I don't forsee any C+D letters being issued at this stage, TBH.

In the UK, at but so are the TC's of PSX Doom, Doom 64, Half-Life Decay, etc. Oh, and both of my OG Xbox consoles came to less than £65 total. Certainly, the cutbacks are evident, but it's still recognisably Doom 3, it doesn't have any of those horrible nerfs that the BFG Edition has (the sewer run in RoE was one of the best bits - fight me) and it feels even more like a survival horror game than the PC version. We'd both expected to finish it in one sitting, certainly, but not by the third can of beer.Īs an aside, I'm stunned at how well the Xbox ports as a whole stand up, even today. I even broke out my old CRT for the second screen, but ultimately it was kind of a let-down. I happen to have 2 modded consoles and 2 copies of the game (standard and very rusty steelbook) so getting up and running wasn't too hard for me personally. All in all, fun, but not worth the hassle. When I say truncated, I mean even MORE so than the Xbox's SP campaign. Four player deathmatch in E1M1 of The Ultimate DoomIt sounds like the sound doesnt sync, but the four views are perfectly synchronised. The levels are severely truncated and/or flat out removed and the Cyberdemon is now killed by shooting at it until it dies. The rest of the game doesn't feature any NPC's and TBH feels more like an oldskool shooter as a result. The only real dialogue difference is with Sarge at the beginning of the game. I mean, we burned through all of it in about 90 minutes. Doom has traditionally had very little in the way of storyline so it might be easier (not much scripting) but play balance is still an issue.I actually played through this with a friend a few months ago. If you constrain the number of players (which may be what they’re doing with the Xbox version, if they’re making it non-Live and just having two players using two controllers on a single Xbox going split screen) it’s easier but still difficult.īack when the original Half Life was in development I had this discussion with Gabe and Ken and some of the other guys and they convinced me it would be Extremely Hard to make it co-op (they definitely would have been shipping months later than they did, if they had managed to pull it off at all). Goodie allocation is more difficult, a trap that is fiendish for one person is often trivial for two or more, and even the level completion criteria sometimes need to be redone. You can’t just multiply the number of monsters in a given room/level by the number of players, and in any case hardware constraints would make that impossible anyway (unless you like having your coop game turn into a slideshow). It’s worth noting that play-balancing co-op is really, really hard.
