Monday August 16, 2004 arts.michigandaily.com artseditor@michigandaily.com gE TiSicgli ti 11 To HELL AND BACK LONG-AWAITED PC GORE-FEST 'DOOM 3' TAKES GAMERS BY STORM By Jason Roberts Daily Arts Writer VIDEOGAME REVIEW ****-I With id Software leading the way - a developer made famous for push- ing the technological envelope with genre-shattering titles such as the orig- inal "Doom" and "Quake," - "Doom 3" has been one of the most anticipat- ed sequels since its 1 1 inception way back Doom 3 in the year 2000. PC The game's story Activision line is a familiar one; in fact, "Doom 3" is not a sequel at all, but a retelling of the 1993 clas- sic. While the protagonist remains the same nameless, voiceless space marine he was in the last iteration, this time around the story plays out in a much more cinematic way, deepening the game play beyond the standard "shoot everything that moves" mentality of the original. Short cut scenes and con- versations - albeit one-sided - with personnel on the Mars research center interrupt the first-person action. The story line runs quite parallel to the plot of the original "Half-Life." Here, however, it simply serves as a catalyst to the terrifying game play that begins as soon as an "accident" tears open the gates of Hell, and the once- friendly residents of the space station transform into minions of Satan. The engine developed to run the game is nothing less than ground- breaking in terms of what it can do and what they have done with it. The surface, rip at ventilation grates and slash at startled players as they walk by darkened recesses. Everything in the game - provided the computer's system is powerful enough - moves with a fluid pace. It's inevitable that, being a horror- themed game, "Doom 3" tries to force cheap scares by suddenly spawning adversaries into a room a player has already cleared or putting enemies in unusual locations with the sole pur- pose of startling the gamer, but id has been honest about crafting far more genuine scares. Some of the most chilling moments involve bloodless encounters: voices calling out in the darkness, the shadows of an unseen creature slipping just out of the beam of the flashlight, the groaning of the duct work above giving way under the weight of something stalking in the darkness, the maniacal laughter as a computer terminal is suddenly thrown across a room. It's this deeply psy- chological fear of the unknown that creates a truly horrifying atmosphere and makes "Doom 3" more than just a series of disposable tricks flimsily stringed together as scare tactics. With the addition of Dolby 5.1 surround sound or just a good pair of head- phones, the sound becomes as inte- gral - if not more integral - to the game's overall atmosphere than even the graphics and story line. Though its game play harkens back to the days of pre-Pentiums, "Doom 3" looks, sounds and plays like abeautiful and horrifying trip to Hell and back. Are those some kind of um ... mouth ... spiders or something? lighting system is one of the most breathtaking aspects of the game, casting dramatic life-like shadows and highlights on everything in the player's line of vision. Because most of the game takes place in the dimly- lit, claustrophobic halls of the research station, the gamer is equipped with a flashlight that can be held in place of a weapon. Tense moments arise when the beam from the flashlight falls across the silhouette of a demon in the distance, and as the player exchanges his light for a weapon, they are sud- denly plunged into complete darkness, the glowing eyes of the creature mov- ing in and the muzzle blasts serving as the only illumination. In addition to the hyper-realis- tic graphics and lighting, charac- ter animations are also exceedingly improved over many similar games in the genre. For example, one of the enemy creatures - an agile reincar- nation of the fireball-throwing Imp from the original game - uses its sharp claws to crawl along the ceiling Shyne phones it in from prison on new BuriedAlive By Hussain Rahimn Daily Arts Writer- When the hell did Shyne become important? Sometime between releas- ing an underwhelming debut, shoot- ing people in the face for Puffy Shyne and getting a new contract, Jamal Godfather Barrow has gath- Bured Aive ered a ridiculous Gangland Record Corp. amount of hype on the streets of New York. It also doesn't hurt that he's been talking shit about every major player in hip-hop who isn't behind bars. All of this is buildup for his sophomore album for Island records, Godfather Buried Alive. Recorded mostly during the end of his trial in 2001, Godfather is relentless- ly grim and obsessed with the injustices of the American penal system. Techni- cally, the focus doesn't make it too dif- f re Ifrom fld y otherhip-h6p records, sounds like she has the worst cold in hip-hop history) and gangsta bravado that is anything but interesting. Despite a sub-par lyrical effort on Shyne's part, the real disappointment is the Casio keyboard-quality of pro- duction. It sounds as if this album was made with all the available recording equipment found in a correctional facil- ity. Tinny drums, flat horns and boring string lines add monotony to his already laid-back, throaty flow. Not to mention that one of the tracks, "For the Record," is actually Shyne rhyming over a prison phone. On one hand, a stunt like that could be something powerful; the underdog artist unfazed by his handicaps, deter- mined to win by any means. (It worked for Kanye and his wired jaw.) However, it ends up as an inaudible tirade against 50 Cent that makes you wonder how many minutes of phone time a prisoner gets. Too much of the album is wasted on his references to50 and various other "niggas who wanna be (him)." - Granted, Godfather Buried Alie serves as good promotion for a rapper whose last album came out four years ago and can only do interviews from jail - but how good can the umpteenth 50 Cent diss track be? Aiming to rep- licate the paranoid and world-weary classic "Me Against the World," that 2Pac released in prison, Shyne sounds desperate and under-produced. Perhaps the remaining five years on his sentence can give him time to wage a proper comeback. K).0 PR B but one would expect more from an art- ist who was actually on the way to jail, rather than one who's just spouting the typical hip-hop penitentiary fantasies. The first track "Quasi O.G." starts the record off right. Reminiscent of "Bonnie and Shyne," it breaks down the hypocrisies of drug war with a beat imported straight from a Kingston slum. But much to the dismay of listeners, the track ends, and what is left is a tedious album with all the prerequisite Ashanti -vocalg, Foxy Brown guest trtacksl (WhoI