Meaning that the story and atmosphere take a backseat to the adrenaline rush of slaughering as many disgusting beasts as possible. It's a lot like the original DOOM in this regard. Where id's prototype sent wave after wave of fearsome demons at you from start to finish, Third Law confronts the gamer with wave after wave of surreal villains drawn from a psychotic's fever dream. This is accomplished by the generous use of Spawners, dimensional gates that bring in an unlimited number of enemies for you to blow away or slash to bits. While the weird and varied nature of your opponents and their domains provide a lot of character, gameplay becomes repetitive in short order thanks to the Spawners.
Every level turns into a frustrating crawl.
Think trench warfare, FPS style. As rushing into the fray guns a'blazing will get you killed in short order, you have to creep forward until the next Spawner comes into view, then try take it out from a distance before it starts to call in backup. Well, before it starts to call in too much backup. This nicely removes a lot of the frenzied bloodlust that made its DOOMy predecessors so exciting. All Rights Reserved.