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...DOOM 3 The video game that changed our culture is launching a powerfully realistic sequel...

Author: /time Magazine | Title: Table of Contents: Aug. 9, 2004 | 8/9/2004 | See Source »

...game was called Doom, and the janitor was among the first of us normal people to get a look at the electronic frontier of the coming century. With Doom, Carmack and his colleagues had created a three-dimensional virtual world so powerful, compelling and disturbing that it would change the real world around it. This week id will launch Doom 3, four years in the making. It is, if anything, a little too real...

Author: /time Magazine | Title: Video Games: The Age of Doom | 8/9/2004 | See Source »

...Before Doom most games took place in flatland: they were two-dimensional, like Donkey Kong or Pac-Man. But Carmack figured out a way for the cheapo, underpowered personal computers of the day to create depth, to render three-dimensional spacea miniature theater, a virtual dreamworld in which the player could move around at will. "You could have fun with those old games, but it was more of a detached, abstract sort of fun," Carmack says. "But when you take the exact same game play, put it in the first-person perspective, and you go around a corner, open...

Author: /time Magazine | Title: Video Games: The Age of Doom | 8/9/2004 | See Source »

...Doom was packed with high-tech innovations. It pioneered multiplayer gaming over networks, online distribution and an open architecture that promoted user modifications. Today video games are a $7 billion industry, and most of them rip off Carmack's work in one form or another. The military used multiplayer Doom to train soldiers for combat. Architects use the graphics engine for Quake, Doom's successor, to explore their buildings before they build them. Doom and Quake have pushed computer manufacturers to make (and gamers to buy) faster, more powerful machines...

Author: /time Magazine | Title: Video Games: The Age of Doom | 8/9/2004 | See Source »

...Doom had a cultural impact as well. Its fluid, hyperkinetic rhythms have become part of the visual language of movies and TV. "Kids can absorb information on the screen more rapidly, and they react to it much faster as well," says producer Jerry Bruckheimer (The Rock, Enemy of the State). "They also don't have the patience of older audiences, so we have to make our stories move along at a faster pace." The game was also exceptionally violent ("It's going to be like f___ing Doom!" one of the Columbine killers famously said), to an extent that shocks...

Author: /time Magazine | Title: Video Games: The Age of Doom | 8/9/2004 | See Source »

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