Good stuff
First, another warning - the screenshots don't do the game justice. Even the most high-quality videos don't. Yes, a video will show the light interaction and the beautiful animation, but a stupid giant pink spider with what looks to be a baby demon head is still a stupid giant pink spider with what looks to be a baby demon head whether it moves or not. It becomes something quite different once it starts crawling your way, dodging your attacks so you become frustrated and angry before getting scared once a dozen of them start jumping at your face and eating up that precious health. Interaction is all the difference. 'Movie-like-experience' is cliché, but Doom 3 is getting mighty close to it.
No matter how jaded you get about the secret rooms in the wall from which the "surprise" zombie pops out of, Doom III will continue to have multiple scenes that glue you to the seat or make you jump out of it. The first time the burning skulls appear is as memorable as any moment in the game, though it's at the halfway point when you're already tired.
It's also pleasant to see new takes on your old friends from Doom and Doom II. The Hell Knight, Mancubus and Revenant are as memorable as ever. No, wait, that's a criminal understatement. id's monster designs are truly amazing - good enough that we wouldn't be surprised if Hollywood poaches some of their talent or gets "inspired" by these critters.
surprise! attack!
The game makes remarkably good use of sound effects to keep you on edge - at least, as long as you're willing to be kept constantly on edge. Random clangs, monster noises, whispers are ever-present. Sometimes, they pan out, other times not. A memorable scene early in the game has a voice calling out "over here", drawing the player to a seemingly-empty corridor. Not all of these fake-outs result in attacks either, there are many spook effects in the game that are often more effective than attacks simply because they're not as over-used.