Correct me if i'm wrong but i recall the original Doom3 pc release has pitch black non transparent shadows whereas the shadows in the 360 version are indeed transparent.
The change from the old shadowing system running mostly on the cpu to the new stencil system(faster but jaggy) like Carmack was talking about and that is widely used in more modern games on consoles doesn't seem to have happend.
The shadows in the BFG 360 version are as sharpedged and defined as ever but this time transparent.
The usual "chainsaw jaggied shadows" as seen in HL-2 or Alan Wake or almost every other game on 360 are absent.
I can't tell anything about the versions for other platforms but it is valid to assume, that Carmack chose a type of shadowing that is suitable for all target platforms at resonable performance/quality levels.
They made their change from pc to multiplatform a big topic in the press so i guess their complete development architecture is designed for this. Rage has been developed simultaniously for PC, 360 and PS3. The same will apply to Doom3 BFG.
As for the quality of the flashlight shadows in Doom3:
Carmack himself said that at some moments in the game he wasn't sure if the rendered flashlight shadows were correct or totally buggy.
It was either his recent keynote or one of the interviews he gave in conjunction with the Oculus VR where he said this.
If i find the link i'll post it but i'm sure i've seen this.
That the flashlight shadows "look like ass" might also have somethng to do with the enhanced brightness of the BFG edition:
Try to forget your technical background for a moment and take the position of a visual designer:
The original Doom3 puts you in a almost completely dark scenario.
It's not the shadows that draw your attention, it's the light shining out of the dark. This is where the player's focus is set to.
Since they've heavily enhanced the brightness in the game, the attention is drawn away from the light to everything else.
The flaws of the old shadowing concept jump directly into your face now.
Imagine switching the light on in a ghost train in an amusemant park. This is a similar situation.
One word to all the "old schoolers" here complaining about the lack of difficulty in modern games:
Although i totally agree as a gamer that modern games are no challenge for me anymore (except for RE 6 on highest

) , jmarshall 23 is right about game companies setting the focus on the casual gamer.
Modern games are extremely cost intensive to produce and the small amount of hardcoe gamers just won't refinance the investments.
As sad as it is, Doom3 was one of the last no-compromise blockbuster games made by a small, dedicated team.
You can't make a game with this big "movielike experience" with a small team.
Movielike experience is what casual gamers want and casual gamers pay the rent for the game companies.
Oldschoolers (including me) are what they are named after: old and outdated.
It's a different generation now that claims the market.
@jmarshall23: Plexi or JCM800?
