I don't think I saw a game before Doom3 that was quite like that.
The other cheap trick was to make half of all maps so dark you need a flashlight, but make it so that you couldn't use a weapon while the flashlight was out. IIRC the very first Doom 3 mod was the one that fixed that, and it was called simply "duct tape".
Another gem of a game I think a lot of people overlooked that has some similarities is Natural Selection 2. This is a sort of aliens vs space marines FPS and RTS hybrid. It never really blew up but still has a community.
Don't get me wrong, it's a technical masterpiece, but one of execution rather than innovation.
It's main feature was dynamic lighting and shadows, which it accomplished with dynamic lights, normal maps and stencil shadows.
Dynamic lights and normal maps were nothing new even back then, I remember multiple titles using them, but not this well and not to this extent.
Stencil shadows were kind of unique, they worked by extruding the geometry from the light's perspective, and figuring out what was inside the light's shadow by counting front and back faces.
Unfortunately, since they used geometry, they looked really blocky and sharp, with no smooth edges unlike shadow mapping.
Imo they looked kind of bad, a step down from the beautiful pre-rendered lightmap shadows we enjoyed years before.
From memory, what Carmack was advocating for in this period was like an updated version of SGIs hardware, fixed function and able to chew through a staggering number of simple triangles per second. Complex renderings would be built up by compositing lots of passes. Stencil shadows reflected that tradeoff. But shadowmaps with an increasing number of tweaks proved much more practical, and design wise no penumbra is indeed a tough one to swallow. And then GeForce came along and pretty much ended any debate on commplex shaders vs lots of simple triangles.
Using stencil shadows today, or their shader described equivalent, might be an interesting aesthetic choice for a horror game though.
This is in sharp contrast to Half Life 2 released at a similar time, which had far more enemies and NPCs on screen at one time as well as much much larger maps to explore. I think in some ways Half Life 2s visuals have honestly dated better despite the less ambitious technology - the larger and more varied maps its lesser performance requirements permitted help a lot.
It looks nice, when you can see what's happening, otherwise it's a collection of good ideas and tech executed badly.
https://fabiensanglard.net/doom3/renderer.php at the technicql level there were some cool advances and the game in its production definitly felt like a leap forward that only a few game matched after (i could say mgs 4-5 and death stranding are close ones, final fantasy 15 while very weak story wise had others, but definitly no fps did what doom3 did)
Doom 3 as a game sure looked cool, though. The flashlight blew my mind back in the day.