I remember trying to chug the original on my 386, playing it till dark scaring myself brownpants.
For me, this game reminds me of the original, it's simple it's violent, and it has that ID style of artdesign, that you either love or hate. I like it!
It looks pretty solid. Feels like the found a happy medium between Dooms 2 and 3. For my tastes, I kinda wish they'd gone for something a bit cleaner and faster without so much punching of demons in the face, but what they've got works well enough. The new Serious Sam should cover that particular hankering anyway.
That map editor is looking pretty spiffy. Does it only work on one plane though?
Not sold on the executions. Stomping a demons head into paste is going to be entertaining, maybe, 2 times. I'd like to see dev effort expended on other things like getting more monsters on the screen.
At least they don't break the flow -too- much and there's no jumping to third person or other such annoyance. Having a canned animation for every chainsaw kill seems like a bit much though.
Im hoping that the gun pick up animations only happen the first time you find that weapon. don't need to see that long ass (albeit cool) animation each time.
Interesting though that this runs on idTech6, i wonder what the main differences to idTech5 are. It looked like it leaned more in the direction of dynamic content again ( especially with SnapMap ), as opposed to the "bake as much as possible down statically" approach of idTech5 - could be wrong though.
Or maybe it's some sort of hybrid. At least there was no mention of any super-voxely tech as Carmack originally planned for idTech6.
If they deviate from run-n-gun, they'd get lynched.
I was hoping for more varied and challenging single player gameplay than this. It's like changing a rule in a sport - for example the NBA could still have no shot clock, no instant replays, and no 3 pointers to keep the game "pure" as it was originally created. But, the rules have changed to improve the game.
How can you tell the difficulty from a trailer? They`re not going to do a 10 minute gameplay video on the hardest difficulty.
I find it hard to believe that the enemies would adopt wholly new strategies at higher difficulty levels other than increased accuracy and damage. And that wouldn't do anything about the huge amounts of repetition.
Not sold on the executions. Stomping a demons head into paste is going to be entertaining, maybe, 2 times. I'd like to see dev effort expended on other things like getting more monsters on the screen.
So, those finishing moves are actually optional. When the enemy flashes, is when you can go up and do something to them. Or you can just blast your way through.
If anything should be changed gameplay-wise. The game should be faster and more enemies on screen.
But it still looks pretty cool. I am excited to try it. The original Doom for some reason has aged really well which actually is a good sign that maybe the gameplay shouldn't deviate too much from the original's design.
I thought it looked really solid for what it aims to be although I found the gun feedback of the main shotgun a bit dissapointing. I realise that the real "bwam blow your brains out feedback" belongs to the "sawed off shotgun" but I hope that they at least make the regular shotgun a 1 shot 1 kill when you are in decent range (A good example is the "Rage" shotgun)
On first viewing, it looked amazing. I was really stoked. It kind of lessened a bit on subsequent viewings, but it still looks good. I really don't get the negative reactions from some people in the games media though, but then I really don't know what they were expecting.
If anything should be changed gameplay-wise. The game should be faster and more enemies on screen.
I'm with you Mstankow. This thing looks amazing, but the trailer does evoke doom3 rather than doom or doom 2. more enemies and quicker pace are what i'm missing from my doom fix. and a player head HUD while we're at it.
Watching the gameplay trailer ... yeah, lots of abilities, slow movement, taking out enemies using custom animations ... where's the run/n/gun? Where's the split second tactical decisions? Where's Doom?
I loved the door-opening SFX, true to da source. I hope they bring back the weird stuff as well like blood/acid falls for walls, those huge eyes that open as buttons and of course the tortured faces in the stone
What the creatures need in my eyes are the bright, iconic colors. That would distinguish them from the world as well, as the lighting is overwhelming at some points
There's more influence from Doom 3 than I'd care for since it will likely mean a slower paced game but the game still looks fantastic. The easy to use mapping tools will probably result in a lot of community content so I'm sure there will be content to please everybody available shortly after the game is released.
I love the fact that it isn't that cinematic as most games need to be these days, the new tomb raider and drake's look amazing, but I don't like those almost non-interactive sequences when everything crumbles and you have to press 1 frikkin button to make a spectacular move i'd rather performed myself.
Watching the gameplay trailer ... yeah, lots of abilities, slow movement, taking out enemies using custom animations ... where's the run/n/gun? Where's the split second tactical decisions? Where's Doom?
What abilities? You can jump...that's pretty much it..takedowns are optional, you can just blast your way through
I would prefer a little bit more realistic style visually. More indirect illumination, less fake rocks walls etc
Not so arcade styled environment maybe. Actually liked the idea of setting on Mars in some previouce game. Could be so cool with all those new hi res references from there.
And all those horned freaks started to look a bit tiresome or it's me just getting older.
But that would be not "DOOM" probably, without them
Not looking too good at the minute, movement still slow, weapons feel weak, especially the staple shotgun. AI and gunplay looks a step back from what we had in Rage.
Recently shown Shadow Warrior 2 putting this game to shame in every department.
What's with the relatively flat, ambient lighting? And I think the yellow is a little too intense. Rocks look somehow strange. The new hell doesn't have a lot of contrast, does it - I liked orange-and-black hell from Doom 3.
I second the horny freaks comment, I'm not too hot on the entire concept of "hell", but then that's probably required for a Doom game. I also second the "looks a bit slow" comments.
Judging by the high res shots, there's no pbr materials in there, or am I wrong?
That Snapmap thing looks cool for consoles, but if they don't release their content creation tools, I'm thinking Unreal Tournament will have the better modding community. (Potentially. UT might not have much of a modding community at all regardless)
Have to say im kinda disappointed in the HK/imp designs that are entirely taken/inspired by doom 3 (....aaaand the doom movie urgh).
Revenant looks a bit silly, close to the doom 3 design too. The mancubus was done by a true fan it seems. Love it!
Totally agree on the slow pace - im not too fond of the whole weapon pickup animations and fondness for brutal doom, its like everyone just sat down and figured that the common denominator for the original games was the violence.
Snapmap looks very cool - reminds me of the old far cry map editor (xbox).
its like everyone just sat down and figured that the common denominator for the original games was the violence.
Right, this, exactly! There's this prevailing thought that violence and hell were what made the original games what they were. That was just window dressing.
Replies
Not sure how I feel about it yet, but I am excited.
That map editor is looking pretty spiffy. Does it only work on one plane though?
But holy hell. EXCITED FOR THIS!
Or maybe it's some sort of hybrid. At least there was no mention of any super-voxely tech as Carmack originally planned for idTech6.
Isn't that kinda Doom's MO ? While the game looks utterly gorgeous i must say the environment looks nothing like the original doom ?
If they deviate from run-n-gun, they'd get lynched.
I was hoping for more varied and challenging single player gameplay than this. It's like changing a rule in a sport - for example the NBA could still have no shot clock, no instant replays, and no 3 pointers to keep the game "pure" as it was originally created. But, the rules have changed to improve the game.
How can you tell the difficulty from a trailer? They`re not going to do a 10 minute gameplay video on the hardest difficulty.
I find it hard to believe that the enemies would adopt wholly new strategies at higher difficulty levels other than increased accuracy and damage. And that wouldn't do anything about the huge amounts of repetition.
So, those finishing moves are actually optional. When the enemy flashes, is when you can go up and do something to them. Or you can just blast your way through.
But it still looks pretty cool. I am excited to try it. The original Doom for some reason has aged really well which actually is a good sign that maybe the gameplay shouldn't deviate too much from the original's design.
Would kill for some high res screens
I'm with you Mstankow. This thing looks amazing, but the trailer does evoke doom3 rather than doom or doom 2. more enemies and quicker pace are what i'm missing from my doom fix. and a player head HUD while we're at it.
What the creatures need in my eyes are the bright, iconic colors. That would distinguish them from the world as well, as the lighting is overwhelming at some points
lol wat.
Finally found some huge versions. I updated my post on the previous page.
Not so arcade styled environment maybe. Actually liked the idea of setting on Mars in some previouce game. Could be so cool with all those new hi res references from there.
And all those horned freaks started to look a bit tiresome or it's me just getting older.
But that would be not "DOOM" probably, without them
Recently shown Shadow Warrior 2 putting this game to shame in every department.
60 fps is more important. And for a game with that frame rate and fluidity, it looks insanely good IMHO.
That's not totally frame rate bound . Rather more things baked vs real time + art style.
Half Life had sometimes amazingly realistic rocks/textures and indirect illumination 10 years ago + very refreshing design style
Thats because the textures were pictures of rocks...
What's with the relatively flat, ambient lighting? And I think the yellow is a little too intense. Rocks look somehow strange. The new hell doesn't have a lot of contrast, does it - I liked orange-and-black hell from Doom 3.
I second the horny freaks comment, I'm not too hot on the entire concept of "hell", but then that's probably required for a Doom game. I also second the "looks a bit slow" comments.
Where are the female demo... oh, ok. j/k
That Snapmap thing looks cool for consoles, but if they don't release their content creation tools, I'm thinking Unreal Tournament will have the better modding community. (Potentially. UT might not have much of a modding community at all regardless)
Revenant looks a bit silly, close to the doom 3 design too. The mancubus was done by a true fan it seems. Love it!
Totally agree on the slow pace - im not too fond of the whole weapon pickup animations and fondness for brutal doom, its like everyone just sat down and figured that the common denominator for the original games was the violence.
Snapmap looks very cool - reminds me of the old far cry map editor (xbox).
Too sum it up, its a mixed bag for me...sigh