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I'm an idiot
(02-28-2012, 09:42 PM)
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#351
I'm just saying that same design philosophy unless done on an indie type scale, with an indie budget, just wouldn't work today. To flesh out those kinds of levels in this day and age and make them look "good" and not copy/pasted would cost some mega bucks. Also, take Doom 2.. is the gaming world today going to accept giant walls in lieu of the dreaded "invisible walls" and "garbage and overturned cars" that make up level design today? Doubtful. I think fully hardcore gamers would accept a budget released indie-type Doom4 reboot. Spruced up graphics, but copy/paste textures and barren levels with limited assets but huge sprawling levels. I'd play it, but the cost to do that say with Metro 2033 aesthetics in a Doom2 leveled design? That'd cost a developer HUGE money to make, and still.. brick walls with a burning cityscape in the backdrop? |
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Member
(02-28-2012, 09:45 PM)
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#352
But apparently you may need a lesser graphics engine for better level design. The concern with modern games is that visuals and generally flashy shit have trumped true level design. And focus testing, of course. People don't know which way is up and which way is forward - literally - so we generally get games with little verticality and stupid, heavily signposted linear design. Could we ever get another game like Thief 1/2, with those massive intricate levels? Dunno how Edith Thi4f will turn out, but it doesn't even seem possible. Beyond focus testing and tame publishers, I wonder if it goes back to the notion that creators are able to do something greater if they are in some sense shackled, trying and succeeding magnificently at evoking something meaningful through otherwise technically limited means, i.e. composers working with 8-bit music back in the day, or artists with 8-bit sprites. Those supposed limitations seem in some cases key to the stellar creativity, not only due to relatively lower development costs but especially in terms of the creative drive of making something more with less. |
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I'm an idiot
(02-28-2012, 09:49 PM)
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#354
I didn't say 100% real life.. I said a living 3D world.
Deus EX: HR Grand Theft Auto IV Crysis 1 & 2 Far Cry 2 (and Far Cry 3 looks this way) Metro 2033 Dead Island (in spots) Stalker series Not all of them nailed it completely, but they made living world that could feel like real places. You felt like you were somewhere that could actually exist, but they all showed their limitations in one way or the other, for various reasons. |
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I'm an idiot
(02-28-2012, 09:55 PM)
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#357
We still have limitations, but they hit at a far higher point then back then.. and one of the biggest is the cost of just producing all that unique art. It all takes time.. making that extra path in Doom, not that much.. you were reusing assets.. making that path today and making it unique? That's time and money. How many branching paths can you make to still give the illusion of choice, but without costing a fortune? That's the choice now. I don't see that going away though. |
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Member
(02-28-2012, 10:09 PM)
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#358
Quote:
Seconded. |
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Member
(02-28-2012, 10:15 PM)
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#362
They felt a bit heavy-ish. Especially when looking through the scope/half-binocular. I would have those bandits in my sights and I would use that scope from a distance but the controls made it tough for me to track targets. I don't know, I guess it's just me. *shrug* |
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Member
(02-28-2012, 10:16 PM)
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#363
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Member
(02-28-2012, 10:19 PM)
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#364
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Welcome to the Wasteland.
I hope you're wearing your flak vest! (02-28-2012, 10:28 PM)
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#367
IMO, Doom 4 needs to be treated with same reverence that Namco approached Pac-Man C.E./DX, where even the iconic appearance is preserved but enhanced rather than being completely bulldozed in favor of more realistic digs. I don't mean billboarded sprites and three frames of unique animation, but the general look should come through even though it's been updated massively. The reinterpretations that happened with Doom 3 were novel for being fully 3D versions of those iconic characters, but I never preferred any of them over the original designs. While Doom 3 certainly looked amazing (and still does, IMO) and had a very dark and cinematic feel, it wasn't Doom as that Heavy Metal-esque tack that the first two reveled in was pitch perfect for so much bloody grinding and funny antics among tense, keyboard mashing-heavy moments. I don't want Doom to be serious in the least, but we still got Doom 3, and Doom 4 will likely fall in-line with a focus on cinematic wallpaper so completely superfluous to the experience it defies logic that anyone would spend the money and time it takes to surgically attach an extra butt to a perfectly fine specimen of gaming delight.
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Member
(02-28-2012, 10:38 PM)
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#368
ADS: That's how you shoot a gun, I don't get the hate on it. Guns have recoil and don't shoot like the 90's made them seem. I like it when the guns feel weighty and have kick, without ADS you don't really get the feeling that you're holding a badass gun. Sprint/Slow walk speed: You want these combined into one movement speed which is probably too fast for gamepads to work well with. I don't really care about movement speed, it really depends on what kind of game they are trying to make and the pacing they want. 2 weapon limit is something they could do without and I agree with you on this. I hate having to choose from a limited arsenal. In a sci-fi setting like doom, give me all the cool guns you designed and let me tear shit up. Regenerating health: I could go either way on this. The problem is that there is no perfect way to do a health system in video games, and while regenerating health seems bad, it makes about as much sense as random health pack that instantly heal the character. I think a hybrid option like Halo would work, there are both involved (shields + health). My general feeling is that you want a game that a non-indie company won't make, because it would be PC only and have limited appeal. Basically you want quake or unreal for this generation, and while I'd love to see that happen, I don't think Doom 4 is the game to want that feeling from. This all only applies if the game they intend on making is a Doom 3 style game (3D, modern style shooter).
Last edited by s7evn; 02-28-2012 at 10:43 PM.
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Welcome to the Wasteland.
I hope you're wearing your flak vest! (02-28-2012, 10:43 PM)
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#370
Yeah, a demake would be nice, though it would naturally have to rely upon some big gameplay enhancements to justify why we're not just getting DLC for the existing releases. Mods are still being made and the base technology has seen big improvements to classic wads, so that's another strike against a lazy demake. It would have to be a substantial improvement, mechanically.
Last edited by MightyHedgehog; 02-28-2012 at 10:45 PM.
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Member
(02-28-2012, 10:45 PM)
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#371
Eh, a whole new game in that style would justify to be more than just DLC. A retro style like that on a new engine with HD graphics would be pretty cool.
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Member
(02-28-2012, 10:59 PM)
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#374
It may be an unpopular opinion, but I would be totally down for DOOM4 to be way more corridor-y than these screenshots hint at. Graphics can be WAY, WAY, improved when they aren't shooting for these sorts of environments. Would love to see what a current PC can do to a DOOM3-esque environment.
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gittin' up in yo holonet modal verbs: dem Nanofuchs be AUXILIARY.
(02-28-2012, 11:07 PM)
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#375
I would be totally down for a game on Earth, as long as the "Hell" factor is significantly ramped up in the first act (like, constant red skies and burning, rivers of blood, bone pillars and shit). I just don't want a first act being Crysis 2 with zombie soldiers and demons instead of aliens. |
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Member
(02-28-2012, 11:16 PM)
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#379
Ditto, but
Last edited by JaseC; 02-29-2012 at 12:00 AM.
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Member
(02-28-2012, 11:17 PM)
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#380
Rage absolutely nailed what is most important in a FPS: the shooting itself!
Anyone who dismissed it because of the naysayers should at least try out the demo. Far worse games are held in higher esteem on GAF. So these are environment shots from the ex-director of Doom 4? I wonder how much of his work will remain in the final product? I can't really see them throwing away all of those environments. |
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Member
(02-28-2012, 11:25 PM)
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#382
Maybe I need to try it out on PC somehow, because the PS3 demo felt like shit to me. I thought the shooting wasn't very good.
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Member
(02-28-2012, 11:30 PM)
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#385
You're right, they barely were "games". I can't believe I've never seen it this way before, what a fool I was for enjoying these glorified tech demos! |
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beaten too hard
or not enough <3 (02-28-2012, 11:35 PM)
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#386
basically everything after quake 1. 3 gets a pass for being an excellent tight multiplayer shooter, even though I was a UT99 fanboy at that time. in hindsight it seems the road into doom 3 and the aftermath, really solidified that.
Last edited by ZombieSupaStar; 02-28-2012 at 11:38 PM.
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Junior Member
(02-28-2012, 11:37 PM)
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#387
Interesting, looks very Rage-like, even for being the same engine, it looks very similar, i imagine they're going for different gameplay to Doom 3 or Rage otherwise it might look too much like Rage to be its own thing
I'm looking forward to Doom 4, i actually really enjoyed Doom 3 and obviously the first two, not sure if using the first two as a basis could work in the contemporary market, but it'll be interesting to see what they come up with Must admit this whole thing reeks of PR, rumour of cancellation and supposed, and probably likely, leaked screens. We'll probably hear more about it soon, guess they were just bumping it to keep it in peoples minds Something valve doesn't have to worry about with their flagship FPS - but would be greatly appreciated if they did |
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Member
(02-28-2012, 11:37 PM)
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#388
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Member
(02-28-2012, 11:43 PM)
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#390
There is a proper compromise to be found there but with the way many current games are, there's such a powerful drive for visuals, and a large part of that is due to the marketing. Games have to look good in still pics. Just look at the devs who choose to go for 30 FPS instead of 60 on consoles to add whatever visual elements - it's almost all of them. When visuals get in the way of crisp, responsive gameplay and strong level design, among other things, there's a problem. Yet it's the trend, and while some games today may look visually more impressive if only due to much better graphical technology, dare I say they've lost some of their soul. :P |
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Member
(02-28-2012, 11:44 PM)
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#391
Besides, I'm more partial to GZDoom, myself. |
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Member
(02-28-2012, 11:49 PM)
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#394
What's the point of doing an entirely new game in the same style and technology (sprites? riiiight) as a 25 year old product? If you just have a moment of nostalgia -- play Doom! It runs perfectly fine on modern computers with the help of source ports.
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Member
(02-29-2012, 12:01 AM)
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#396
At least your opinion seems a lot more grounded than "most id games are glorified tech demos". |
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you speak so well
(02-29-2012, 01:22 AM)
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#398
Of course, I fully expect D4 to have every single one of those things. |
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Banned
(02-29-2012, 01:24 AM)
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#399
Last edited by DarkChild; 02-29-2012 at 01:57 AM.
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Banned
(02-29-2012, 01:29 AM)
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#400
The graphics are a curious mix. Some of the indoor ones look quite promising visually, while the outdoor ones are somewhat underwhelming. Megatexture has an odd "fake" look, like Rage, and I really dont care for it. The outdoor shots do look a lot like Rage.
I was hoping this would be this generation's last gasp at raising the bar visually, so I think these shots kinda kill that dream. In motion and with you know, months more work I can imagine it looking very good, but it doesn't seem like it would blow you away, which is what I was hoping for. |