Incorporates level design glitches into story, monsters and gameplay (wall-running)
There will be strafing, strafe-jumping, strafe-running, circle-strafing and all kinds of strafing
Strong air control
"There will be most definitely XTREME gibbage." "More value to gibbage than in other game."
No gameplay because they are in an early stage. "Don't worry there will be gameplay." :/
Mouse/keyboard focus
Destructible walls
Steam / GOG
Level system? They will play around with it.
Open design, multiple paths, secret areas.
Holographic chainsaw.
Speed: high - Romero feels even Quake was slowish. He likes speed.
Ferrari stretch goal not included.
Impossible geometry will "definitely be there". You can go outside the simulation, seeing procedurally generated stuff that looks like simulation gone bad.
No QTEs
Level design: not an open world game, but they are not tiny little levels - you can move quickly, and have the room to do it. The scale is the number one thing to get right. You have to calibrate your whole game around the movement speed / jump length. Complex but basically abstract level design, reuse of space, fun to explore.
Superfly: not in the game.
Dopefish: lives. Cyberdemon: They don't own it.
Planned release: December 2018.
Health-packs, no health-regen.
Weapons, weapon mods and alt fire modes galore.
Intentionally high moddability.
The "glitch" enemies are procedurally generated, and take many possible shapes. "It is bad news when they show up".
Want to make sure things look gud, but what matters is the ability to move really fast through the game, and have very high FPS.
Monsters can fight each other. Lots of monsters per level. How many? "Remember classic games? That many."
Teleportals and telefrags: "They are awesome, and I love them, and they have to be in there."
Checkpoint-based saves.
Seems to be universal ammo ("bits"), which you can get by "destroying everything". Bits can be used on weapon mods. If it feels bad, it will be tweaked.
And impressions:
Still too vague, but slightly better. Some more promising gameplay ideas.
"Holograms" sounds like it has potential, but it can also be used to rationalise any bullshit.
Background once more feels like "coolest thing a 15 years old John Romero could imagine", which is par for course.
The 'boxel" and the environmental control still seems gravity gun kinda gimmicky - I don't know what its place will be in a really fast-paced FPS.
Doesn't seem like a Daikatana-style ego-driven meltdown this time.