Does anyone even know why this is a thing? They must know it's not going to be a big seller and redoing a mediocre game just doesn't make much sense to me.
Because of Doom 4. There are many people this gen, mainly console gamers, that have no idea what the Doom games are. Getting to know them, can get them at least interested if not hyped for the next chapter.
You should be able to with those specs, it's like butter on my i5 with 670, you just need to tweak the skid mod options, don't max them all out, I sure one of them kills your framerate, I remember trying each one individually.
That blows my mind. Even 90's kids should remember the Doom games on PSX and N64.There are many people this gen, mainly console gamers, that have no idea what the Doom games are..
Hmmmm... I was looking forward to getting this, but Serious Sam 3 is out on XBLA on Wednesday, which has dampened my enthusiasm. For old school-type FPS action, I think Sam may be the way to go...
I doubt that this will happen. There's just no way Doom 4's gonna bomb.Or alternatively, if it doesn't sell, Doom 4 will go and hang out with Prey 2.
The flashlight didn't cast shadows in the original Xbox version either.
Well, let me qualify that a bit. Your flashlight didn't cast a shadow, but if you were playing co-op, your buddy's flashlight cast shadows everywhere. It was rather impressive, actually, and makes me question why they removed the shadows from the first-person flashlight.
I'm actually stunned and extremely disappointed that it doesn't cast shadows in the BFG console versions. I understod it on the original Xbox, but now it seems an unnecessary downgrade.
Tim Willits is going around claiming the flashlight in the original game wasn't possible to have it always enabled, because the shadows were killing the performance, but nowadays it's not a problem so they were able to bring it back, mounted on the weapon. It's a pretty weak excuse if they brought it back without casting any shadows; that means they could have done the exact same thing 8 years ago as well. (edit: in fact they did that for D3: RoE Xbox I think?)
And shadows from the flashlight on the original PC game *were* noticeable.
Hmmmm... I was looking forward to getting this, but Serious Sam 3 is out on XBLA on Wednesday, which has dampened my enthusiasm. For old school-type FPS action, I think Sam may be the way to go...
I always thought the shadows cast by the light in the original PC version looked different from the rest of the shadows. It always looked like some sort of trickery.Tim Willits is going around claiming the flashlight in the original game wasn't possible to have it always enabled, because the shadows were killing the performance, but nowadays it's not a problem so they were able to bring it back, mounted on the weapon. It's a pretty weak excuse if they brought it back without casting any shadows; that means they could have done the exact same thing 8 years ago as well. (edit: in fact they did that for D3: RoE Xbox I think?)
And shadows from the flashlight on the original PC game *were* noticeable.
Tim Willits is going around claiming the flashlight in the original game wasn't possible to have it always enabled, because the shadows were killing the performance, but nowadays it's not a problem so they were able to bring it back, mounted on the weapon. It's a pretty weak excuse if they brought it back without casting any shadows; that means they could have done the exact same thing 8 years ago as well. (edit: in fact they did that for D3: RoE Xbox I think?)
And shadows from the flashlight on the original PC game *were* noticeable.
No, but when rendering shadow volumes it might be a good idea to do an ambient light prepass (otherwise there could be shadows around the scene that are pitch black). Regardless, I doubt increasing the intensity of the ambient light would actually look convincing enough to pass as a flashlight.Forward renderers have to rerender the scene anyways with a light, regardless of shadows. Correct?
I doubt that this will happen. There's just no way Doom 4's gonna bomb.
Really curious how it will look and when it's going to be released. I predict Carmack's gonna blow us away.
Tim Willits is going around claiming the flashlight in the original game wasn't possible to have it always enabled, because the shadows were killing the performance, but nowadays it's not a problem so they were able to bring it back, mounted on the weapon. It's a pretty weak excuse if they brought it back without casting any shadows; that means they could have done the exact same thing 8 years ago as well. (edit: in fact they did that for D3: RoE Xbox I think?)
And shadows from the flashlight on the original PC game *were* noticeable.
I wrote a shadow volume renderer a few months ago, and I found that, when rendering lights that originate from the player's location, shadows would almost never be visible even when they were actually rendered. Also bear in mind that, for shadow volumes, you effectively have to re-render the entire scene for each visible light and then add the result to the screen. By turning the shadows from the player flashlight off you effectively spare yourself from rendering the entire scene over again, at the cost of shadows that you can hardly see. This is a pretty fair trade-off if you are targeting 60 fps.
As I mentioned before, Doom 3 on the Xbox had no flashlight-generated shadows in single player. That also applies to the expansion. They were still amazing for their time.
The leaked build of the game was sooo good. Still feels like squandered potential playing the finished product today.What continues to stick with me is how all of this was presented in the original 2003 Doom 3 E3 demo. Most enemies encountered are not initially aware of the player and can actually lose track of the player. I know this was all scripted but I loved the concept. Being spotted only to quickly hide in a room while an enemy searches for you seems thrilling and is one of the things that made System Shock 2 so terrifying. The presence of patrolling enemies would be equally terrifying (remember those large patrolling robots in Shock 2?).
Regardless, isn't there just some console variable to fix that?Yeah, I'm aware of that. The problem is the PC version had flashlight shadows.. 8 years ago. For me it's not "okay" if this version lacks them. That's completely backwards. But I'm hoping they were removed only from the console versions.
As much as I love Doom 3, I still believe that the gameplay was somewhat compromised as a result of performance limitations.
Nearly every enemy in the game warps into the environment or only appear when the player crosses a certain threshold while dead bodies disintegrate almost immediately. Basically, in the end, active enemies only occupy the space directly around the player. When they DO occupy that space they are also completely aware of the player and will continue to attack until killed.
I've always felt that placing active patrolling enemies throughout the level while allowing enemies to lack player awareness until the player is spotted would have improved the experience quite a bit.
What continues to stick with me is how all of this was presented in the original 2003 Doom 3 E3 demo. Most enemies encountered are not initially aware of the player and can actually lose track of the player. I know this was all scripted but I loved the concept. Being spotted only to quickly hide in a room while an enemy searches for you seems thrilling and is one of the things that made System Shock 2 so terrifying. The presence of patrolling enemies would be equally terrifying (remember those large patrolling robots in Shock 2?).
THIS is the one thing that I feel would have elevated Doom 3 to legendary territory. It was the piece of the horror puzzle that they completed missed. In that sense, I really do believe that the demands of the engine forced them to limit certain aspects of the game.
Yeah, I'm aware of that. The problem is the PC version had flashlight shadows.. 8 years ago. For me it's not "okay" if this version lacks them. That's completely backwards. But I'm hoping they were removed only from the console versions.
Enemies in classic Doom were at least present in the stage prior to the players arrival. You COULD encounter enemies before they saw you (though they did not patrol).I never actually saw the Doom 3 E3 demo, but in fairness to id, this enemy behavior is in line with every other Doom game. I remember an interview with Carmack where he specifically highlights how they removed enemy patrols in Doom whereas this was a feature present in Wolfenstein. As a design decision I'm neutral about it. I imagine the need to balance enemy placement with lighting played a role since patrolling enemies would necessarily move in and out of places with particular lighting.
One thing I did like about enemies in Doom 3 is that, if I recall correctly, a fair number of them had semi-random spawn areas. That is to say, they could jump at you from different areas on different playthroughs. I thought that helped keep the tension up if you chose to replay the game.
Or alternatively, if it doesn't sell, Doom 4 will go and hang out with Prey 2.
That was due to the light location with perfectly sharp shadows.I always thought the shadows cast by the light in the original PC version looked different from the rest of the shadows. It always looked like some sort of trickery.
Or alternatively, if it doesn't sell, Doom 4 will go and hang out with Prey 2.
SS3 is a terrible game unless you love endless waves of mindless shooting enemies as they rush you.
That blows my mind. Even 90's kids should remember the Doom games on PSX and N64.
As much as I love Doom 3, I still believe that the gameplay was somewhat compromised as a result of performance limitations.
Nearly every enemy in the game warps into the environment or only appear when the player crosses a certain threshold while dead bodies disintegrate almost immediately. Basically, in the end, active enemies only occupy the space directly around the player. When they DO occupy that space they are also completely aware of the player and will continue to attack until killed.
I've always felt that placing active patrolling enemies throughout the level while allowing enemies to lack player awareness until the player is spotted would have improved the experience quite a bit.
What continues to stick with me is how all of this was presented in the original 2003 Doom 3 E3 demo. Most enemies encountered are not initially aware of the player and can actually lose track of the player. I know this was all scripted but I loved the concept. Being spotted only to quickly hide in a room while an enemy searches for you seems thrilling and is one of the things that made System Shock 2 so terrifying. The presence of patrolling enemies would be equally terrifying (remember those large patrolling robots in Shock 2?).
THIS is the one thing that I feel would have elevated Doom 3 to legendary territory. It was the piece of the horror puzzle that they completed missed. In that sense, I really do believe that the demands of the engine forced them to limit certain aspects of the game.
High five.Doom 3 would have benefited a lot from imps and other enemies like this. The atmosphere was perfect for smart enemies, good placement, and searching and losing you, as you put it. With some better AI, and different attacks and approaches, Doom 3 would have been completely on another level.
High five.
It's a damn shame that didn't happen as there is a lot of great stuff in Doom 3 that is spoiled by the dumb enemies and limited placement.
Dude, there are people playing console games now who were born after DOOM 1 and 2 came out.
Also, this will only be the second time DOOM II is ever released on a console.
Not counting the GBA version of Doom 2?
Or the PS1 version included in "Doom"? (didn't have Icon of Sin)
Or the XBLA version?
Here I am considering picking up the PC version to support Doom 4 getting released and I realized its not listed on Steam! No Steam, no buy!
I guess I will try to get my system running sikkmodd again.
Interesting.. if you install the game to your hard drive on 360, you actually can't play Doom 1 or 2 and must UN-INSTALL the game before you can access it.! WTF ID. lol
Steamworks means that I can buy the game wherever I want and then put the cd key into steam to download it right ?
lolwut