I thought this was an expansion announcement. Heart attack.
This documentary is good too!
Same should had put it on the title.
I thought this was an expansion announcement. Heart attack.
This documentary is good too!
Huh, always thought it was Wolfenstain
Luckily we don't have to wait too long for the next part.
The end clip of them showing Doom gameplay at quakecon was some very stirring stuff. Can't wait for more. This is the kind of content I wanted from area 5.
This is interesting stuff. I wonder if it'll go into the focus on the multiplayer beta (and the mixed reaction to the MP in general), the nvidia demo, etc.
This is the kind of content I wanted from area 5.
This will be considered blasphemous, but those Doom 4 concepts look way more interesting than what we got.
I hope that game is brought back in some form in the future.
This will be considered blasphemous, but those Doom 4 concepts look way more interesting than what we got.
I would love to see that 2014 reveal.
Man, is it good they rebooted it from the Gears of Duty: Rage 2 that it looked like in the early clips
you mean like live? cause thats the whole thing is at the end-ish of the video.
Actually its Wolfenstein's Monster, only the doctor is called WolfensteinNo, it's Wolfenstein.
Three parts, releasing today, tomorrow, and Wednesday.
Here it is, the first part of Noclip's documentary.
https://youtu.be/PS6SBnccxMA
Enjoy, and thank you Danny.
Also something that was mentioned caused me to twitch because it's my one nitpick in all the discussions about Doom 2016 - the mention about how lack of cover is a defining feature in Doom 1/2. Yes, you aren't taking cover that much in classic Doom (and it's certainly not the modern kind that you think of today, which is basically a buzzword for a dark period of derivative shooter design), but hitscan enemies did exist back then, as well as things like Revenant homing rockets or the Archvile's flame attack that could only be stopped by breaking line of sight. Playing on UV, and especially once you got into stuff like Final Doom or particularly hard WADs make peeking around corners with a rocket launcher to take out an enemy like that a not uncommon occurrence in those games.
I'm not even saying this because I think Doom 2016 needed cover or anything, but because how it compensated for this is super interesting: the battle arenas, the mantling, double jumps, etc., allow you to keep away from faster enemy projectiles (while eliminating pure hitscan entirely), and making sure enemies are far more agile and can keep up with the player with similar traversal abilities. It's a far more interesting story (how they managed to make Doom 2016 feel like Doom while actually totally changing a major part of Doom's carefully balanced weapon/bestiary/level design) than "modern shooters are slow and have cover, Doom is cooler so it didn't have that, so new Doom doesn't have that," which always felt super reductive to me and was part of the marketing message that made me so wary of the game before release.
Then again, all of this might be covered in Parts 2 or 3 and I'm totally jumping the gun, but it felt good to talk about it again.
Yeah, he specifically talks about "stop and pop" which seemed to be way things worked in early development of DOOM 4.I think he means there old school of level design and gameplay, where you learnt these winding, looping labyrinths and then used that knowledge to defeat enemies, instead of the modern style which is run in to big area and crouch behind waist high cover.
I'm glad we got the look at the Doom 4 and that famous Quakecon presentation. We finally have visuals of that legendary PCGamer tweet.