What is Doom?
WHAT DOOM 2016 DEVS SAY:-
- Bad Ass Demons
- Big Fucking Guns
- Moving Really Fast
WHAT TOOLKIT SAYS/QUOTES FROM OTHERS HE MAKES (I totally agree):-
#1. Nitty gritty of the combat and where every encounter becomes a 'dance' of careful positioning and quick fire decisions.
> DOOM 2016 looks nothing like this and in every footage I've seen, the 'majority' of the combat is not 'nitty gritty' at all and involves 'shoot shoot, run over, glory kill' or 'shoot shoot, glory kill, glory kill' not withstanding the amount of 'running away and jumping up on ledges' therefore easily able to avoid attacks where in original Doom, you 'needed' to 'dance and be careful with your positioning'...
#2. Reason Doom works so well is because each enemy represents a DISTINCT, CONSISTENT and DISCERNIBLE behaviour that can be learned;
= Guys With Guns which do immediate damage to you, FORCING more TAKE COVER TACTICS.
= Imps slightly more powerful but with FIREBALLS slowly coming towards you across the map, which can be AVOIDED WITH SMART STRAFFING.
= Demons/Spectres no weapons but CHASE YOU DOWN to do melee damage.
= Lost Souls are similar but CHARGE at you, which can be AVOIDED BY SIDE STEPPING.
= Cacademons and Barons Of Hell also have projectiles but both have a large amount of health.
^ all this is known as Orthogonal Unit Differentiation.
> DOOM 2016 Can we really say this goes along the same lines of the above when the Developer seems to think its about Bad Ass Demons, Big Fukcing Guns and Really Fast Movement?...
*Orthogonal Unit Differentiation
= Basically means that the different elements (enemies) have completely unique attributes RATHER than just MORE POWERFUL versions of each other. Orthogonal meaning statistically independent.
= This means you start playing intendionally making MEANINGFUL, TACTICAL DECISIONS and NOT JUST RANDOMLY REACTING TO WHAT IS GOING ON.
> DOOM 2016 Who here really thinks Doom 2016 more or less, for the most part, if not 'always' look to be randomly reacting to what is going on?...
= Decisions need to be made on;
- Prioritisation meaning Imps and Cacademons might be more powerful but you can dodge their fireballs and learn to focus first on the Guys with Guns/Demons.
- Positioning meaning Guys With Guns force you to take cover whereas Fireballs or Lost Souls force you to move laterally and Demons force you to move backwards
- Resources means shotguns work close up whereas the machine gun works better at distance. The Rocket Launcher is a Killer! You have to think critically of which gun to use and when.
> DOOM 2016 I've seen much footage of people using the shotgun half way across the map which then stuns for glory kill, even long enough for them to run, jump up and still get to them... Can anyone really say that this new Doom looks to use meaningful. tactical decisions OTHER than run away, jump on a ledge, rinse and repeat?.... Is the Rocket Launcher a killer?!
#4. When graphed, the old Doom offers a WIDE POSSIBILITY SPACE (all the things that can be done to you), compared to more modern games where enemies had thicker body armour or just took more shots to kill (I wonder if Doom 2016 is like this in terms of its difficulty levels?) Games such as the first Halo also had a WIDE POSSIBILITIY SPACE.
> DOOM 2016 I wonder if that offers a Wide Possibility Space? It sure doesn't look like that to me so far but I'm open to the possibility it might or maybe it will just be more shots to kill like more modern shooters?...
#5. Single Neuron Binding Properties and the Magical Number 7 is basically being @ 7 things being the normal amount that most people can remember and in Doom that is @ 7 (coincidental or deliberate?)different enemy types. Having such as small list of enemies means every player can remember how to fight and evade each foe coupled with the Orthagonal Unit Differentiation (OUD).
> DOOM 2016 in the videos may well have the 7 different enemy types but what I've seen, the OUD doesn't appear to have any effect (if it is even there) because all I see is shotgun shotgun, glory kill, rinse, repeat etc with more powerful enemies requiring a few more shots or with a more powerful weapon... I suppose it's here where most arguments will contest as there is no doubt those who will say that this new Doom does the OCD exactly as the old....hmmmm...maybe its nostalgia and I'm being completely oblivious to the fact it is but I don't think so....
#6. Due to diversity of old Doom, it creates a large but simple to understand toolset that level designers can combine with architecture to create a huge variety of combat set ups meaning that rather than take a modern route of just increasing the number of enemies, the old Doom could change the combination of enemy types to give a feeling of more unique encounters.
> DOOM 2016 might do this but I've not seen any or enough footage/reviews to say so which leads me to believe this 'nuance' may well not be here and resulting in a more generic feel. Again, I'll use the Developers words of Doom is about Big Ass Demons, Fucking Big Guns and Really Fast Movement....Most of the footage I've seen, again just looks like its about the latter and not the former...Maybe some reviews could share this information with us and give examples? oh yeah, there not allowed just yet...
A big thanks to Game Makers Toolkit whose video link previously posted explains what old Doom meant to a lot of gamers and I think he's right too.
https://www.youtube.com/watch?v=yuOObGjCA7Q
The following Game Makers Toolkit final words on what makes the Original Doom so great just to give a perspective of those who think people are just shitting on the new Doom because we're old, nostalgic or even plain old wrong about this new game when in fact its just like the old one.....
"It's that small cast of iconic enemies which encourages different behaviours and distinct ways of moving. In play this means your mind is making dozens of tactical decisions a minute, intensional choices, driven by your knowledge of how the game works. This is Doom's legacy and more games could stand to learn from it."
What I also think:-
- Barrel Placement
> DOOM 2016 is not as obvious, as easy to see or as effective.
- Non Linear Level Design
> DOOM 2016 looks more and more in the videos I've seen to just be an open arena connected with pathways.
- Secrets Behind Hidden Walls/Buttons
> DOOM 2016 has a map showing you where they are in every level
> DOOM 2016 looks to have less secrets but needs confirming but then again if there is a map showing you where they are anyway, who gives a fuck?
- Monster Closets Trolling 1st Time Players
> DOOM 2016 does not seem to have any of this but would need confirming by people who have played this, bearing in mind in the old Doom, this was quite a big focus and there was many a time you would be able to 'hear' this going on but not necessarily sure where it was from.
- Enemy Designs Extremely Distinctive
> DOOM 2016 Enemy designs although are obviously different to each other, they don't look as distinctive on the maps as the old Doom. I do however, think this is more to do with modern tech as old doom had basic look and design with little detail so less things going on and therefore easier to see, whereas newer games show so much more detail. Add in the fact the game looks quite dark in a lot of areas won't help. I also think the traversal levels more akin to Quake makes enemies seem less stand out less.
- Extremely Distinctive Enemy Sounds
> DOOM 2016 Now when you add a Extremely Distinctive Enemy Designs WITH Extremely Distinctive Sounds relating to those exact enemy types, you automatically get more of a feel of what you're doing and thus become more attached/immersed (Toolkit mentions Half Life 2 does this too and that wasn't a bad game was it?) Again this could be due to more modern tech than anything. In the old Doom games, sounds were limited and therefore, less was more. With modern tech and more sounds and more detail, perhaps its not as easy to discern and therefore not as easy to get attached/immersed. It certainly looks like that to me in the footage I've seen, beta played. It is possibly be because the sound mix is shit? Lack of sound detail and feedback in the guns looks to be more of the issue to me though regardless of extra sound detail being the issue. How satisfying was it when you shot a demon with the shotgun and it made the squelch sound? How beefy did the guns sound? Doom 2016 does not sound like this and thus even if it is doing OUD, this lack of 'feeling' means maybe we just don't notice it and makes it look just cheap as it does...For what its worth, I also preferred the ambient sounds of Final Doom (psx) rather than the rock shit music but that's just me. I can still listen to the soundtrack without even playing the game and buzz my tits off! (from orginal psx disc too!)
Sorry for the probable poor grammar but was in a rush.
Anyways, I hope I'm proven wrong in are what are a lot of assumptions by myself but I'll wait for some reviews/gaffers before I will decide. This is why I smell even more bullshit with no review copies...