Doom 3 is great, second expansion meh 3rd expansion better than the second one.
Doom 3 only had two expansions (Resurrection of Evil and Lost Mission)...
Doom 3 is great, second expansion meh 3rd expansion better than the second one.
It has like a 5% chance of being good. It's been in development hell for years now and has had most of the dev team jump ship. It's got a good 95% chance of being hot garbage.
It has like a 5% chance of being good. It's been in development hell for years now and has had most of the dev team jump ship. It's got a good 95% chance of being hot garbage.
A return of decent FPS's like the new Wolfenstein? Less military shooters the better.
Oh and Doom is just a childhood favourite of mine, one of my first PC games.
I'm surprised anyone couldn't be hyped for new Doom really.
They better bring that SFX back for real.The old door sound!
Will it be 30fps like Carmack said it would be...? Like 4 fucking years ago?
Whatever. I'm just glad we finally get to see something. But will remain neutral until I get to see more at Quakecon.
That door sound was beautiful though.
Will it be 30fps like Carmack said it would be...? Like 4 fucking years ago?
Whatever. I'm just glad we finally get to see something. But will remain neutral until I get to see more at Quakecon.
That door sound was beautiful though.
Will it be 30fps like Carmack said it would be...? Like 4 fucking years ago?
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Serious question: What exactly are you hyped for?
The trailer shows nothing. None of the talent from id works there anymore and the last good Doom game came out in 1994.
Something tells me that Carmack will have fuck all say in how the game turns out, or at least a good portion of it.
Serious question: What exactly are you hyped for?
The trailer shows nothing. None of the talent from id works there anymore and the last good Doom game came out in 1994.
Actually id say 1997 gotta give Doom 64 some cred.
Seriously lol, I would've been super hyped to see this on stage. Better than most of the announcements made during the conferences.MS and Sony didn`t want to show that? That teaser was bad ass. I´m always up for some DOOM.
MS and Sony didn`t want to show that? That teaser was bad ass. I´m always up for some DOOM.
How fucking sad...hoping that the new DOOM won't be running on a carmack engine.
Is this the only thing we're seeing from Bethesda this E3? I wonder if we'll see Fallout 4 at Gamescom.
I still wish Nintendo would update that for the Virtual Console -- just up the resolution and framerate. That's all I would need.
Same.Only thing that excited me was the door opening sound.
I still remember Doom 3's epic reveal (those bloated zombies, man) and how badly it burned me the final product. It left me sour enough to remain more cautious than excited.
I don't want to see another Doom game with a mandatory flashlight and less than four enemies at once in my life.
Well if we can find out if it's on id tech 5 I think that question will be answered for us. Though wasn't the rumor that id tech 5 was dropped for it?
I hope so, I want this to be a graphical powerhouse like Doom 3 was.
Doom 3 was a graphical powerhouse and very little else though. The original Doom was amazing technically for the time, but it also bought the bacon in terms of gameplay.
Yeah but if this new doom is RAGE's gameplay + technical achievement of Doom 3 then we can have some mega mega crispy bacon
Doom was always a horror game in my eyes, just an action one instead of a survival horror type, which I'd failed to understand with D3. I still remember the groans of the first zombified Marines, the shrieks of the first ghoul you encountered (followed by a massive ball of fire to your face) and the hellish sights above the bases' walls. They need to capture that feeling at all costs while keeping the game play brisk and simple.I really hope they are not too horror with this. The way the logo was revealed certainly looks like there will be some scare to it. But they have learned a lot from RAGE and Wolfenstein so I imagine the flashlight is gone
Going to read up on the correct IRQ and DMA for me to use with this!
Think my card is Sound Blaster Compatible, so I'm fine.
The lack of old school gibs in moder FPS is so fucking lame... Doom 3 was already a huge let down in this respect. There was plenty of blood, but the game was hardly as graphic as the first two episodes.I actually hope the ID team takes notes from Brutal Doom. I'd also love for the game to use true projectiles instead of hit-scan weapons. Lastly, make bring the shotgun and super shotgun back to their former glory!
Bingo. Movement and maping were every bit as important in Doom as the shooting itself, and God knows Doom had a whole lot of shooting. Most developers still struggle with this concept, but some people understand it.I'm not sure I liked the "slow-paced horror" style of the video, nor do I particularly care for the "origin" story of the cyberdemon.
The fear you got from DOOM 1 was navigating a maze of corridors, with 2 health left, hearing growls from the distance but you don't yet know where they are coming from, and being 100% in your toes to do some twitch-ass dodging because you know the enemies will tear you to shreds in no time flat if you're not careful. Then you open the door and WHAT THE FUCK IS THAT, A DEMON WITH MECHANICAL LIMBS? NOPE, TURN AROUND. NOPE NOPE NOPE.
No explanation or lore needed. Just a hugeass demon who's going to tear your flesh clean off. I want that, not some brooding "horror horror horror HORRORRRRRR" with low lights and slow gampelay and "omg how did he get those limbs?!?!" backstory.
Not judging the product. We haven't seen a single second of gameplay and this is strictly just a teaser, but I really hope the tone and pace of the video is absolutely nothing like the tone and pace of the final game.
The secret is that Doom is not actually about the shooting. Released in the days before crosshairs, location-specific damage, precise aiming or the ability to look up, the shooting is not challenging in and of itself. Instead, Doom centers its obstacles not on shooting, but on movement. In an engine where precision aim is impossible (not until Quake does that problem get solved), shooting needed to be as simplified as possible. Aiming in Doom is comparatively very forgiving to prevent the game from being needlessly frustrating.
The challenge, then, is not shooting your enemies, but surviving long enough to be able to do so. Dooms protagonist is one of the most mobile of any first-person shooter, because he was designed specifically to be able to move quickly and with precision. Unlike most other genre entries which emphasize cover and precision aim, Doom places the emphasis on dodging, strafing and moving around the games jagged architecture.
Doom is about maneuverability as defense
In almost every modern FPS, the player moves fairly slowly and a huge proportion of enemies are equipped with instant hit attacks pistols, machine guns, sniper rifles. This usually puts the player in the role of damage sponge theyre intended to soak up a certain amount of damage from mostly unavoidable enemy attacks, then seek cover and heal up. Halos recharging shield makes this mechanic quite explicit by default, youre exposed to damage and will die, while seeking cover halts that and completes the basic cycle of any combat.
Contrast all this with Doom Guy, who runs at about 50 scale miles per hour nonsensically fast by modern standards. Most of Dooms enemies dont have instant-hit projectile attacks, and most of the ones that do are quite weak the lowly trooper and sergeant. Every other enemy projectile takes time to reach its target, and would look comical in a more realistic visual presentation.
So because the player moves so quickly in Doom, and because most enemy attacks are dodgeable, the player can avoid a significant amount of damage simply by moving. A skilled player can often deal with large numbers of enemies sustaining hardly a scratch. This creates a feeling thats quite rare in modern FPS: that you are powerful because you are agile, not because youre a tank. This frees up Dooms encounters to feature huge numbers of enemies, to vary scenarios by mixing in different proportions of threats, and to have huge, sprawling, often non-linear spaces that the player can traverse easily. Theres nothing quite like it today.
Doom has a more varied bestiary than most modern FPSes
In many modern FPSes, the design of every enemy the player faces is sampled from a fairly narrow tactical spectrum soldier with machine gun, soldier with shotgun, zombie with melee attack. Doom, on the other hand, has a huge range of monster sizes, speeds, strengths and movement/attack patterns. Former humans and imps are slow moving ranged fodder. Hell Barons are large, tank-like threats. Flying enemies range from the small charging Lost Soul to the tough, fireball-belching Cacodemon. Revenants and Mancubi launch homing and spread-fire projectiles respectively, and the three boss-class monsters are each very dangerous in different ways. Some enemies can be stunned by weapon fire more easily than others.
Such diversity creates a large but simple to understand toolset that level design can combine with architecture to create a huge variety of combat setups. One tough guy with a lot of fodder means the player has to do crowd control while focusing on the real threat. Lots of flying enemies make the player seek low cover and choke points. Enemies with strong melee in tight spaces make the player dance and really exploit the stun properties of their weapons. This versatility of the core design makes life easier and more fun for the level designer, and thus the player.
Doom was abstract in ways that empowered its level design
While some of Dooms levels have a very thin fiction via their title (eg Hangar) and general texturing theme, if you actually explore them you find they only resemble real locations in the loosest sense possible. This is precisely what allowed Dooms level design to present a wide variety of interesting tactical setups. Level designers didnt have to worry about whether a change made something look less like a hangar or a barracks, just whether it was better for gameplay. This was especially critical for a style of game that was just finding its feet in 1993.
As the march of technology has allowed ever-higher graphical fidelity, virtually every FPS since Doom has attempted greater and greater representationalism with its environments. While games like System Shock began to show that a real sense of place can be a huge draw in itself, designers of such games will always have to manage the tension between compelling fiction and optimal function, unless you are willing to go all out and have the kind of weird, abstract spaces Doom has. I would love to see more modern games break with this conventional wisdom and see where it leads, if only in an indie or experimental context.