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What would you put in a Doom (2016) sequel?

Just a whole lot more. And if they want to retcon the Doom 2016 cyberdemon and have a new one that looks more like the original I'd take it. They can just be all like "Whoa you thought that other thing was the cyberdemon? Goodness no, we don't know who that guy was!"

Just call the Doom 2016 Cyberdemon the Moosedemon or something
 
Way more enemies on screen. I don't know why this wasn't a bigger complaint but it felt like you were never fighting more than 3 enemies at once in Doom 2016. The game is essentially a cakewalk to an experienced fps player, unless you play on Nightmare in which you die in 3 hits. That's not very Doomy. Massively increase the enemy count and scale back the damage. Crowd control was always a big element in Doom's combat.

Also think all the pickups slowed down the pacing too much and the game basically rubs it in your face if you don't 100% a level. I wish that trend would die off.
 
I've only played a couple of hours as I wasn't the biggest fan to be honest, but I would suggest the following:

- More enemy variety when they come in waves. Mix them up more. And do the thing from the original games where enemies can in-fight (unless this was already in?).

- More combat variety. This was my biggest gripe; running around and fighting at hyper-speed felt very repetitive, and there were no tactical options. How about some gun turrets you can deploy, or some scoped long-range weapons so you can weaken enemies before they get too close, or an item that turns an enemy to your side temporarily, or something like that?

- Enemies roaming in the map that aren't just teleported in at will. And you can evade them again for tactical advantages if you play smart. And bigger areas in which to fight as a result of this.
 
Doom 2016 had everything I wanted as a Doom fan!
They did an amazing job for making classic demons and weapons with new designs and loved most of them, but now I want lots of new demons and 2,3 new weapons. Always loved Doom 1,2 demons and was so happy when I saw those demons in Doom 3 and then Doom 2016, but this series needs more new and unique enemies now. Something like Cherub in Doom 3.
 
A sequel to DOOM 2016 should be what DOOM 2 was to the original.

Some fine tuning of weapons and upgrades, a few new weapons perhaps, new enemies, and bigger, better, more awesome maps. Maybe even a coop campaign as well.

I think they would also need to add more enemies roaming the level and providing some level of scare rather than just the Gore Nest approach (aka Just fighting inside closed arenas).
LetÂ’s not forget the making of documentary in which they basically stated clearly that the current design comes from a multiplayer oriented design for DOOM where arenas make sense.
 
I've only played a couple of hours as I wasn't the biggest fan to be honest, but I would suggest the following:

- More enemy variety when they come in waves. Mix them up more. And do the thing from the original games where enemies can in-fight (unless this was already in?).

- More combat variety. This was my biggest gripe; running around and fighting at hyper-speed felt very repetitive, and there were no tactical options. How about some gun turrets you can deploy, or some scoped long-range weapons so you can weaken enemies before they get too close, or an item that turns an enemy to your side temporarily, or something like that?

- Enemies roaming in the map that aren't just teleported in at will. And you can evade them again for tactical advantages if you play smart. And bigger areas in which to fight as a result of this.

Bigger combat areas and enemies roaming the levels and/or that hide around in the level and not just the Gore Nest —> waves of enemies trope.
 
Real fucking mod support on the PC version and not that ghetto snap map crap. The fact that Doom 4 on PC doesn't have actual mods is blasphemy.
 
Way more enemies on screen. I don't know why this wasn't a bigger complaint but it felt like you were never fighting more than 3 enemies at once in Doom 2016. The game is essentially a cakewalk to an experienced fps player, unless you play on Nightmare in which you die in 3 hits. That's not very Doomy. Massively increase the enemy count and scale back the damage. Crowd control was always a big element in Doom's combat.

Also think all the pickups slowed down the pacing too much and the game basically rubs it in your face if you don't 100% a level. I wish that trend would die off.

More enemies and crowd control make sense, but not to Serious Sam levels please...
 
The only thing I would change is enemy encounter. They should get rid of this clear the room to move further. It was good at the beginning but becomes really boring after half of the game. And change resource management, make it closer to original games.
 
Ability to throw a chainsaw. For reasons.

Infinite chainsaw fuel setting/mode.

Nail gun,

axe/hatchet... which he upgrades into a chain axe ;p

Doom 3 Pinky as an additional enemy. Pouncer instead of a charger?

“ Put. the bunny. down.”

Wallrunning ?
 
Rethink glory kills a bit. I like them mechanically insofar as them giving your health back and encouraging you to stay in the thick of it when you're on low health,but the constant animation pauses are a bit suboptimal and samey. Not sure what a good solution would be, though.

Agreed, modern games are obsessed with removing your control momentarily to watch animations, it's a blight on the current triple-A space IMO.

Just let me play the game I paid for. I didn't pay to watch animations.
 
I'm in the process of playing through Doom 4 for the first time right now. As a fan of the old games there are a couple of things I'd change.

First, I'd wish for them to ease up on the upgrade systems. What are there, like 5 different systems? I can barely keep it all in my head and it clutters up the gameplay unnecessarily. It got to the point where I stopped bothering with it.

I don't like the fact that they shower you with health as soon as you get a bit low. That's not the correct way to balance difficulty in my opinion. If I screw up unusually badly in a fight, I want it to punish me in some regard. Note that this is even without the glory kill system, which I don't use.

I'd toss the soundtrack entirely. They seem to've gone with the dudebro Brutal Doom approach, but good Doom gameplay is like a balette; delicate and deliberate. The soundtrack should reflect those qualities. I've turned the music off.

The maps are very linear, and even then they've felt the need to place a bread crumb trail of green lights in case I have the mental capacity of a baby. I'll concede they've done a good job filling the levels with secrets. I love exploration and secret hunting. I just wish the game didn't constantly lock me out of backtracking without warning. No manual save system has made me tear my hair out a couple of times when I've missed secrets and been unable to go back. Don't do this to me.

I don't like the arenas where enemies spawn in once I hit the invisible trigger. I want to be able to walk into a room, assess the situation and develop a plan of attack. Give me a chance to spot them before they spot me.

I still can barely tell my weapons apart from looking at them, save for the super shotgun. Visually they all have a very samey design. I'd love for them to have more distinct look, and they don't need to occupy one forth of the screen real estate. And don't get me started on the ammo pickups. I couldn't tell you what plasma ammo looked like if my life depended on it.

Don't lock me in forcing me to watch some inane cutscene. Trust Carmack on this.

Also, I wouldn't mind a co-operative campaign.
 
Add the option to not install multiplayer. I uninstalled it as soon as I finished the story as it's far too big.
 
Larger and more intertwining level design with more secrets to find. I felt like the earlier stages in Doom 2016 nailed this, but rather than growing larger and more complex as the game went on they actually became more straightforward.

Less delineation between combat and exploration, in Doom 2016 you basically have combat time and exploration time and they're not blended together very well. I would like to see them integrate the two together in the same way classic doom did, though I'm not sure how they could do it with the current gameplay.

Some more moody and atmospheric music tracks to go along with the heart-pumping battle themes. When I think of Doom music I think of songs like At Doom's Gate, but I also just as frequently think of music like this.
 
Spiders from Doom II

Actually, everything from Doom II. Would hope that the sequel plays out on earth being slowly assimilated by Hell

Radiation suit + large pools of acid you gotta cross like in the original
 
Single player - get rid of the arena lock-in areas. Replace them with more intricate levels. Ideally you would up the complexity to the point where there is more than one way to pass a level. Oh and let me backtrack ffs. Why wouldn't you let me backtrack at certain points?

Multiplayer - keep the same movement/feel as the single player (it was slightly different (worse) in 2016). Ehh maybe get rid of classes? I had a lot of fun with the MP as it was, to be honest.

Oh add a ranked mode, including or limited to Clan Arena.
 
I love the arenas as they serve the combat very, very well. But I think they'd be more impactful if they were more significant set pieces between longer stretches of traditional DOOM map design. I don't want them to abandon them entirely or reduce them to rarities, just lower the frequency without losing the grunt of combat in-between.
 
I guess mostly more of everything?
- Especially more variety. Not just two themes for the levels (Mars Base & Hell). I mean there was that
Ice
level, but it lasted about 2 seconds before it became another base level.
- More weapons can't hurt. More unique ones would be preferable.
- New enemy types.
- More Horror. It doesn't have to turn into Doom 3, but breaking up the pacing at times and adding an even darker atmosphere could be cool. No it doesn't need to take itself too seriously.
- Larger and more complex levels.
- No more "Doomslayer" mythos. I didn't mind that part of the story in Doom(2016) but I'd prefer if they'd make the story about the events unfolding before me while the player is this unstoppable, nameless, faceless marine that needs no further explanation.
- Improve on "Glory Kills." I liked them better than I expected, but their animations need to be much faster. Also the ability to do multiple-enemy glory kills as mentioned before would be cool. Or perhaps the option to chain multiple glory kills together.
- Greatly increase the limit of how many enemies can spawn at a time.
- Dead bodies, limbs and blood remain on the floor.
- Less "Arena's" with constantly respawning enemies. Even them out more throughout the level.
- Better sound. Zombies were growling like the were right behind me when they were actually quite a bit away. Also I'd like the soundtrack to be a bit more fun. Actual catchy tunes and not just violent noise.
- Greatly improve on snapmap/custommap-thing while also adding proper mod support.
- Classic classless Deathmatch and CTF modes for multiplayer, if you do multiplayer at all.
- Co-op mode for the campaign.

I guess that's it. :P
 
- Improve on "Glory Kills." I liked them better than I expected, but their animations need to be much faster. Also the ability to do multiple-enemy glory kills as mentioned before would be cool. Or perhaps the option to chain multiple glory kills together.
This sounds like a good idea but I can also see it going wrong. If "GLORY CHAIN"™s or whatever are encouraged then I can see myself constantly trying to line up enemies for multiple glory kills at a time. That isn't fun though, glory kills should be there to speed combat up, not slow it down.

I'd accept a trophy for doing a big multi kill once, but hope they wouldn't promote it more than that.

EXECUTE LONGER GLORY CHAINS™ TO FILL YOUR RAGE™ BAR AND UNLEASH DEVASTATING "ULTIMATE GLORY"™ ABILITIES nuuuuuu
 
That could actually happen you know. In Wolfenstein 2
the Nazis have colonized Venus and Mars and you go to Venus to fight them.
One step away from a DOOM crossover.
Yeah, that or
Nazi scientists try to use some kind of new magic to have more power, but they end up opening a portal to the hell dimension by error.

Now B.J. Blazkowicz and Doomguy have to team up to fuck shit up and kill everything else before the end of the world comes on earth.

At the end, we learn that Doomguy is a descendant of B.J. Blazkowicz.
 
Echoing some ideas in here:

Improve the glory kills. They do become a bit routine after a while. Idea is great, execution wasnÂ’t bad by any means but could be better

And past that, just add more. Bigger levels, enemies, and guns, with more ways to interact with all of them.

The game was already damn near the perfect fps
 
This sounds like a good idea but I can also see it going wrong. If "GLORY CHAIN"™s or whatever are encouraged then I can see myself constantly trying to line up enemies for multiple glory kills at a time. That isn't fun though, glory kills should be there to speed combat up, not slow it down.

I'd accept a trophy for doing a big multi kill once, but hope they wouldn't promote it more than that.

EXECUTE LONGER GLORY CHAINS™ TO FILL YOUR RAGE™ BAR AND UNLEASH DEVASTATING "ULTIMATE GLORY"™ ABILITIES nuuuuuu

Oh yeah I agree. Glory Kills should be a fun extra. A finisher you use occasionally. Chaining them could be a cool addition but it should not become the focus of the combat. Trying to line them up first should probably be too slow and ineffective. In fact I'm thinking they should perhaps reduce the (health) rewards you get from them as well. Quake, I mean Doom, was always more about keeping alive by dodging/strafing/jumping around enemy fire rather than charging straight at the enemy to get some health back while watching an animation that's slightly too long. I'm thinking it might just need some re-balancing to begin with.
 
Proper modding and more conventional hand-placed enemy encounters to smooth out the transitions between arenas are the best suggestions I've read..

Also think all the pickups slowed down the pacing too much and the game basically rubs it in your face if you don't 100% a level. I wish that trend would die off.

That sounds like classic Doom to me.
 
Local split-screen co-op, please. Redesigned Cyberdemon. Make him a normal enemy like he was in Doom 2. Maybe keep him as a boss. Surprise me.

Keep glory kills but make them optional as in you're rewarded with the same item drops regardless.
 
More enemy variety (and better AI in terms of vertical movement).

A "kill streak" mechanic to motivate the player to play very aggressively.

Smaller weapons. Like, most of them are HUGE when wielded. Streamline the railgun and chaingun a bit, man.

Completely redesign the plasma rifle. It doesn't fit in with the other guns in terms of aesthetics.

Bonus levels: complete remakes of popular old levels.
 
Make multiplayer an optional download or remove it entirely. More traditional labyrinth maps in addition to the existing Doom 2016 combat arenas.
 
More traditional doom map design, less arenas, perhaps a non-animation / lose all control version of glory kills (this is a hard one though, not sure how to do it off the top of my head). More oomf for that boomstick in sound with greater emphasis on the klick klack of the reload, no upgrade system (was really not too awesome in the end, just tedious. Just let the player choose load outs if they care and switch on demand like Crysis).

Keep double jump, keep air control, keep doom guy's movement. Keep the weps and their balance, they were good (98% though: while historically very "doom" the pistol is completely useless, and a bit boring as a result).

A traditional level editor and mod tools. Fuck consoles, I want 1000 barrels of fun exploding 1000 barons.
 
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