Game over man, game over: id Software officially plugs Brutal Doom on "Doom" twitter
67 replies, posted
[url]https://twitter.com/DOOM/status/491746826375417857[/url]
[QUOTE]Have you tried Brutal DOOM v20? [URL="http://t.co/HlkiwPcOaZ"]http://bit.ly/1rqrQ6z [/URL][/QUOTE]
how can a fucking tweet like this be news what
[editline]23rd July 2014[/editline]
have i missed something
"B-but-but Doom's more sophisticated than brutal doom tries to portray it as!"
[editline]23rd July 2014[/editline]
Doom's always been about shotgunning demons and munching medkits, what's the big deal?
[QUOTE=Marzipas;45475072]how can a fucking tweet like this be news what
[editline]23rd July 2014[/editline]
have i missed something[/QUOTE]
the news is just something the subject tells to the journalist which in turn tells the public the same thing in a 2 page article
this just allows the news to come straight from the developer
basically if this was PCGamesN or Shacknews or something the headline would be
"DOOM Developers Plug Fan-Mod in Tweet: Is This the End of Frivolous Lawsuits?"
It has to do with how some community members treat BRUTAL DOOM as the end all be all of DOOM.
For some, this may seem like an official OK on that attitude.
I've never actually played DOOM though so idk.
[QUOTE=Lizzrd;45475076]"B-but-but Doom's more sophisticated than brutal doom tries to portray it as!"
[editline]23rd July 2014[/editline]
Doom's always been about shotgunning demons and munching medkits, what's the big deal?[/QUOTE]
Its not story, its not "atmosphere", the closest thing atmosphere was is shooting some big fuckers with midi playing in the background, I don't need a link for a giant article about how its so "misunderstood"
You don't misunderstand Doom, its a simple game about killing demons, they tried to use atmosphere and story in doom 3 but all of it just turned out to be baby stuff and black pitch scenes, and that made it boring.
Good.
Im still waiting on v20, its looking hellasweet.
[QUOTE=SenhorCreeper;45475107]Its not story, its not "atmosphere", the closest thing atmosphere was is shooting some big fuckers with midi playing in the background, I don't need a link for a giant article about how its so "misunderstood"
You don't misunderstand Doom, its a simple game about killing demons, they tried to use atmosphere and story in doom 3 but all of it just turned out to be baby stuff and black pitch scenes, and that made it boring.[/QUOTE]
But what about constantly spawning enemies behind you?
So spooky such atmosphere
From what people said about the QuakeCon trailer, sounds like Brutal Doom is what they are going for anyway.
Two things I distinctly recall are at one point a zombie soldier or demon gets shot witha shotgun and his entire upper half is pulped while his legs just stand there. The other (which I may be misremembering) was about at one point the character grabbing a demon and physically ripping them in half.
Rip and tear indeed.
Have you also tried all the dozens of other mods that were made for Doom, some that are much more impressively made than Brutal Doom?
For most people, the answer is no, because the only mod that ever gets recognition from the media is Brutal Doom, because profanity, gore and memes I guess.
[QUOTE=Marzipas;45475072]how can a fucking tweet like this be news what
[editline]23rd July 2014[/editline]
have i missed something[/QUOTE]
[IMG]http://i.imgur.com/iISZiIW.png[/IMG]
The problem with Brutal Doom isn't the mod itself, it's fun and great at what it does. The problem is that people treat it as a definitive version of Doom and how it should be played. There's now a common misconception that Doom has always been about overly brutal "RIP AND TEAR" moments due to BD and the awful comic that gained a cult following for being accidentally hilarious. Regardless of whether you think Doom was atmospheric beyond the brutality or not, Brutal Doom does alter the style of the classic games and people's general conception of the franchise itself. It shouldn't be treated as a straight upgrade and how the game should be, just a great mod. It gathers so much criticism and controversy from classic Doom fans because they want the games to be recognised for what they are, not an alternate vision of what they "should be".
In short: Great mod, but not to be treated as the definitive Doom experience.
For the record, I don't have a problem with Brutal Doom so much as the fanbase. It's pretty clear that Doom 4 is gonna be using some Brutal Doom mechanics, and I think that could work as long as it doesn't interfere with it/slow it down (I.E fatalities taking too long)
[editline].[/editline]
In other words, I don't want Doom 4 to come out and get flooded with a bunch of twelve year old kids.
[QUOTE=Smug Bastard;45475335]In other words, I don't want Doom 4 to come out and get flooded with a bunch of twelve year old kids.[/QUOTE]
The game will attract young teen boys, no matter how influenced it is by brutal doom. It'll be a gory ott action fps regardless and 12 year olds are attracted to that shit like flies.
If you want it to scare away young'ns, you'll want complexity. You'll want it to be hard to play but still intuitive.
Isn't the guy who made brutal Doom a Neo-nazi?
[QUOTE=SenhorCreeper;45475107]You don't misunderstand Doom, its a simple game about killing demons, they tried to use atmosphere and story in doom 3 but all of it just turned out to be baby stuff and black pitch scenes, and that made it boring.[/QUOTE]
um
aside from the pretty badly use of jump scares the game had great atmosphere
did you even play doom 3
[QUOTE=Mio Akiyama;45475489]Isn't the guy who made brutal Doom a Neo-nazi?[/QUOTE]
yeah he was, i also think he showed kids that were manic depressant a how to on how to commit suicide.
[QUOTE=Mio Akiyama;45475489]Isn't the guy who made brutal Doom a Neo-nazi?[/QUOTE]
So...? His abhorrent views haven't affected this genuinely entertaining mod in any way, I don't see the problem.
[QUOTE=jonu67;45475598]So...? His abhorrent views haven't affected his genuinely entertaining mod in anyway, I don't see the problem.[/QUOTE]
well he's a piece of shit, and for that i will not touch any mod or game he makes, no matter how entertaining but that's just me.
[QUOTE=jonu67;45475598]So...? His abhorrent views haven't affected this genuinely entertaining mod in any way, I don't see the problem.[/QUOTE]
Yea but when his advertising of a feature in the mod is in his own words, "Blackening N*ggers," that's something I can't support
[QUOTE=DeEz;45475515]um
aside from the pretty badly use of jump scares the game had great atmosphere
did you even play doom 3[/QUOTE]
played and lost interested
pitch black rooms and jumpscares aren't atmospheric, it was basically a remake of doom but they put Matthew Castello for some fucking reason to write some bullshit story and storyboard to alter the game to be a try hard horror game
Let me sum it up by a quote from John Carmack; "[I]Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important[/I]."
[QUOTE=SenhorCreeper;45475685]played and lost interested
pitch black rooms and jumpscares aren't atmospheric, it was basically a remake of doom but they put Matthew Castello for some fucking reason to write some bullshit story and storyboard to alter the game to be a try hard horror game
Let me sum it up by a quote from John Carmack; "[I]Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important[/I]."[/QUOTE]
except that quote was only relevant a decade ago and a good story can really make or break a game
(see Mass Effect 1 vs 3)
[QUOTE=SenhorCreeper;45475685]played and lost interested
pitch black rooms and jumpscares aren't atmospheric, it was basically a remake of doom but they put Matthew Castello for some fucking reason to write some bullshit story and storyboard to alter the game to be a try hard horror game
Let me sum it up by a quote from John Carmack; "[I]Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important[/I]."[/QUOTE]
i'd trust carmack with game design as much as i would trust romero with engine specifications
[QUOTE=Juniez;45475893]i'd trust carmack with game design as much as i would trust romero with engine specifications[/QUOTE]
romero's involvement in the design of doom was more in gameplay than in the atmosphere and look of the game, that would be mostly thanks to adrian carmack.
[editline]23rd July 2014[/editline]
hell, romero was why doom has metal-inspired tracks in it in the first place. if it were up to romero then there would have been basically all metal tracks in doom
[editline]23rd July 2014[/editline]
really, i think that tom hall was the only one who really cared about the atmosphere and story of doom
[QUOTE=DeEz;45475890]except that quote was only relevant a decade ago and a good story can really make or break a game
(see Mass Effect 1 vs 3)[/QUOTE]
[QUOTE=Juniez;45475893]i'd trust carmack with game design as much as i would trust romero with engine specifications[/QUOTE]
We're talking about doom here.
in another case, sandy peterson probably had a big influence in what most people consider the atmosphere of doom since he made most of the maps of episode 2 and 3 in doom 1 and most of the maps of doom 2. peterson, being a fan of lovecraft, injected this in his maps and it even transferred to some of the monster design, as well
[editline]23rd July 2014[/editline]
the music, which many people bring up as evidence of doom being more atmospherically-inclined than the masses think, was all bobby prince, who took a lot of influence from tom hall's doom bible, which ended up being basically a different game from the doom we know and love today
[editline]23rd July 2014[/editline]
in conclusion, romero is not the source of doom's atmosphere as many people seem to claim, as far as i can tell
[QUOTE=Ninja Gnome;45476007]romero's involvement in the design of doom was more in gameplay than in the atmosphere and look of the game, that would be mostly thanks to adrian carmack.[/QUOTE]
Not really. In the beginning, John Carmack told everyone to do boxy corridors so that the game would run faster. If Romero hadn't basically said "fuck you" and started designing wacky shit, every map would look like E2M3/E2M7. Of course by the time he did this, most of the Doom Bible-based maps were basically Tom Hall's babies which is what got him fired.
[QUOTE=Smug Bastard;45476118]Not really. In the beginning, John Carmack told everyone to do boxy corridors so that the game would run faster. If Romero hadn't basically said "fuck you" and started designing wacky shit, every map would look like E2M7. Of course by the time he did this, most of the Doom Bible-based maps were basically Tom Hall's babies which is what got him fired.[/QUOTE]
yeah, that is more of what i meant. romero was big into level design and how it played and look. what i meant by look was the art design
[QUOTE=Bread_Baron;45475292]The problem is that people treat it as a definitive version of Doom and how it should be played. [/QUOTE]
I've never seen anyone do this.
[editline]23rd July 2014[/editline]
[QUOTE=DeEz;45475515]um
aside from the pretty badly use of jump scares the game had great atmosphere
did you even play doom 3[/QUOTE]
I can replicate playing Doom 3 by looking at that new blackest black material scientists made.
[QUOTE=chunkymonkey;45476199]I've never seen anyone do this.
[editline]23rd July 2014[/editline]
I can replicate playing Doom 3 by looking at that new blackest black material scientists made.[/QUOTE]
What about all the [I]spoooooky[/I] jump scares?
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