All signs lead to this game not having anywhere near complete effects work yet. I mean, usually "but it's not done yet" arguments never see any success because the thing typically never gets improved, but there's shit there like particles that hide gib transitions that's explicitly missing.
The very brief teaser from last month had bullet tracers though. Kinda dumb to disable them for the presentation in this case.
They could be broken. The teaser could have been recorded from a newer less stable build, or just a newer build that couldn't be demoed for some reason. This could even be the exact same demo they showed behind closed doors last year. This could be a year old.
Man, the game is a year away. A lot can--no... A lot ALWAYS changes in a year.
man, demoing shit is about organizing a clusterfuck. Some of that fuck always slips through the cracks. Typically a game's true colors don't start showing till after the first reveal.
[QUOTE=Yourself;47980284]it also comes down to gameplay where it hands out health for you when killing enemies. No sense of skill if you can just wade through the level without worrying of running out of health packs in it.
And i don't like the game go almost to a stand still when switching weapons along with audio being near muted. It's just awkward[/QUOTE]
I can't imagine it working that way on PC. The wheel might still be there, but you should be able to just scroll through it or use the numbers (which was confirmed)
Plus, Shadow Warrior had enemies that drop loot. It also still got fucking crazy difficult.
I'm more worried that executions is what triggers loot drops, because that means I won't be able to not use them.
They better add other ways of getting ammunition and health because I really don't want to play a game where you see the same animation fifteen times a level just to get some ammo back.
[QUOTE=Ganerumo;47981153]I'm more worried that executions is what triggers loot drops, because that means I won't be able to not use them.
They better add other ways of getting ammunition and health because I really don't want to play a game where you see the same animation fifteen times a level just to get some ammo back.[/QUOTE]
there are plenty of times when the player just shoots an enemy where a ton of loot drops out. I doubt it's tied to executions
[QUOTE=Joazzz;47979105]this probably would've been your best bet
[media]http://www.youtube.com/watch?v=qRV1Zgjmiks[/media][/QUOTE]
True.
Doom was pretty much South of Heaven: The Game anyways.
[QUOTE=xalener;47980942]They could be broken. The teaser could have been recorded from a newer less stable build, or just a newer build that couldn't be demoed for some reason. This could even be the exact same demo they showed behind closed doors last year. This could be a year old.
Man, the game is a year away. A lot can--no... A lot ALWAYS changes in a year.[/QUOTE]
Doom 3's E3 presentation was absolutely awful looking in retrospect.
(Sorry MB, couldn't find the actual presentation if it was ever filmed, so I'm using your playthrough of the alpha.)
[video=youtube;BXzJ0wFj-ag]http://www.youtube.com/watch?v=BXzJ0wFj-ag[/video]
[QUOTE=doommarine23;47979991]Are they cool and now iconic? Sure, but I think if ID had access to a bigger budget and props, they would have done something different. [B]I think Doom 3 is a better representation of that,[/B] even if people don't like it, because they actually had proper access to more artists and funding.[/QUOTE]
Keep in mind that certain key members of the original id team, mainly John Romero, had nothing to do with Doom 3. If they had a higher budget, it probably would have just meant more levels and better sprites.
[QUOTE=Dracon;47981189]there are plenty of times when the player just shoots an enemy where a ton of loot drops out. I doubt it's tied to executions[/QUOTE]
I just realized the glowing effects on monsters likely indicates whether they'll yield health (red) or ammo (blueish white).
I don't really often give my opinion on things, but I do like the new designs of the monsters. Cacodemon and Revenant being my favorites, especially the Cacodemon, being more thornier and menacing-looking than its old bright red counterpart. Mancubus has a cool new design, but from the screenshots earlier it seemed to be lacking in metallic implants, resorting to mostly the new, weird rock-tech. Don't get me wrong, the rock-tech thing they got going is pretty fascinating and refreshing.
My biggest pet peeve is the Cyberdemon, they removed his trademark twisty horns for the odd, thin, knife-shaped horns. And he too lacks in metallic augmentations, which is you know, the essential ingredient in being called a [I]Cyber[/I]demon.
Wouldn't be surprised if what we saw was just one cyberdemon and they kept the original design for a more special enemy.
Honestly as far as designs go my biggest pet peeve is the Hell Knight because they just took the same design as 3 and gave it a better model - while the design in 3 was great, it really doesn't fit with the new general design of the game.
[editline]16th June 2015[/editline]
[media]https://www.youtube.com/watch?v=MgYBVdIHDPo[/media]
I just hope we get to see something as elaborate as this as a big boss and the one in the gameplay demo was just a lesser version. Otherwise I'll be quite pissed.
[QUOTE=Ganerumo;47981659]Wouldn't be surprised if what we saw was just one cyberdemon and they kept the original design for a more special enemy.
Honestly as far as designs go my biggest pet peeve is the Hell Knight because they just took the same design as 3 and gave it a better model - while the design in 3 was great, it really doesn't fit with the new general design of the game.
[editline]16th June 2015[/editline]
[media]https://www.youtube.com/watch?v=MgYBVdIHDPo[/media]
I just hope we get to see something as elaborate as this as a big boss and the one in the gameplay demo was just a lesser version. Otherwise I'll be quite pissed.[/QUOTE]
It's not different, he's just standing tall in this trailer while he's hunched over in the actual game/gameplay
They don't look very different. I don't see any elements they don't share other than the fact that this is more of a movie quality model for an offline render.
[QUOTE=Zergeant;47981614]I don't really often give my opinion on things, but I do like the new designs of the monsters. Cacodemon and Revenant being my favorites, especially the Cacodemon, being more thornier and menacing-looking than its old bright red counterpart. Mancubus has a cool new design, but from the screenshots earlier it seemed to be lacking in metallic implants, resorting to mostly the new, weird rock-tech. Don't get me wrong, the rock-tech thing they got going is pretty fascinating and refreshing.
My biggest pet peeve is the Cyberdemon, they removed his trademark twisty horns for the odd, thin, knife-shaped horns. And he too lacks in metallic augmentations, which is you know, the essential ingredient in being called a [I]Cyber[/I]demon.[/QUOTE]
Well, the mancubus's weapons look like calluses. The armor on him looks like hardened flesh. The cyberdemon has elements of that, but one of his legs and his gun arm are clearly robotic.
As much defending as I've been doing, I do have one major complaint. The animations look woefully unrefined. The speed is good, and the ideas themselves are great (breaking a dude's leg and crushing his head with his own heel god damn) but there doesn't seem to be any proper display of speed control. It's like whoever did these just spit all their keyframes on to the timeline and let the computer's interpolation have the final stay instead of finessing things in the graph editor.
Don't tell me these were animated in fucking Max. Eugh.
[QUOTE=Doom14;47981270]Doom 3's E3 presentation was absolutely awful looking in retrospect.
(Sorry MB, couldn't find the actual presentation if it was ever filmed, so I'm using your playthrough of the alpha.)
[video=youtube;BXzJ0wFj-ag]http://www.youtube.com/watch?v=BXzJ0wFj-ag[/video][/QUOTE]
It's a shame they didn't keep Reznor's sounds. The default Doom 3 sounds were kinda weak for my tastes.
I think the Hellknight and the Baron of Hell are separate monsters again, the former using the Doom 3 design and the latter using the traditional design. You can see the form of a large horned demon stomping towards the player in one of the trailers, and it's definitely not the cyberdemon.
I like how they designed the caco. It's like a mix between the original and the one from Doom64
[QUOTE=xalener;47981721]Well, the mancubus's weapons look like calluses. The armor on him looks like hardened flesh. The cyberdemon has elements of that, but one of his legs and his gun arm are clearly robotic.[/QUOTE]that's what i was looking at too. the right lower leg and knee are clearly metal with the flesh and carapace just draped over it.
So it's just a mediocre redesign of the cyberdemon then. Kind of a shame.
goat-style legs and feet would've redeemed it a bit IMO
>mediocre
pfft, my fucking ass. Those blade horns are fucking incredible. It's not anyone else's fault you only have a taste for the original look.
They all have that guillermo del toro look cuz it's done by the guy that designs for him, and I fucking looove it
I love the idea of a thread connecting Guillermo Del Toro and Doom.
I wonder if the hand gun will make some appearance in the game.
Also I noticed from the hell gameplay, that when he opens the weapon wheel the chain gun image is of a smg type weapon.
at least that's what I see.
[QUOTE=LTJGPliskin;47981374]Keep in mind that certain key members of the original id team, mainly John Romero, had nothing to do with Doom 3. If they had a higher budget, it probably would have just meant more levels and better sprites.[/QUOTE]
No offence but that really had no relevance. I was saying that I felt using toy gun props and clay covered raptor toys was more of a [I]budget concern[/I] and not purely art style choices.
I am saying that in 1993, if the original ID team had more resources, I am sure the game would have looked a bit different. Doom 3 had a far better budget and man power behind it to allow a more proper art direction. This has nothing to really do with "New ID" vs "Old ID", its simply a difference of the technology of the time and resources those teams had.
I guess we'll just have to wait and see what it looks like when we get some real gameplay footage. I'm a little worried by what I've seen, but a year is enough time to change some things and E3 demos are always terrible at truly representing their game.
I honestly like all of the other designs (hell knight being a bit of a shame since it's literally the unfitting doom 3 design with a better model) but the cyberdemon just looks forgettable.
[QUOTE=xalener;47981818]>mediocre
pfft, my fucking ass. Those blade horns are fucking incredible. It's not anyone else's fault you only have a taste for the original look.
They all have that guillermo del toro look cuz it's done by the guy that designs for him, and I fucking looove it
I love the idea of a thread connecting Guillermo Del Toro and Doom.[/QUOTE]
To me, it's not that that it doesn't resemble the original Cyberdemon. It personally looks like a demon from Diablo 3 with a big-ass gun attached to his arm.
[QUOTE=doommarine23;47981978]No offence but that really had no relevance. I was saying that I felt using toy gun props and clay covered raptor toys was more of a [I]budget concern[/I] and not purely art style choices.
I am saying that in 1993, if the original ID team had more resources, I am sure the game would have looked a bit different. Doom 3 had a far better budget and man power behind it to allow a more proper art direction. This has nothing to really do with "New ID" vs "Old ID", its simply a difference of the technology of the time and resources those teams had.[/QUOTE]
But as far as the toy guns they picked they specifically went for modern guns for the low tier weapons and then picked sci fi toys for higher tier weapons.
[QUOTE=Ganerumo;47982010]But as far as the toy guns they picked they specifically went for modern guns for the low tier weapons and then picked sci fi toys for higher tier weapons.[/QUOTE]
Sure, I was simply disagreeing with something that you later clarified, but that really isn't important because I agree with you actually.
I'm not really making any "point" now, I was just clarifying in that post "yo I was talking about art-style".
Sorry for confusion
[QUOTE=Ganerumo;47982010]But as far as the toy guns they picked they specifically went for modern guns for the low tier weapons and then picked sci fi toys for higher tier weapons.[/QUOTE]
You have to remember, the original (alpha) Doom had you touting a fucking ye-olde rifle complete with bayonet as your melee weapon.
I'm a little sad we don't get a pump-action with some wood furnishing.
The way I see it, the guns should follow that logic :
Starting tier : civilian grade weapons that anyone can have.
Early game (shotgun, super shotgun) : local guard stuff, guns you'd give a local security officer. Typically, old guns that the follow the "don't change what works" logic, so you get wood finish and barely updated old designs.
Mid game (machinegun, rocket launcher) : military grade weaponry because shit is getting serious.
Late game (plasma gun, BFG) : experimental crazy bullshit that's powerful because it's unstable as fuck.
And then you have separate things like the chainsaw and the berserker pack which don't really fit in any logic. Doom 3 explained the chainsaw quite well and the berserker pack can be explained as military grade drugs to boost combat performance (similarly to Psycho in the fallout universe), so there's that.
Doom 3 kind of followed that logic but since all armed forces on Mars are part of the army and civilians are supposedly not able to carry weapons then the weapon tiers instead follow a danger level logic, scaling from "mall cop dealing with drunk hobo" to "oh shit it's fucking demons".
[QUOTE=xalener;47981721]
Well, the mancubus's weapons look like calluses. The armor on him looks like hardened flesh. The cyberdemon has elements of that, but one of his legs and his gun arm are clearly robotic.
[/QUOTE]
Yeah I noticed that, but the classic Cyberdemon, on top of having a robotic leg and arm, had an abdomen full of cables, alongside metal pieces and cables sticking out of his right arm. It definitely is a fresh take but I was just disappointed to see it didn't have an equal amount of augmentations as the old one.
[QUOTE=Ganerumo;47982151]And then you have separate things like the chainsaw and the berserker pack which don't really fit in any logic.[/QUOTE]
[img]http://lparchive.org/Doom-64/Images/19-chainsaw.gif[/img]
A very small part of me wants to see the an upgrade for the Chainsaw ala the ridiculous Doom 64 "military-grade twin bladed chainsaw" that makes no sense.
[t]http://vignette3.wikia.nocookie.net/doom/images/3/32/Doom64Chainsaw11D64ex.jpg/revision/latest?cb=20100616231806[/t]
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