• Doom singleplayer PC gameplay
    84 replies, posted
[QUOTE=arealwiseguy;50279414]the environment feels like generic future space station #6472-b, looks too clean well-lit and shiny, which doesn't feel like doom. [/QUOTE] [IMG]https://i.gyazo.com/75243ab780ea76ed6979b14109c8220e.png[/IMG]
[QUOTE=Aztec;50279608][IMG]https://i.gyazo.com/75243ab780ea76ed6979b14109c8220e.png[/IMG][/QUOTE] Hey why'd you make it say that i said that :v:
[QUOTE=froztshock;50276750]They finally show PC gameplay and it's fucking camcorder footage of a projection screen. :why:[/QUOTE] I'd rather have this shit than what they did with no mans sky where they changed the video to the people playing it every 5 seconds or The Division's "GAMEPLAY" footage where they had cringe-worthy-beyond-fucking-hell dialogue [editline]8th May 2016[/editline] [QUOTE=arealwiseguy;50279414]the lack of music makes it not feel like doom. the environment feels like generic future space station #6472-b, looks too clean well-lit and shiny, which doesn't feel like doom. enemy placement and level design doesn't look doom-y. just cuz it looks fast and has blood n guts doesn't make it doom.[/QUOTE] look at the guy who played the first level of doom and that's it and thinks he's an expert all of a sudden [editline]8th May 2016[/editline] ok, maybe he's also played the 2nd level, but then he decided to quit and never got around beating it but he's an expert on doom, he HAS played it guys!
[QUOTE=AaronM202;50279662]Hey why'd you make it say that i said that :v:[/QUOTE] I have no idea why or how I fucked that up lol. it's 4am.
[QUOTE=phygon;50279411]Shooters only work well with controllers if the game's code has auto-aim to account for the poor quality of the controller- which, in my mind, proves how the controller really isn't a good choice for FPS games at all. The game's code shouldn't help you aim IMHO, and the fact that it does auto-aim does close the gap in play-ability but the fact that it's needed at all still means that the controller is the far inferior choice as far as I'm concerned[/QUOTE] [t]http://i1-news.softpedia-static.com/images/news2/halo-5-bullet-bending-auto-aim-shows-why-consoles-should-not-be-used-for-shooters-495645-2.jpg[/t] [URL="https://www.youtube.com/watch?v=UL1_ht1EdAU&feature=youtu.be"]this[/URL] is why joysticks are shit in shooters :v: Magnetic bullets, auto-aim hell GTA 4/5 pretty much literally has an aim bot built into it
[QUOTE=Aztec;50279684]I have no idea why or how I fucked that up lol. it's 4am.[/QUOTE] Still not the right guy :ok:
There's a difference in fast-paced games too, and I believe that from watching the video it's pretty easy to determine that the gameplay can be fast in the sense of Doom like shooters. It's probably not going to be WarSow fast, but that's a whole different kind of game anyway. It seems they've come a long way with DOOM. I hope it's gonna be just as fun as they make it out to be with these videos.
[QUOTE=Aztec;50279710]Still not the right guy :ok:[/QUOTE] I give up. This is too hard.
Here is some closer-up footage [video=youtube;0y3LaLJoo0s]https://www.youtube.com/watch?v=0y3LaLJoo0s[/video]
[QUOTE=arealwiseguy;50279414]the lack of music makes it not feel like doom. the environment feels like generic future space station #6472-b, looks too clean well-lit and shiny, which doesn't feel like doom. enemy placement and level design doesn't look doom-y. just cuz it looks fast and has blood n guts doesn't make it doom.[/QUOTE] Doomguy isn't running at 80 parsecs/millisecond it isn't doom!!!!!!!!!1
[QUOTE=arealwiseguy;50279414]the lack of music makes it not feel like doom. the environment feels like generic future space station #6472-b, looks too clean well-lit and shiny, which doesn't feel like doom. enemy placement and level design doesn't look doom-y. just cuz it looks fast and has blood n guts doesn't make it doom.[/QUOTE] I agree on the level design and monster placement, but you gotta remember the monster AI is a little more complex compared to how it behaves in vanilla doom. Seeing as all monsters pursue you far more aggressively, compared to classic Doom's wandering behavior, which I personally prefer because when a monster wanders around they usually go somewhere you're not expecting, making them dangerous as hell. I'm kinda on the fence about the level design seeing as they're going for an arena style combat like in Painkiller or the new Shadow Warrior, but as long as the combat itself is good I'm okay with it. Doom 1 and 2 and all of the maps for it will always have a stronger level design though.
[QUOTE=arealwiseguy;50279414]the lack of music makes it not feel like doom. the environment feels like generic future space station #6472-b, looks too clean well-lit and shiny, which doesn't feel like doom. enemy placement and level design doesn't look doom-y. just cuz it looks fast and has blood n guts doesn't make it doom.[/QUOTE] Doom 1 was a fast paced shooter for its time and so was Doom 2, neither had really unique environments and Doom 3 went for a slower approach but now they are going back to the roots of fast paced shooting with Doom (4). Explain to me how you think Doom should look like
[QUOTE=arealwiseguy;50279414]the lack of music makes it not feel like doom. the environment feels like generic future space station #6472-b, looks too clean well-lit and shiny, which doesn't feel like doom. enemy placement and level design doesn't look doom-y. just cuz it looks fast and has blood n guts doesn't make it doom.[/QUOTE] Does that mean that it has to look like what could be called a broad imagination of what a space station was like with graphics from the very early nineties, aka look dated as FUCK in the year 2016? And there isn't enough darkness? We came from Doom3 last time I checked, and you just supposedly judged a whole game from one small part of it. Jesus christ, at this point, everyone who bashes on the new Doom is just doing it on purpose. This is why nobody takes you guys seriously anymore or really have a "shouting" at you. Because you're never happy with what you see. You're like that girlfriend who constantly talks about how her ex was so much better than you in every way, which is funny because it kinda fits the roles aswell here!
[QUOTE=Kegan;50279981]I agree on the level design and monster placement, but you gotta remember the monster AI is a little more complex compared to how it behaves in vanilla doom. Seeing as all monsters pursue you far more aggressively, compared to classic Doom's wandering behavior, which I personally prefer because when a monster wanders around they usually go somewhere you're not expecting, making them dangerous as hell. I'm kinda on the fence about the level design seeing as they're going for an arena style combat like in Painkiller or the new Shadow Warrior, but as long as the combat itself is good I'm okay with it. Doom 1 and 2 and all of the maps for it will always have a stronger level design though.[/QUOTE] except not really? looking for keycards was an artificial barrier in the game to stretch time. i mean i LOVE brutal doom maps and other player created maps. but the old original maps are way out of date.
[QUOTE=codemaster85;50280514]except not really? looking for keycards was an artificial barrier in the game to stretch time. i mean i LOVE brutal doom maps and other player created maps. but the old original maps are way out of date.[/QUOTE] If you're talking about Tom's maps maybe, but John Romero's maps still hold up well.
[QUOTE=codemaster85;50280514]except not really? looking for keycards was an artificial barrier in the game to stretch time. i mean i LOVE brutal doom maps and other player created maps. but the old original maps are way out of date.[/QUOTE] Then you could also say powerups and stuff in metroidvania games are also there just to "stretch time". Without them you would be just moving in straight line shooting stuff in front of you like Super Mario Bros, or like already mentioned Painkiller, which got boring pretty fast because of it.
This of all footage made me want the game. What I like about the original Doom games are the facts that they have little story, are very gory, and fast paced (and didn't require a mouse). That is what I want from the series, since I already have plenty of slow paced FPS games
[QUOTE=AntonioR;50280647]Then you could also say powerups and stuff in metroidvania games are also there just to "stretch time". Without them you would be just moving in straight line shooting stuff in front of you like Super Mario Bros, or like already mentioned Painkiller, which got boring pretty fast because of it.[/QUOTE] Except looking for the power ups is not required most of the time. The core ones that progress the game are mostly attached to bosses so the flow is still natural progression. Having to stop and look for a key card in a big ass map that everything looks the same is completely boring.
[QUOTE=AntonioR;50280647]Then you could also say powerups and stuff in metroidvania games are also there just to "stretch time". Without them you would be just moving in straight line shooting stuff in front of you like Super Mario Bros, or like already mentioned Painkiller, which got boring pretty fast because of it.[/QUOTE] O e difference there being that the power ups typically alter the way you play the game. A key card is an item that opens a door in a level.
[QUOTE=codemaster85;50280934]Except looking for the power ups is not required most of the time. The core ones that progress the game are mostly attached to bosses so the flow is still natural progression. Having to stop and look for a key card in a big ass map that everything looks the same is completely boring.[/QUOTE] Nonsense, in the original Doom games there was always a bit of excitement and tension when searching for keys, because you were left guessing which ones were booby trapped or not. I can never recall which map it was in the first Doom but that keycard that shuts the lights off in the room and opens a closet full of pissed off imps was a real surprise the first time you played it. Plus wandering around means potentially finding secrets or some stray monsters to mop up. Plus some of the boys at Id loved putting little touches in their maps, like the swastika on the floor, or the crusher trap with eyes. You can't sit there and tell me e1m8's finale with the two barons isn't memorable as all hell to this day, granted that map is far more straightforward but it's still a map from the original games and a fine example of good level design.
And this video has made me want Doom more than all the slow sluggish crap they chose to use in the Reveal. It looks fantastic as well.
This inclined me to pre-purchase Time to see if that was a mistake or not. :v:
[QUOTE=Gubbinz96;50281025]And this video has made me want Doom more than all the slow sluggish crap they chose to use in the Reveal. It looks fantastic as well.[/QUOTE] The marketing for this game has been terrible, but leaks and actual gameplay footage that isn't a spruced up demonstration have gotten a lot of people on-board. Just look at all the multiplayer and gameplay trailers that reuse a lot of the same tricks and factors over and over, and the reception to them.
[QUOTE=RikohZX;50281519]The marketing for this game has been terrible, but leaks and actual gameplay footage that isn't a spruced up demonstration have gotten a lot of people on-board. Just look at all the multiplayer and gameplay trailers that reuse a lot of the same tricks and factors over and over, and the reception to them.[/QUOTE] How often is it that something like this happens? Typically it's the other way around -- people see a demo, love it, then the actual game turns out to be lame.
Didn't it happen with Wolfenstein: TNO?
[QUOTE=Dantz Bolrew;50282485]Didn't it happen with Wolfenstein: TNO?[/QUOTE] I thought the marketing for Wolfenstein TNO was fantastic.
[QUOTE=Dantz Bolrew;50282485]Didn't it happen with Wolfenstein: TNO?[/QUOTE] I can't even remember TNO's advertising, if it had any outside the kickass trailers. But its initial E3 showings were of the opening chapter, which was linear as hell, but apparently even more linear since the game was very CoD-styled at the time. After being severely lambasted by critics for its poor showing, Machinehead Games reworked TNO significantly with some advice from Id (akimbo weapons was an Id idea it seems). They still showed the opening chapter which didn't strike many people's fancy, but once the release hit it was a surprisingly strong success.
[QUOTE=RikohZX;50281519]The marketing for this game has been terrible, but leaks and actual gameplay footage that isn't a spruced up demonstration have gotten a lot of people on-board. Just look at all the multiplayer and gameplay trailers that reuse a lot of the same tricks and factors over and over, and the reception to them.[/QUOTE] From what limited experience I've had I think its more that most marketing/cooperate types don't understand who their primary buyers are and don't even play the games themselves (or any to begin with) but when they do, they can only process what's going on at a snails pace, hence the sluggish feel in the dressed up gameplay trailers.
[QUOTE=codemaster85;50280934]Except looking for the power ups is not required most of the time. The core ones that progress the game are mostly attached to bosses so the flow is still natural progression. Having to stop and look for a key card in a big ass map that everything looks the same is completely boring.[/QUOTE] Reminder that the ice beam in metroid was beneath a false floor with 0 indication at all where it was and it was absolutely essential to use it to complete the game
[QUOTE=phygon;50283855]Reminder that the ice beam in metroid was beneath a false floor with 0 indication at all where it was and it was absolutely essential to use it to complete the game[/QUOTE] And Metroid was released 7 years before DOOM. Keycards, and other sequence breaks are extremely terrible game design and was removed once games were technically longer than 30 minutes to beat if you perfected it and remembered where to exactly go.
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