#1616 posted by scar3crow on 2016/04/28 14:44:43
Humorous easter egg, in a document he briefly looked at I see "If you have new suggestions to improve the work environment while working your tenure in Res Ops, please submit suggestion form WAD-E1M4 to your Command Controller."
e1m4's title is Command Control.
Which is a clue that least one person there played Doom...
#1617 posted by scar3crow on 2016/04/28 14:46:25
Oh and "new advocates must submit a Delta-Q Delta form" dqd. iddqd.
Since this is all so very early on, it looks like we can expect Doom 4 to be just as, if not even more, id self-referential as Rage was.
#1618 posted by Kinn on 2016/04/28 15:24:04
is that bethesda stream the same footage as this? https://youtu.be/i92rgRDT0lI
#1615
#1619 posted by mankrip on 2016/04/28 15:28:55
Yes, but in such cases where the enemies are at a different height, the aiming angle is almost always below 45 degrees, which is more horizontal than vertical.
#1620 posted by scar3crow on 2016/04/28 15:57:34
That comes down entirely to the room, and entry method - shy of teleporting, you're going to be bound by the 2d limitations there.
My point is that Doom/2 is more 3d in gameplay concerns than we give it credit for. Now the flying monsters do all trend toward your level... but so does the Scrag. But ranged monsters in different areas still provides more 3d concerns than I'm seeing here (or do see in most games).
#1621 posted by scar3crow on 2016/04/28 17:45:51
Finished watching what Bethesda uploaded to YouTube.
I'm going to try and do a write up of my thoughts tonight. But... holy shit I thought the mp was bad...
#1622 posted by mankrip on 2016/04/28 20:59:02
The YouTube footage is from around the 57 minute mark on the Twitch stream. They were talking while playing the game, and the difficulty seems toned down (edit: at 1:10 the guy playing it confirms that he's playing "at an easier setting").
Anyway, my conclusions so far:
- The maps were made for non-linear combat, with plenty of things to get around, jump on and fall to while chasing and being chased by different kinds of enemies. That's cool.
- Exploration seems to be semi-linear. Non-linearity seems to come in small modularized area segments similar to the SnapMap ones. The map layouts seems quite static, with no long bridges to raise or big walls to open (which reminds me that Doom 3 had some very dynamic map layouts).
- As the automap shows, the level layouts are incredibly blocky, like Wolfenstein 3D levels with floor-over-floor sections added.
- The enemies focus too much on trying to do melee attacks, and it seems they won't try to shoot at the player when they can't get a very clear shot. So we end up getting lots of demons running around doing melee attacks all the time, and only sometimes we get a few demon projectiles to dodge from. This is a bad point, as one of the most fun things in Doom was dodging lots of fireballs while aiming and shooting at the demons.
- Cacodemons won't automatically fly up/down to the same height of the player, so they actually provide some good vertical combat.
- The projectile speed and the firing rate of the plasma rifle are very similar to Doom 64, which I like.
AAA Studios Simply Aren't Going To Make 90's FPS
#1623 posted by killpixel on 2016/04/29 05:56:22
Or, at least, I feel it's very unlikely. I think at this point it's really up to indie devs to deliver what I think some people (including myself) want out of a 90's styled shooter. It's simply too niche to be viable on such a large scale.
Considering that id needs to appeal to a larger demographic, it seems like they've toed the line quite well. I think what they've done on paper is pretty close to spot on, given the parameters they had to work in. Now, if it works in practice... we'll just have to wait and see.
The SP showing has rekindled my excitement for this game. Granted, some of their marketing and previous showings caused me to set the bar pretty low. I think this game will be good, maybe even great (hey, it can happen) in it's own right.
I think it's evident passionate people worked on this game. It doesn't come across as something simply shat out by corporate, though it may have some of its stink.
#1624 posted by scar3crow on 2016/04/29 06:26:30
It feels more corporate to me than CoD, honestly. I'm not expecting them to make a 90s fps. Those are harder to make, frankly. I don't need to relive my childhood, but I wouldn't mind some fun again, outside of a few good moments in BlOps2, modded Skyrim, STALKER, and early Minecraft.
Anyways, I did a rough quick post of my thoughts, http://scar3crow.com/2016/04/doom-4-campaign-stream-thoughts/
#1624
#1625 posted by mh on 2016/04/29 06:51:32
Anyways, I did a rough quick post of my thoughts...
This is pretty much spot-on with mine. The arena-to-arena progression (it's notable that they even referred to the maps as "arenas" in the stream), the knowing gamism, the upgrades and mods system...
At it's heart it's a simplistic shooter for sure, but then it has all this other stuff tacked on which doesn't really seem to add much to the game. It actually seems as though each could quite happily live in isolation from the other. There's something that doesn't quite cohere in the implementation, and that's sad. Even Rage didn't suffer from that, once you realised that you were actually playing a Final Fantasy game. Doom 4 on the other hand feels like they were developing two separate games but decided to slam them together late in the process.
Unlike you I'll probably buy it. It won't be day 1 or even week 1, but I'll pick it up sometime in the first few months. It won't be awesome but it'll fit in for times when I feel like some mindless shooting.
#1626 posted by scar3crow on 2016/04/29 16:20:51
I just realized the Lost Souls explode on impacting you... So they don't persist. Like the security drones from Duke 3d. Meh.
#1627 posted by mankrip on 2016/04/29 16:56:37
There are two kinds of lost souls, the orange and the blue ones.
#1628 posted by scar3crow on 2016/04/29 17:08:40
What I saw were blue ones who were roaming, then lit up in a bright red/pink with a lot of white, charged, and exploded on impact. When killed, there was the Added to Codex toast which simply called them Lost Soul. So, by their naming, these are the standard. Maybe there are others by some other name which don't detonate on impact?
#1629 posted by mankrip on 2016/04/29 17:39:59
Hmm, so I didn't pay enough attention to them.
Yeah, it would be nice if they also added the Doom 3 style lost souls to the roster, and differentiate their combat mechanics.
#1630 posted by anonymous user on 2016/04/30 18:14:59
hell singleplayer video seems underwhelming, can I say this or are the Bethesda fanatics still ready to pick a fight over any criticism of this game?
#1631 posted by killpixel on 2016/04/30 18:36:35
I don't believe there is a single Bethesda fanatic on this forum, you're safe here.
#1632 posted by Joel B on 2016/04/30 19:32:40
Unless you can't handle any disagreement at all. :-)
#1630
#1633 posted by mh on 2016/04/30 20:24:44
We're not Bethesda fanatics but we're also (mostly) not haters. If we see stuff that's good we'll call it good. If we see stuff that's bad we'll call it bad. But it will be based on informed reasoned opinion rather than getting an internet hard-on. You OK with that?
#1630
#1634 posted by Kinn on 2016/04/30 22:02:12
You'll get a better reception here if you don't post anonymously too. HTH.
One Thing I'd Like To Note
#1635 posted by aDaya on 2016/05/01 11:50:47
Is how the UAC interiors look like the ones in the Alien movie. A nice touch since Doom started as an Aliens game but went into its own thing while still taking Aliens as inspiration. It shows the SP devs at least did part of their homework. Though I wish they went further and made the possessed more like the deadites from Evil Dead and demons looking like old-timey demons instead of MOBA characters.
Good thing execution moves can be turned off, but the Berserk power-up being those killer cinematics without having to hurt an enemy first is blech. Should've just been explosive punches.
As far as arena goes, at least it's not like Painkiller or Serious Sam where the levels are just room after room after room being locked in and having to kill everything. I find it boring.
#1636 posted by Kinn on 2016/05/01 12:48:04
Most of the doom 3 base textures can be found somewhere in the alien films.
Doom 3 / 4
#1637 posted by Shambler on 2016/05/01 13:20:20
It's suddenly struck me as utterly, entirely, completely, 100% ridiculous to compare these games that are being made in the modern era with modern technology and some modern concepts to 2D sprite-based shooters from 20 fucking years ago.
And possibly just as ridiculous to remake them with same name.... Of that era, possibly Quake 2 was the first game with a strong enough theme / progression to be sensibly remakable and comparable (even if it only half worked).
Taking the name / remake with a large shovel of salt and viewing them purely as FPS games in their own right....that's more like it.
Watching Kingdime Play Doom 3 Last Night
Made me realise that Doom 4 is getting far more flack than it deserves.
#1639 posted by mh on 2016/05/01 14:26:38
...at least it's not like Painkiller or Serious Sam where the levels are just room after room after room being locked in and having to kill everything.
What I'm taking away from what I've seen so far is that it's actually exactly like that. Instead of "rooms" there are "arenas" which are multilevel and with smaller side areas, but otherwise that does seem to be the concept.
#1640 posted by Kinn on 2016/05/01 14:35:24
Watching Kingdime Play Doom 3 Last Night
Made me realise that Doom 4 is getting far more flack than it deserves.
Yeah, people tend to have really short memories.
Doom 4 looks a million times more fun than Doom 3 so far. In case anyone needs reminding: https://www.twitch.tv/kingdime/v/63770654
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