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Doom4
Doom4 has been announced, id are looking for people, if you are that person, and are good at what you do, have a look.

http://www.idsoftware.com/

Doom4, discuss it or not.
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Why Mashing Up Beat'em Ups With FPSes Anyway 
I mean it's not a bad idea by itself but it's mostly everywhere to people who wants to make "classic 90s" FPSes.
Is it because it's less complicated to design? Even though Doom (and by extenion Quake 1) isn't that complex to begin with, the monsters have simple AI, the weapons only have a single function, and the level design is just "go from point A to point B, also there's monsters in your way".
Maybe some people find Doom's design as obsolete by today's standarts, but we all know that's crazy talk. 
Or Maybe That's Because Such Design Has A Huge Possibility Space 
That people shy away from it because it looks like too much work for them? 
 
Imagine the awesome 10 storey high pulsating organic fleshy giant demon penis thrusting out of the lava ridden soil they could create for a boss fight with the D4 engine!

It could cum lost souls and stuff at you! 
 
"Maybe some people find Doom's design as obsolete by today's standarts, but we all know that's crazy talk."

Yup, crazy talk. I mean who would like true and tested obsolete classic game styles, huh ? Certainly not all the Binding of Isaac fans as an example amongst hundreds.

Why the fuck is it because its in first person perspective do people have an obsession with making always more of it. Sigh...it all started way back with the PC magazines hammering about a "Doom killer" around the corner.

Why the fuck kill something that works so well ?

I know this is besides the point with D4, that's not what they are going for obviously, just something supposedly "inspired by". And that's fine, I look forward to trying it out (SP) for what it is not expecting it to take my love for Doom classic away.

I've made peace with the fact I will only ever get my true DOOM fix from DOOM classic.

But if studios can find it in themselves to make "smash-tv killers" a-la Binding of Isaac or Gauntlet killers a la Gauntlet "newgfxsauce" what the fuck would be wrong with a little reskinned Doom (doom in all but name) but with modern game overlay/community etc features ? 
And Yeah Thats Right, That "doom Killer" Never Materialised 
 
 
Not sure where you were in the 90s but the PC FPS community were clearly happy to go in a more realistic and story based direction, as games like Half-Life and stuff came out.

The people who actually want to just play classic Doom, or a modern game that's essentially a reskin of classic Doom, are a minority - albeit a very vocal one. 
 
Yes a minority, that's fine. Only the chosen few have good taste :-P

Kidding aside its obv a project for a small indie team, not a AAA project.
Though these kind of projects have been known to end out paying out very nicely for said indie devs.

Isaac, super meat boy etc. Pretty sure those and other oldschool gameplay revival games brought new players to those "obsolete" genres. 
That's Food For Thoughts 
Is Doom by itself too simple to be a AAA game and offering the same experience as the original games? Is this a design style only for smaller/indie games? 
 
It did not stop Blizzard with SC2 did it ? :D
In truth I have not played SC2 so I dunno, I got the impression it was pretty close to SC1 though. 
Starcraft 
SC2 had less depth and a lower skill ceiling, hence the exodus of many pros. I don't see Legacy of the Void (final expansion) doing much for the game. SC2 is way past it's prime and may as well be considered dead. SC1, however, still endures. 
SC2 Rocked Enough Said. 
 
 
Doom 3's shortcomings do not excuse Doom 4's shortcomings. Though I give Doom 3 more grace simply because it sucked out of trying to do something different in Doom, intentionally. Doom 4 sucks while thinking it is being faithful, but they gave us a less interesting Painkiller meeting the blander portions of Diablo 3.

If they have more interesting gameplay, I've not seen it in any of their streams or Gamespot previews. 
SC2 Did Rock 
for about two minutes.

#1648

I would say it probably is. Even a straight doom re-skin wouldn't turn heads. One would have to make something with a bit more depth while still being simple and streamlined. You'd really have to cater to the core audience and risk disinterest of more casual players. Making something nostalgic for its own sake is not the right approach either, IMO. That's how you get games that are little more than caricatures of 90s games. Things like that simply won't last.

My personal vision of a modern take on a 90s shooter is not something I would expect to sell over a million copies. A game like that would likely be a financial loss for anything other than an indie studio. 
SC2 Rocked Me For About 200 Hours So Whatever Bitch. 
 
Only 200 Hours? 
 
 
SC2 Rocked Me For About 200 Hours

exactly. 
 
Ehh 
Nothing really jumped out as enticing. I couldn't tell that was "hard" mods either. 
Doom 3 Up Again 
https://www.twitch.tv/kingdime

<@onetruepurple> there is not a single redeemable feature of this game apparently 
Okay WHATEVER. 
That's an exceptionally good track record given the only other games that have got me on triple figure hours have been Guild Wars and Skyrim. And given I don't even like multiplayer the fact I got into SC2s at all says a lot about the quality of the game. 
Okay WHATEVER. 
That's an exceptionally good track record given the only other games that have got me on triple figure hours have been Guild Wars and Skyrim. And given I don't even like multiplayer the fact I got into SC2s at all says a lot about the quality of the game. 
I Hope That 
is hard skill at the beginning of the game, or there is a harder skill. Taking into account it looks to be played with a pad, the only parts that felt around Quake skill 2 in difficulty were between the first use of the grenade launcher and the discovery of the saw. Looks like the main problem is too much room to move and too 2D combats, coupled with the before mentioned case of the monster relying too much on melee attacks while being almost as slow as Quake's zombies most of the time, but its also true that the player knows too well where the barrels are are what is to be expected.
Well, we should be happy that is not an unfair thing like videogames with lots of hitscan weapons, which is something that should concern us much more than most things that have been complained in the thread about. I prefer higher difficulties being easier, than them being done hard by being stupidly unfair.

Overall, the campaign looks that is going to be decent while not being awesome, with no big flaws till now (i consider reliance on DMSP like combats and pi�ata loot medium sized issues and 2D combats a necessary evil for console users). Time will tell. 
 
That's the second level, so yeah, beginning of the game. But it looks like the difficulty is just some sort of damage scalar, as you can change the difficulty mid gameplay, and those fights really didn't look any different than the ones I saw in the same area which weren't played on Hard. The only real difference is he died at the end... And considering he had a direct bead at close range on the imp that killed him, with no immediate threats, and didn't fire... I'd wager he was trying to die to make it look tougher.

Or maybe the player is just really bad... He used a burst fire with the shotgun on a bottom tier enemy at range, and later on repeatedly used the explosive shot attack on single enemies, and the main attack on groups which were practically setup for the explosive shot...

It might be a tough game, I can't tell. Some of the fights in Hell (sorry, "Titan's Realm") looked a little more involved, but, having seen multiple playthroughs of that fight as well, no one ever touched the quad in the arena. They kept looking at it, and saving it for later.

And yeah, I'm yet to see anything that doesn't flow like an arena. That clip itself has the computer system locking down the area because of elevated "demonic presence", and it unlocks the area when there is no longer a demonic presence. Which goes back to normalizing the demons and making them a normal thing to the UAC, rather than a force of evil. 
 
Arenas a la painkiller would be occasionally acceptable if they were a question of getting to a well guarded switch or key in the room to open to the next step - giving speedrunners and 0% runs a chance of bypassing the monsters if desired.

Reeeaaally fucking stupid and needless to have clearing a room a condition for progressing in the level. 
 
I'm okay with it once in a while, but it seems like it is their primary method of delivering encounters. 
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