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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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You Know 
Maybe that's the hook. Maybe they're getting excited about doing Doom 4 because it's going to be the anti-Doom3 - i.e. it mostly takes place in Hell, and the human environments are secondary this time.

One can only hope. 
Or... 
Doom 4: Hell on Earth 
I Think That Is Right 
Maybe that's the hook. Maybe they're getting excited about doing Doom 4 because it's going to be the anti-Doom3

The Id crew knows that Doom3 was a let down, and it is probably a sore spot for them until a proper version of the game can be done.

Doom 3 has been analyzed to death by all of us but for me it comes down to factors: The first several hours of game play scared the living shit out of me, and after those first few hours, it became too repetitive to thrill. I spent at least the last half of playing it just trying to get though with the game.

I hope they do get rid of most of the story element, but not all of it. Get rid of the cartoon villains that snicker and fold their hands together menacingly. Keep that aspect ambiguous and hallucinogenic, and therefore more real like a really bad day at the office.

The way I would approach story line would be to make it not too relevant to actually solving the game, but at the same time, if the player is the exploring type who has to know and see everything, he can uncover the underlying threads that would remain hidden if he were to take an approach that was more action oriented. Doom meets Lost. 
Kinn 
I vote you to lead Doom 4!

I just checked out that Beksinski guy and his work is amazing. If id made hell look more like that or Giger's Shaft cartoons I would fucking cum. Whatever though, they need more mature art direction this time around.

http://www.gnosis.art.pl/iluminatornia/sztuka_o_inspiracji/zdzislaw_beksinski/zdzislaw_beksinski.htm

http://www.beksinski.pl/ 
Gimme Gameplay Like BioShock 
That was an immersive game. I dont think the narrative quite worked as well as it could have, but the gameplay was pretty scary. I think it would suit a doom style game. The RPG elements would help add an extra level of sophistication. Stalker is another example. The feeling of having to constantly maximise your resourcefullness adds to the tension.

I would also like Doom 4 to be a little faster. Faster enemies, faster movement for the player please. Just a little faster. 
You People Should Be 
game leads not level designers.
Inspirations:

Doom 4: Hell in Hell

Doom 4: Bad Day at the Office

Doom 4: Hell at the Bottom of an Ocean

Doom 4: Hell in a Temple at the Top of a Mountain

Doom 4: Hell on Venus (as opposed to Phobos, Earth and Maahs (tm) ) Think of city in the clouds... 
 
doom3 was ok. awesome tech, but meh gameplay (for me). what it needs/needed is/was more hell levels!!!

but is id now two teams? what bout rage? and why not a brand new game, instead of a brand new sequel? 
 
The Id crew knows that Doom3 was a let down, and it is probably a sore spot for them until a proper version of the game can be done.
lol what? best-selling game. They are fucking proud of it despite all the shortcomings (and what game doesnt have any?)
And if you watch Tim Willits vid, he even speaks positively about the Team Arena

than: ID has Nunuk. but I reckon he`s on Rage :P hence rage>d4 (stale franchise hahaha)

and bioshock is worse than doom3 (yeah flame on)
and frankly speaking nothing is scary when you have a gun. and quickload

<Friction> "in doom 2 the guy always wears a space helmet even though hes on earth"
"in doom 3 he never wears a space helmet even though hes on mars"
mind: blown

<Friction> Doom IV: Hell in Earth's Sewer System

Corporal Dean Portman: [looks down the sewer hole] I thought "being in the shit" was a figure of speech. (Doom movie) 
 
"bioshock is worse than doom3"

I'm trying to respect your opinions here but you're making it difficult. 
 
I didnt like how it looked, played and felt. wait 'didnt like' is not the right way to say it. I couldnt stand it! And nevermind that its a huge step back from systemshock

god knows I tried to like it. whole 3 times.
I couldnt drag myself past the second chapter (where you start to deal with the wee girls) 
It's OK Speeds 
I can respect your opinion.

I just think that the way that the actuall environment becomes incorporated into the plot is something which a modern shooter like Doom 4 should aspire to.

Like for example the part with the arty fella you have to kill, the one with the theatre. Rather that just being room-corridor -room-corridor, you have to carry out the tasks within the environment, with this guys unpredictable character controlling what happens.

Its pretty immersive.

I've never played System Shock so I cant comment on that :D 
 
"bioshock is worse than doom3"

I'm trying to respect your opinions here but you're making it difficult.


Well from what I've played of Bioshock, I easily prefer it to Doom 3, but they're very different games, so I can understand if you disagree.

Personally I thought the style of Bioshock was very impressive, and very unique. It's just very cool that they'd take the risk to make a game where the setting is Underwater + Art Deco + Future Colony, as opposed to the more safe, more boring route that Doom 3 took, which is Future Base + metal panels and pipes + Cheesy hell stuff. 
 
I can understand someone not liking Bioshock but to say that Doom3 was better ... dude, that's just crazy. 
Willem 
Well, comparing Bioshock and Doom3 doesn't make much sense in the first place as they are rather different games, but I can easily see someone not liking Bioshock all that much, yet enjoying Doom3 a lot. Despite all it's faults and flaws, Doom3 is a very good game. 
I Like 'em Both ! 
 
Sells, Smales 
The Id crew knows that Doom3 was a let down, and it is probably a sore spot for them until a proper version of the game can be done.
lol what? best-selling game. They are fucking proud of it despite all the shortcomings (and what game doesnt have any?)
And if you watch Tim Willits vid, he even speaks positively about the Team Arena


By that reckoning the folks who brought you those deer hunting games in the 90's should be beaming with pride too. Even the creators of Doom 3 have to know the difference between a cultural event that pushes their industry forward (Doom, Quake) versus a so-so game (Quake 2, Doom 3). 
 
"And if you watch Tim Willits vid, he even speaks positively about the Team Arena "

Not to state the obvious, but what did you expect him to do? Run down his own companies products? 
The Guys Who Brought You The Deer Hunter Games Probably Weren't Full 
of themselves 
 
If you have watched those series of Warren Spector interviews with developers, they are all quite open to discussing their old games, admiting the flaws in design process, what they would change etc. Same thing Willits admits TA totally failed having sold like 100 copies, but he still thinks its a good and fun game.

Doom3 enjoyed good sales and good reviews, why would they think its a "so-so game"? Its quite polished - they did it the way they wanted (and didnt it take like 4 years). And they even started to do another horror game codenamed "Darkness" (sounds like a joke doesnt it).
Same for Quake 2 - its been the most successfull of quakes and has more coherent design than quake and q3a. Thats what ID guys including Willits said, not my guess. And he says q1 was a mess design-wise.

Can you find any kind of post-mortem or 'looking back' at doom3 from any of the devs? I cant 
Hah Lun Wins 
you prolly know somehting of IDs opinion on their games that we dont, tell us plz 
RickyT23 
I just think that the way that the actuall environment becomes incorporated into the plot is something which a modern shooter like Doom 4 should aspire to.


but Doom3 had that too

Wasnt it cool, where you see a scientist trapped in a chamber and have a choice of letting him out or activating the chamber to bake him (and if you save him he opens an armory). The monorail, telecom, specimen containment lab etc. Robo-arms, npcs... But all that didnt really change how the game played - and thats what everyone seems to care about most.
Doom3 is shooting in the dark corridoors for everyone. And if the shooting part - core gameplay - is not that fun the rest becomes somewhat less relevant, doesnt it?
Look at FEAR - very bland environments (even for the realistic ones they look dull), cheesy story, same cheap scare tricks. But it got fun combat - and people like the game.

Speaking of Bioshi.. er shock, just consider me allergic to the way it looks and plays ( and why cant we compare it to D3 - its a shooter in the dark. with audiologs :0 And I think doom3 borrowed some elements from systemshock too) 
Will My 8800 Stand Up To Doom 4 / Aliens CM ? 
I fucking hope so!!!

Speeds - Fair point :D 
Speedy 
you're pretty much right. doom3 sold millions, it cannot possibly be improved.

I'd improve it by not mixing survival horror and run-and-gun shooter so poorly. Slowness and darkness aren't appropriate when the monster and level design expect you to be Rambo, and that's where the frustration comes from. 
I Just Want It A Bit Faster 
Just a tiny bit faster with the player movements.

Other than that I enjoyed it (it was a bit predictable, but I think doom is supposed to be!) 
A Bit Unorthodox For The Brand, But This Popped Into My Head Earlier 
Doom IV: The Infernal Heart

After the events on Mars with Dr Betruger, a man any German screener would've not trusted with such high level access, you were granted a return to earth, with a sizable pension and a moderate promotion. You saved their asses, and they wanted to pay you back - while still keeping you under their thumb.

But Hell wasn't closed. The big beasties and bad asses were beaten down, but the vulnerabilities were still there. Somewhere in space, a radio transmission is cut short. Somewhere on earth, a shadow clouds your mind.

With Betruger, Hell learned that even the modern, analytical human mind can still be swayed, even ensnared. It grows ambitious once again, and it reaches out to you. The flashbacks are terrible, especially when you're not sure if they really are flashbacks. People seem different. Company in which you once rested easy, you now unwittingly rest your hand on your sidearm, with a twitch you didn't have before.

Homegrown terrorism, you've read the propaganda, the fliers, but it actually happened. The ammunition depot on the edge of town lit up quite impressively, and all of the evidence points to one of your own men. Dead now, he didn't flee the flames... yet he was always a rather stable one. It didn't make any sense. But part of you can't blame him, part of you wishes you had the idea first... Hell has found a way.

DIV:The Infernal Heart is a first person shooter taking place in a small/medium sized town that shares land with a military base. Acts of terrorism have sprung up within the populace, just a few, but it has sown a deep seed of mistrust and paranoia. People are losing their grip on reality, faster than a community does even under such conditions, and you are starting to see things.

In The Infernal Heart, the player experiences rapid action and suspense, as Hell itself is truly invading, and corporeally manifesting, but for every foot it digs its heels into the town, it digs its claws an inch deeper into your mind. As the marine, you must make the decisions on what is friend and foe, and deal with your potentially worsening sanity while repelling the ever more numerous invaders, as this contemporary rustic place begins to gradually look more and more otherworldly, unrecognizable, fiendish, and designed for the sheer purpose of choking the life out of all it encompasses.

Main Elements - Typical demon killing action, exploring the changing city to protect citizens, and rescue survivors, battling with your own senses as to whether Hell is before you in that Imp, or in your mind, betraying the reality of a lost child to the barrel of your gun - take enough lives, you will eventually lose your own mind, and become yet another pawn to the fiends who strive for darkness.

In short, you have hallucinations, which do not increase generically but do so based partially on your exposure to Hellish elements for too long, and how many non-combatants you have mistakenly killed. All the while you do fight actual demons. Level design is realistic (though gradually more and more abstract) with overall goals in terms of surviving, finding resources, and protecting people (though no escorting, friendly AI could do that). The environment will change as you progress, and thus the element up to the player is maintaining their mind so that they will have their wits about them once within Hell (and not become a threat to the other survivors, who are not having their minds endangered in any exceptional way like you are). 
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