Doom4 Shots.
#5588 posted by Shambler on 2012/03/01 12:20:59
A lot of generic dross in there but the actual proper in-game shots look cool. Looks very much like Doom3 meets RAGE meets a bit of HL2. Semi-apocalpytic Earth under seige from Doom demons?? Sounds ace to me :)
#5589 posted by negke on 2012/03/01 12:50:18
For some reason I was under the impression they would make game with more oldschool gameplay. However, this would probably require or benefit from a more comicy style of enemies, which in turn would need more comicy environments, unlike the 'realistic' high quality stuff in the shots.
Probably best not to expect too much. Rage was fun, but it wasn't really that much fun to make me want another game in that style.
RAGE.
#5590 posted by Shambler on 2012/03/01 13:26:06
I really liked it. Controls were good, gameplay was fun, graphics were excellent as was the atmosphere in many places. I'd happily have more RAGE....if it included Doom monsters ;)
#5591 posted by JneeraZ on 2012/03/01 13:32:37
"What's the gameplay like? To be honest, the evil faction in a game could be called "Alan Titchmarsh's Band of Merry Haberdashers" and I wouldn't give two hoots if the game was otherwise good."
Yeah, it's sort of a top down problem. If they can't even be bothered to come up with decent names for factions, what are the chances the rest of the game is good? Think it over.
Maybe They Know Names Don't Actually Matter Much.
#5592 posted by Shambler on 2012/03/01 13:40:19
Just like RemakeQuake, the name is as irrelevant as the views of people who take the names too seriously.
#5593 posted by Spirit on 2012/03/01 13:45:41
Willem, that was a pathetic trolling attempt, you can do better, you know that!
What I Mean Is
#5594 posted by negke on 2012/03/01 14:05:09
Fast movement speed and dodging projectiles as opposed to cover-based hitscan combat.
A "realistic" Doom
#5595 posted by Kinn on 2012/03/01 19:11:20
The leaked stuff clearly shows a push for a rather realistic style, with the characters properly proportioned and wisely steering well clear of the silly big-boots-and-tiny-heads space marines cliche.
What this means for the demons though, I have no idea. I have to admit i kinda hated the cheesy cyborg components on monsters in doom 3 (it didn't matter in classic doom because the suspenson of disbelief was so much higher). I can only assume the idea was that the demons had somehow possessed and "demonised" UAC technology to explain these cyborg bits.
If the demons do use or are combined with some sort of machinery/technology, I hope it's of an eldritch style that looks like it was forged in the fires of Hell, and not just like some bloody plasma gun fresh off a Mixom production line.
Projecting the Doom 3 idea to the "current-day-ish" tone implied in the shots, I guess the equivalent would be seeing an Imp strutting about with an AK47, at which point I think I'll nod sagely, turn the xbox off, put the disc back in its box, and go outside or something.
To be honest I have no idea what point I am trying to make with this post. It's quite the turd really, as posts go.
Ricky
#5596 posted by Kinn on 2012/03/01 19:26:03
U played them? MP that is. Fucking fun games.
A little. I appreciate that "best game" is subjective. Personally I wouldn't put a battlefield game in the top ten of a list of new releases I'd play in a given month*, let alone a year.
* I should mention that I only play at most one, possibly two new games a month.
Doom4 Shots
#5597 posted by [Kona] on 2012/03/02 03:51:15
Is Danny Trejo a character in Doom4, or are they just modelling one of the characters off of him. Can't be a coincidence to look that similar.
I'm a bit disappointed. Lighting looks like shit, but maybe it's not lit properly yet. But why in the blue hell does id think we need another earth city under attack game? We have millions of them already. I do hope at least a good portion of the game is in hell or something similar or gothicy. Enough with the post-apocalyptic stuff, id just fkn did it with Rage. Maybe they're re-using tonnes of assets? If it speeds up the long development cycle Rage took, then that'll be fine.
Agree With Kona
#5598 posted by quakis on 2012/03/02 13:05:32
about the post-apocalyptic stuff in general. Too many of these city ruin/wasteland/shanty themes lately, I've personally got sick of seeing them since they get visually stale after a while, seeing rubble here, rubble there, broken building here, more rubble here. Been avoiding such games for a while.
Agree With Willem And Kona
#5599 posted by starbuck on 2012/03/02 17:21:21
Rage seemed like it suffered from design-by-committee. "The Authority" is a name everyone can agree on. It sucks, but it gets the job done. You say: come up with a better name? Well the point is that something more unique isn't going to make you go "WOW what a great name", but something with character means at least someone is directing the ship. At least someone who has a say in the matter might have a strong opinion or vision in how the game should be.
I'm generalising of course. Holden Caulfield could have been called Jack Strongfists and Catcher in the Rye could probably have survived it. Rage however has an overall sense of blandness that makes "The Authority" seem symptomatic of a bigger problem.
Perhaps it's a criticism of Tim Willits as creative director. To be honest, I never thought of id as creative geniuses, they were just in love with games.
In Doom and Quake, you can see them taking chances, doing what excited them. So they liked listening to metal, playing D&D, watching Aliens films, reading Lovecraft? It's all in there. Like playing pranks? "Well now you have to defeat me, John Romero!"
Maybe it's that Tim Willits is just a sensible guy. Rock solid level designer, but never with the ability to go full wildcard (and sometimes full retard) as did Romero or Tom Hall. Maybe its that they used to be young guns full of passion and now they're middle aged men who have to worry about market penetration and 9 figure development costs.
Great. Now I've made myself sad.
Heh
#5600 posted by ijed on 2012/03/02 18:40:54
Agree with most of that.
There's a pretty good paralell here though - The Authority Vs The Combine.
A ton of thought goes into Valve's games as Kinn says, and its this love of their craft that is making them money hand over fist.
The mark of a good game is when you can tell the developers had fun making it.
That
Maybe its that they used to be young guns full of passion and now they're middle aged men who have to worry about market penetration and 9 figure development costs.
Id Sez
Those images have nothing to do with what you're gonna see in Doom4. When we officially show things you'll see awesome
#5603 posted by [Kona] on 2012/03/03 09:10:07
Reviewed Quantum of Solace (2008)http://www.etherealhell.com/etherealhell/reviews/2012/quantum_of_solace.php
6.5/10 typical average-ness. Next.
RAGE DLC ?
#5604 posted by Ron on 2012/03/03 10:41:21
I thought they were going to release downloadable content for the game. Or was that just the boring sewer monsters thingy ?
Good post, Starbuck #5599.
#5605 posted by JneeraZ on 2012/03/04 11:28:40
"Maybe They Know Names Don't Actually Matter Much."
It's indicative of the care and skill of the designers. If they can't (or won't) come up with creative names for the factions in their games, how deeply thought out is the rest of it?
It's one of the tools you can use to measure how much the designers actually cared.
Gears has the Locust. Half-Life has the Combine. Good names help to cement your world and get the player to buy into it.
You can't argue that id didn't try because every dev video they released had at least 2 people telling the camera how awesome the story was and how deep the world went. They cared. They just couldn't do it.
Names Are Vital
#5606 posted by ijed on 2012/03/05 17:56:22
For the reasons Willem states.
Why bother thinking up cool enemies or balancing them properly if you can't be bothered to name them.
Naming things gives them a narrative. Without that they're cardboard cutouts.
I'd say the individually they definitely could do it, but as a corporate entity they couldn't.
Seems to sumup what everyone thinks of id nowadays.
Hurr Durr Derp Derp
#5607 posted by Spirit on 2012/03/05 18:15:16
Have you played Doom or Quake by any chance?
#5608 posted by JneeraZ on 2012/03/05 18:33:24
Meaning what, Spirit? You point is either that the names were bad then too (which I don't agree with) or that a 15+ year old game is a good benchmark of how a modern game should behave (which I also don't agree with).
Or something else?
To Play Devil's Advocate
#5609 posted by Kinn on 2012/03/05 19:50:14
I'm going to suggest that coming up with interesting/evocative/unique names for things in a video game is not rocket science. I'm sure a QA intern could generate a page full of names more interesting than "The Authority" if they were asked.
So what's my point? My point is that if you've got the nouse to bang out a half-decent game (which id have) then I'm pretty sure they're capable of coming up with a semi-interesting name for a baddie if they wanted to.
Ergo, the assumption that the blandness of the names somehow reflects upon the quality of the gameplay design, is a flawed one.
There must be some deliberate reason for the bland names. Perhaps a nod to a sort of schlocky good guy/bad guy Wild West sort of vibe? Where keeping labels simple is part of the charm? Why call someone "The Bollock Mulcher" when you can call him "Bob" and let his bollock-mulching actions speak for him?
They Never
#5610 posted by ijed on 2012/03/05 20:01:49
Convened the 'naming of things and places' meeting.
This is comitee design at its worst - I bet the design team had tons of backstory, names and so on that was never approved.
It was left effectively blank because production don't care about story (in an FPS at least), they care about milestones.
It'd be nice / generous to believe it was a sly poke at video games conventions, but given the context of the game... nah.
Spirit, try and think before posting your retarded flamebait. Are you suggesting that Quake and Doom weren't evocative narratives?
I don't mean text printed on a screen (even though they had that as well) but interesting stories, starting with the names.
As simple as some of it was, I don't think anyone on this board didn't have their imagination captured by what was presented in Q1 at the very least.
#5611 posted by Spirit on 2012/03/05 20:19:18
I don't know, maybe I am too detached from how the industry works. But I do not see how the story/setting relates too much to the gameplay.
ijed: I was suggesting that id games are not necessarily too focused on the story or names. On the other hand Doom 3 and Quake 4 their last games so I might have been a bit blind.
I absolutely agree that Rage was hurt by the bad narrative. But there are many games where the gameplay is shit but the story nice and vice-versa so I think any "if that one aspect was terrible then you can see how the rest must be shit" is just wrong.
#5612 posted by JneeraZ on 2012/03/05 20:43:22
"I don't know, maybe I am too detached from how the industry works. But I do not see how the story/setting relates too much to the gameplay."
Immersion in the game world? That directly affects my enjoyment of a game. Rage doesn't draw me in because I'm confronted with "The Authority" and "The Resistance", and I'm immediately reminded that, "Oh, right, nobody gave a shit about the world".
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