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Posted by oh, that person on 2016/05/13 01:35:14 |
<Daz_> two minutes until were all DOOMed
<Daz_> and Marty Stratton can let out that huge fart hes been holding in during all the promo spots
Doom 4, aka DOOM (2016), is finally out:
http://store.steampowered.com/app/379720/
Figured that a clean break might be a good idea, considering how the other thread has became monstrously huge and full of Bad Posting.
The questions at large:
- Is it a success for id, or the bitter end?
- Is the final boss a sprite of Marty Strapon's head? Or is it Willits?
- Will Friction spend another 12 years on a SnapMap?
- How many more words will it make Kinn add to his Trouser Thesaurus?
- Has than's wishlist for DOOM 4 from over 8 years ago come true?
*more enemies active at once
*better, more satisfying weapons
*COOP < most important thing
*larger environments
*more evilness
*more varied environments
*better level design
*no cutscenes
*heavier monsters used early on
*no shitty zombie commandos that can do somersaults and backflip behind cover. I don't mind the mutant ones with whip arms etc. but the regular z-sector ones were so annoying and not fun to fight.
*better AI on the more significant hellspawn creatures.
*mutant owl neck syndrome toned down
*monsters have finishing moves when they kill you, like in the first doom 3 leaked shakycam footage where the hell-knight eats the player's head. That kind of thing.
*the ability to use a flashlight and proper gun at the same time.
* No shit story involving an evil scientist. I can't believe they didn't realise how amazingly cheesy this idea was.
* Don't give it to Raven to develop.
* Properly fucking visceral weapons. Remeber the super shotgun in Doom 2? Fucks sake. Look at the weapons in Half-Life 2. Listen to the sounds they make. Take notes.
Anyway, discuss DOOM 4... |
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Finished It Now
#48 posted by than on 2016/05/15 09:23:12
I really enjoyed it and like pretty much everyone is saying, it really exceeded my expectations in how close it feels to the original Doom.
Still, I can't help agree with Danrul about the combat in some of the later levels being a bit too chaotic and arenas too complex. It seems like imps and other weaker enemies are spawned like crazy in order to keep you on your toes, but I really wanted at least one arena without these distractions so that I could just fight the large enemies and have a bit more time to understand the space. There only were a few times in the game where a large enemy would make an appearance in a really awesome and quite memorable battle which wasn't cluttered with annoying cannon fodder (Baron of Hell intro maybe?), but these were few and far between.
I think the problem with some of the arenas in the game is that they are fucking huge, so you end up learning a little area quickly and waiting for the enemies to come to you. There were some arenas that were so vertical, that I didn't even know about half the space was navigable until after the battle had ended and I had a chance to explore, or if I was knocked down by an enemy.
Also, a few more enemies spawning outside of the main arenas would have been nice. The Foundry level was quite good at this, with the odd Hell Knight spawning to keep me on my toes, but most levels were a bit too predictable. It felt like one of the strongest images of Doom the designers had whilst making it was of seeing a switch, or item and then all hell breaking loose when the player gets there. I like that, but it was a bit too overused.
Whilst the earlier levels have a lot of interconnectivity, the game seems to get gradually more linear feeling the further you progress. This annoyed me a bit because it meant that I'd enter an arena, have 5 minutes of fighting, and then never see battle in it again after I'd become a bit more familiar with it. It also meant that I would sometimes go past a secret and not be able to get back to it later, which was annoying (I got all but 2 doomguy collectibles.... grrrr!)
Bosses were not bad, and didn't rely on annoying environmental puzzles to figure out, just keep firing and learn the bosses attack patterns so you can avoid them. Hopefully we'll see some of them cropping up as regular enemies if id makes a sequel (I hope they will!)
By the way, I don't know if anyone else noticed this, but it seemed that when I staggered an enemy, the enemy was vulnerable to glory kills, but I couldn't seem to kill them with normal weapons at all, or it was very hard. I noticed this in particular with cacodemons, because they would often be out of reach, so I'd try to finish them off with regular weapons and it just wasn't happening. VERY annoying, but maybe it was a bug, or maybe it was because I had a rune that made it easier to stagger the enemies, so in actual fact they had a ton more health than I though. Anyone know if they regenerate health after recovering if you don't glory kill them?
Also...
#49 posted by than on 2016/05/15 09:31:53
*more enemies active at once CHECK!
*better, more satisfying weapons CHECK!
*COOP < most important thing Yes, but only in snapmap levels
*larger environments CHECK!
*more evilness CHECK!
*more varied environments CHECK!
*better level design CHECK!
*no cutscenes Well, there are no out of helmet cutscenes.
*heavier monsters used early on CHECK!
*no shitty zombie commandos that can do somersaults and backflip behind cover. I don't mind the mutant ones with whip arms etc. but the regular z-sector ones were so annoying and not fun to fight. CHECK!
*better AI on the more significant hellspawn creatures. CHECK!
*mutant owl neck syndrome toned down CHECK!
*monsters have finishing moves when they kill you, like in the first doom 3 leaked shakycam footage where the hell-knight eats the player's head. That kind of thing. CHECK! Kinda rare to see though
*the ability to use a flashlight and proper gun at the same time. N/A
* No shit story involving an evil scientist. Hmmm... It's still better than Doom 3's
* Don't give it to Raven to develop. CHECK!
* Properly fucking visceral weapons. CHECK!
Overall, id has done a great job of checking off items on my list.
@than
#50 posted by Danrul on 2016/05/15 12:47:59
Enemies do recover health if you dont' finish them in the glory kill state, they aren't harder to finish in the staggered state though, they should drop fairly easily.
Enjoying It So Far Playing On UV
The arch-vile character is a huge pain in the arse when you leave it alive long enough. Currently in an area with a gore nest that spawns in like 3 barons, 2 mancubus an arch vile and a fuck ton of imps. It does give you the berserk powerup though.
It's taken a while for the game to get truly challenging, I'm about 7 hours into the campaign. Enjoying it so far, the hell levels are super sweet.
Some of the sound design is still a bit shit IMO, I got an upgraded minigun that makes next to zero noise compared to the non-upgraded version. The monsters make nice ambient noises but don't stand apart from each other in combat.
Also the music ranges from awesome ambience, to really shitty canned rock music and some very out-of-place orchestral stuff IMO in the hell maps.
Music
#52 posted by than on 2016/05/15 14:31:04
Did anyone notice a variety of Doom tracks make a return as part of some of the tracks in the new Doom? There are a couple of ambient parts that very clearly borrow from the old music, and one or two of the rock tracks are also built off old riffs.
For anyone interested: https://www.youtube.com/watch?v=ua-f0ypVbPA
The E1M2 "remix" in the background at 2:53 is my favorite.
Djent
#54 posted by quakeisdead on 2016/05/15 15:53:39
Not really surprised that the soundtrack is djent/electronic, as it was heading in this direction as early as Quake, but I would've highly preferred an actual true metal soundtrack like Doom 1/2 (yes I know it was midi and not real metal, but the riffs are.)
#55 posted by skacky on 2016/05/15 16:20:58
What the hell are you smoking? Quake's soundtrack is nothing like djent. It's industrial/drone/dark ambient with track 1 being the only track containing anything remotely metal sounding.
Quake 2's soundtrack is the only one that took a more or less metal direction, with perhaps Quake 4 though I can't be arsed to remember its soundtrack.
#56 posted by quakeisdead on 2016/05/15 16:40:21
Yeah track 1 in Quake was electronic. I guess what I meant was that starting with Quake 2 (and to a large extent in Quake 3) iD software started embracing the whole industrial/gothic/matrix sounding vibes. It worked great for those titles and I guess I'm just generalizing but to me it doesn't seem like what I'd envision a Doom title's soundtrack to be. Just my opinion
* Don't give it to Raven to develop. CHECK!
The evil genie granted us Certain Affinity instead.
Certain Affinity
made a pigs ear of the multiplayer IMO. It feels far less like Doom than the singleplayer.
Played It A Bit
It's fun, but the Arenas are a bit annoying sometimes. Levels are nice. Engine runs smooth as butter on my iMac.
Didn't deserve all the shit it got pre release at all. I hope a few people hang their heads in shame now.
Sleeps
I was definitely one of the outspoken ones, I had played the alpha and the 2 betas and didn't enjoy them. I suspect those are still representative of the online experience.
After playing 30 minutes on the first map I pretty much wondered why the hell that wasn't the demo. Give people level one, that's essentially what Quake 2 did. I would have pre-ordered it or bought the special edition!
Opinions
#61 posted by killpixel on 2016/05/15 23:15:21
the purpose of the doom thread was to discuss a game that hadn't been released yet and share opinions based on the information that was available at the time. everyone has an opinions and sometimes they're just plain shitty, it's the nature of things. No one should be ashamed of that.
That said, I ragged pretty hard on some things for a moment. I'm happy to eat my words, I'm having a ton of fun with this game! Beat it last night and I'm currently re-running some missions to find the 1-2 secrets I missed. Really fun, really happy with the game.
Killpixel
#62 posted by Kinn on 2016/05/15 23:17:55
Roughly how long is the SP game?
Ok
#63 posted by Vondur on 2016/05/15 23:19:36
finished it, and i'd say this is the best shooter of modern times ever. everything in this game is perfect, especially sound design.
i'm doom cultist now.
Kinn
#64 posted by killpixel on 2016/05/15 23:33:20
If you want to absolutely 100% everything on ultra-violent it'll be ~15 hours, maybe more.
During my first run I skipped any non-progression related secrets (e.g. secrets that didn't contain elite guards, argent energy, bots, etc.) and that took about 12-13 hours.
#65 posted by Killes on 2016/05/15 23:38:49
The good idea with quake 1 was giving a serious sound artist carte blanche to create a coherent sound and music "vision".
Dunno about doom4 havent played yet but I doubt thats the case there
Draqu On FinnsRuns
#66 posted by mfx on 2016/05/16 00:23:50
Ultraviolence, 5hrs and some.
https://www.twitch.tv/draqu_/v/66516486
No deaths either. Wonder what the devs say about him, he wades through in a special fashion.
Haven't looked at the whole run, as i don't want to spoil myself, but the first 45 minutes gave a good glimpse of what is doable.
This new DOOM is lovely, SP perspective.
Killpixel
#67 posted by Kinn on 2016/05/16 00:56:00
Ok that's not a bad hourage for a game of this type in this day and age I guess.
Yeah
#68 posted by killpixel on 2016/05/16 01:07:27
My main gripe with the game is that if felt a bit, well, short (that's what she said). I suppose that could be a good sign, depending on how you look at it.
#69 posted by killpixel on 2016/05/16 01:08:58
Doom (1993) on LGR.
This guy does great reviews, been watching them since he had but a handful of subs.
MFX
#70 posted by killpixel on 2016/05/16 01:18:43
You meant ultra-nightmare. holy shit. he did it.
Right
#71 posted by mfx on 2016/05/16 01:28:54
ultra NM.
Ok
#72 posted by PuLSaR on 2016/05/16 01:49:26
/me goes to buy a new videocard cuz I wanna play this game
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