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Andrejake
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15 Jun 2015, 6:25 am

So we could finally see some gameplay of this one!
What did you guys think of it?
I think it looks ok. Just the fact that it is truly an action game (and I mean, it's not called this just because it have a few explosions, vehicles and blah blah) where you run, perform double jumps, and use awesome and brutal weapons to kill some demons instead of what the usual shooters have been doing is enough reasons to be excited about this.
I hope it delivers the kind of non stop action that it promises.

Campaing gameplay 1:


Campaing gameplay 2:


Multiplayer gameplay:



Misery
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15 Jun 2015, 7:55 am

Ehhh... looks too slow-moving to me. Granted, I say that often, but still. I kept wanting to yell at the player to use the damn run key. And the up-close special kills were on my nerves after the second one. Just... ugh. I liked the way the originals did it. You had the berserk pack, you punched them, they were down in an instant. No little animated special kill, just SLAM and you're moving on. You could just walk (run) right past/through an enemy the instant they went down.

I'm not getting my hopes up on this one at all. I've hated nearly every game in this genre for too long, and usually, most new ones disappoint me. I've a feeling I'll be sticking with the originals, probably. But we'll see.



Andrejake
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15 Jun 2015, 8:49 am

Misery wrote:
Ehhh... looks too slow-moving to me. Granted, I say that often, but still. I kept wanting to yell at the player to use the damn run key. And the up-close special kills were on my nerves after the second one. Just... ugh. I liked the way the originals did it. You had the berserk pack, you punched them, they were down in an instant. No little animated special kill, just SLAM and you're moving on. You could just walk (run) right past/through an enemy the instant they went down.

I'm not getting my hopes up on this one at all. I've hated nearly every game in this genre for too long, and usually, most new ones disappoint me. I've a feeling I'll be sticking with the originals, probably. But we'll see.


Yeah, I'm worried about that melee kill animation too. I'll never use that chainsaw just because I don't want to see a 4 secs mini cinematic while the thing die...
But sadly it needs to be visually appealing, otherwise how would it looks like a good game for the majority of modern players? "Just" by playing good? Oh no, that would be terrible lol
It's a lot different from the original, sure, it's heavily adapted. But still looks good for me.



staremaster
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15 Jun 2015, 9:38 am

The shotgun looks very short-ranged compared to its counterpart in the original Doom, but it's nice to see some new gore effects. What I watched reminded me quite a bit of Alien :Isolation and the Metro games.



Marky9
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15 Jun 2015, 11:17 am

It has my interest mainly because I like Bethesda's frequent approach to progression of skills, perks, etc.



Misery
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15 Jun 2015, 9:53 pm

Marky9 wrote:
It has my interest mainly because I like Bethesda's frequent approach to progression of skills, perks, etc.


.....wait, what? Is Bethesda the ones making it?

Ugh. Well, I think what little hope I had just went down the drain, if that's the case. That explains the slowness of it...



SabbraCadabra
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17 Jun 2015, 8:34 am

Without any of the founding members, and especially without Carmack, id Software has become a shambling corpse, completely oblivious to its own demise. Having to cancel and reboot your project several times due to its mediocre quality is never a good sign.

id Software are the developers, Bethesda are the publishers.


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Misery
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17 Jun 2015, 9:18 am

SabbraCadabra wrote:
Without any of the founding members, and especially without Carmack, id Software has become a shambling corpse, completely oblivious to its own demise. Having to cancel and reboot your project several times due to its mediocre quality is never a good sign.

id Software are the developers, Bethesda are the publishers.



That sounds horrible too. Ugh.

I'd love to see Doom return to it's former glory, I really would.

But in this generation that emphasizes visuals and things like cutscenes above damn near all else, I just dont see it happening. Ever.



CommanderKeen
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18 Jun 2015, 6:41 am

I personally think it looks awesome. They could have added the face at the bottom of the screen, like they had in the original first two games. It's fast enough paced. I hope that they have a lot of fast paced heavy metal music in the game. The only two things I'm worried about is the weapon interface. I'd like to hit one key on the keyboard to switch to a specific gun. For example, I'd like to be able to hit 4 on my keyboard and it switch to the shotgun, without having to go through the weapons menu. I'm sure even if you can't bind guns that way, that it could be easily setup through scripting. The only other concern I have is the level editor, snapmap. I hope that the PC version has a more advanced true level editor where you in import your own content without limitations. As long as there is a true level editor and a way to switch weapons like I described, I'll be happy. If it doesn't have fast paced music, I'll be disappointed, but I can live with it. All things considered, as long as it has the true things I mentioned, I think that's the best we could of ever hoped for. The new game isn't perfect I'm sure, but how many games are a disappointment now a days? Doom is a breath of fresh air in a genre that has been severely watered down. It's like we've all been waiting awhile for Id to strike gold and instead they strike silver. It may not be gold, but it's still pretty good.



Misery
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18 Jun 2015, 6:52 am

CommanderKeen wrote:
I personally think it looks awesome. They could have added the face at the bottom of the screen, like they had in the original first two games. It's fast enough paced. I hope that they have a lot of fast paced heavy metal music in the game. The only two things I'm worried about is the weapon interface. I'd like to hit one key on the keyboard to switch to a specific gun. For example, I'd like to be able to hit 4 on my keyboard and it switch to the shotgun, without having to go through the weapons menu. I'm sure even if you can't bind guns that way, that it could be easily setup through scripting. The only other concern I have is the level editor, snapmap. I hope that the PC version has a more advanced true level editor where you in import your own content without limitations. As long as there is a true level editor and a way to switch weapons like I described, I'll be happy. If it doesn't have fast paced music, I'll be disappointed, but I can live with it. All things considered, as long as it has the true things I mentioned, I think that's the best we could of ever hoped for. The new game isn't perfect I'm sure, but how many games are a disappointment now a days? Doom is a breath of fresh air in a genre that has been severely watered down. It's like we've all been waiting awhile for Id to strike gold and instead they strike silver. It may not be gold, but it's still pretty good.


Dont expect a level editor with that.

This is ANOTHER side-effect of games with an obscene budget. Things like that really arent viable. If a game is entirely designed around the idea, like LittleBigPlanet? Then yes, there'll be an editor. But this? No. It aint happening. Something like that is ALOT of extra work, and would add even more to the incredible cost of making the game. In addition, for something like this, it'd be hyper-complicated, and due to budget issues, probably very much NOT user friendly, and devoid of features that'd make it easier.

There's a reason why so many mods for big games DONT include new levels but instead tend to change game elements like monsters or items or such, as the levels are by far the most ridiculously hard to make, when dealing with a high-budget game.

There's exceptions, sure. But those exceptions require that fans with incredible amounts of free time make such things themselves.

Things just aint the same as they were back in the old days. A Doom level, back then, was all lines and sectors and nodes, and was ACTUALLY a bit of 2D map data essentially that the game turned into a 3D one (this is why you did not, for example, have a floor under another in-game; the engine was not capable of this). With some numbers attached to each, and then data on monster and item positions. That was IT. That's all they're made of. A nice looking, totally original big room could be done in 30 minutes, even in the confusing editors that were floating around back then.

But something in a game like what you see up above? No. Not even close. It aint like that anymore.



nouedis
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18 Jun 2015, 1:29 pm

It looks somewhat good! Hopefully it is promising.



Bataar
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19 Jun 2015, 4:08 pm

So far I think it looks really good. Hopefully it won't let me down.



autismthinker21
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20 Jun 2015, 10:56 pm

Doom 3 on PlayStation and Xbox was a tester for the newest. Pissed off that it looks like a wolfenstein approach. That game I'll pass. Doom3 is kinda good. Better on pc.


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Falloy
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21 Jun 2015, 3:40 pm

It could be fun. I'd like to see "proper" Doom back.

I don't want to sit though endless cut-scenes. I don't want a plot that's just another steal from "Aliens" (in fact, I want as little plot as possible). I don't want missions, or scripted events or to have to follow around a lumbering, sweary space marine who is going to tell me that "sh*t just got real". I don't want everything so dark it hurts my eyes. I don't want to craft my weapons and pay for the crafting materials with micro-transactions.

I want a handful of well-balanced weapons. I want well designed enemies with varied attacks. I want open spaces. I want the developer's effort to go into level design rather than graphical frippery like fire and lighting effects. I want the game to test my skill at maneuvering and aiming, not my patience to sit though hours of bum-clenchingly awful macho dialogue.

I want a 3D version of "Robotron 2084" or "Smash TV". You know, fun.

Is that too much to ask for?



Misery
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21 Jun 2015, 9:28 pm

Falloy wrote:
It could be fun. I'd like to see "proper" Doom back.

I don't want to sit though endless cut-scenes. I don't want a plot that's just another steal from "Aliens" (in fact, I want as little plot as possible). I don't want missions, or scripted events or to have to follow around a lumbering, sweary space marine who is going to tell me that "sh*t just got real". I don't want everything so dark it hurts my eyes. I don't want to craft my weapons and pay for the crafting materials with micro-transactions.

I want a handful of well-balanced weapons. I want well designed enemies with varied attacks. I want open spaces. I want the developer's effort to go into level design rather than graphical frippery like fire and lighting effects. I want the game to test my skill at maneuvering and aiming, not my patience to sit though hours of bum-clenchingly awful macho dialogue.

I want a 3D version of "Robotron 2084" or "Smash TV". You know, fun.

Is that too much to ask for?


In this day and age?

Yeah, probably too much. You'd have to go to indie devs for what you're after. The big guys aint making that. That's what I've been doing anyway. Cant say I miss the big guys much.

And honestly, considering all of the graphical whatsits just in those couple of videos alone there, well.... ehhh. That's part of why I dont have that much hope for this one. Always with the graphics obsession with devs like this, sigh.



SabbraCadabra
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23 Jun 2015, 8:43 am

CommanderKeen wrote:
I hope that the PC version has a more advanced true level editor where you in import your own content without limitations.


That's a good point. Now that Carmack's gone, I wonder how modder-friendly the game will be.

Level-wise, I'm sure it'll still be using some variant of Radiant, so all you'll need is a new compiler(s) and you can keep using your favorite program.

Misery wrote:
There's a reason why so many mods for big games DONT include new levels but instead tend to change game elements like monsters or items or such, as the levels are by far the most ridiculously hard to make, when dealing with a high-budget game.


Also, with how user-friendly all of the tools are these days, it's super easy for someone without any dev skill to slap together those types of mods (now your knife does 2x damage, and I replaced all the sound effects with Dragon Ball Z!)...but mapping requires a lot more skill.

I wouldn't call levels "hard" to make. These days it's just like any other job...they break the level down into its separate features and hand them out to different teams, assembly line style. For instance, one guy might do the rough layout/brushwork, one guy might do detail work, textures, one guy might do the clipping, another guy just write the scripts, someone puts in foliage, someone puts in items, etc...heck, there's one guy who sets up the lighting, and then another guy who goes through and almost completely redoes it to look "more cinematic" @_@


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