The new "Doom" game
Currently, I'm thinking it will start out like the opening sequence of Dawn of the Dead, where you're heavily armed military (for 1960s), dropping into areas to rescue civilians (SP or coop, no bots), and then maybe as the game progresses, I might add some story elements where some Resident Evil/Half-Life/28 Days Later style military corruption events occur (but like all good FPS, I want it as story-light as possible), although now that I think about it, it could be something as simple as your chopper crash-landing.
Either way, for whatever reason, you end up without helicopter support and find yourself in a much more survivalist situation where ammo and weapons are scarce, and silent weapons and stealth become much more important. Maybe the player will travel from town to town, ala Rampage, trying to find sanctuary. I was planning out ways to have every city be procedurally generated.
It felt to me like those videos (the few I watched anyway) weren't real-time gameplay, but scripted ahead of time. All of the player's movements felt way too smooth and calculated, and not like an actual mouse or gamepad.
There weren't a lot of mods that fixed Quake 3, DOOM 3, or Quake 4 =) Duck tape mod doesn't count.
Just because something is possible, most people either have the ambition, or they have the skills, but not both.
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I'll brave the storm to come, for it surely looks like rain...
mr_bigmouth_502
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Quake 3 was a good game, but its main problem was that in order to compete you had to know how to strafejump and circle jump. Since these were technically glitches that became adopted as part of the game, you had to know how to trick the game's physics engine in order to do them. As such, it's extremely difficult for new players, particularly when your reflexes and coordination suck as much as mine.
How could it be fixed? I do not know, but it would likely involve some major modifications to the engine itself. Or I could stick with the rival Unreal Tournament series, which has more streamlined movement mechanics.
How could it be fixed? I do not know, but it would likely involve some major modifications to the engine itself. Or I could stick with the rival Unreal Tournament series, which has more streamlined movement mechanics.
I don't see how it would be so hard to get used to Quake, if anything Unreal would take more time to get used to, because of the translocator. That being stated, the Unreal franchise is the best out of all the franchises mentioned, at least when it comes to multiplayer. As much as I'm looking forward to Doom, I will admit that I love Unreal and that the multiplayer in the new Unreal will probably outshine Doom's. Also, Unreal games always have the best level editors and mod tools.
Keep in mind, to some degree, it can be very subjective. .....also, I'm always negative, dont take TOO much from that. Being really negative is my whole thing. I call myself "Misery" for alot of reasons, that being one of them. But anyway...
I've been a huge fan of Doom and such since the first game. Huge fan. Same with Doom 2, Hexen, and many other related things.
Now, Doom 3 on the other hand.... ehhhhhh. Doom 3 did one thing, and one thing only: Tried to win over the player with graphics. I think, in fact, Doom 3 may have been when I stopped giving a damn about graphics, as it was the one that showed me how and why they just arent important.
Think about the whole flashlight mechanic. The entire reason that's there is so that the game can "surprise" you with Jumpscare Imps, which is what I named half of the monsters in the game. Yes, I know they arent all imps. But I called them that anyway. And WHY did they do this? Because it was the only way it could be implemented at the time without everyone's computers exploding. The original Doom games tended to cover the levels in STUFF. It wasnt uncommon to be attacked by 25 monsters at a time! Even in the early game! But Doom 3 was a resource hog. It couldnt get away with that. They'd gone so far with the damn graphics that they needed other options.... so, sudden Jumpscare Imps it was (notice also that a HUGE amount of the game occurs in very narrow corridors, too.... similar reason). Doom was never meant to be a survival horror game. That was NEVER the point. Not even close. You're not meant to be some weak protagonist running in terror from zombies, you're supposed to be like some sort of Super Rambo battling single-handedly through entire HORDES of demons in crazy, messed up landscapes that provided even more danger. But that's what Doom 3 tried to turn it into, survival-horror. Partly because it had to, and partly because that sort of thing was popular back then.
If you play through the game or watch it, even in the late-game being played at the hardest level, it's very, very rare that the game throws more than 2 or 3 enemies at you at once. 2 or 3! That's a far cry from the chaotic hordes that the originals used. And much of the time, because of this, enemies needed to hide and, in fact, jumpscare at you in order to do damage, since if they charged at you from a distance, they wouldnt stand a chance in those low numbers.
Really, it's just not Doom to me. I dont think it's a BAD game, but.... yeah, I dont think it's Doom, either.
Now all that being said, there isnt any specific way to know wether number 4 will be good or not yet.
Buuuuuuuuuuut, I went and watched this just now, which I hadnt seen before (I didnt follow E3 very closely since most of it just bores me). Here: https://www.youtube.com/watch?v=ljpBwguIqos
Now, THAT restores some of my faith in all of this. I notice actual dodging happening. Actual chaos. The original games mastered both elements, which is part of what made them what they are. And the tech has come alot further, so there's not NEARLY as much in the way of restrictions on what can be done here; I see more monsters in more open areas. So that's promising (I hope).
The level editor is interesting.... but we'll see how that goes. I tend to get into that sort of thing easily, so I end up being pretty picky about it. I cant level any judgement on that bit until it's out... it's just too hard to tell much from short vids of it, you really gotta dive deep into it to get a grasp on the whole thing.
Even still, I remain skeptical, because I'm always skeptical and because the whole damn genre has been too disappointing for too long, but we'll see what happens.
mr_bigmouth_502
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Joined: 12 Dec 2013
Age: 32
Gender: Non-binary
Posts: 7,028
Location: Alberta, Canada
How could it be fixed? I do not know, but it would likely involve some major modifications to the engine itself. Or I could stick with the rival Unreal Tournament series, which has more streamlined movement mechanics.
I don't see how it would be so hard to get used to Quake, if anything Unreal would take more time to get used to, because of the translocator. That being stated, the Unreal franchise is the best out of all the franchises mentioned, at least when it comes to multiplayer. As much as I'm looking forward to Doom, I will admit that I love Unreal and that the multiplayer in the new Unreal will probably outshine Doom's. Also, Unreal games always have the best level editors and mod tools.
Eh, the translocator is NOT hard to use at all. A bit tricky to use for telefragging, yes, but for its intended purpose it works wonders. Anyway, the main reason why I say Unreal has a more streamlined movement system than Quake 3 is because of its dodging. Granted, on UT 99 its implementation wasn't the greatest, but on 2004 and above, they actually made it so that you could fine tune how fast you need to tap the keys to dodge, and that's where it really started to shine. On 2004 in particular, I got pretty good at comboing dodges and double jumps.
It's too bad UT4 doesn't have double jumping yet, but it's an early access title so it's excusable. UT4 does have a fairly decent walljumping implementation, but I wish they would maybe take a cue from Titanfall and make it more forgiving.
A new trailer came out at gamescom today:
Even though the trailer is basically just a lot of brutal deaths being shown, I actually saw some interesting stuff here. And, well... At least for me the game is fast paced enough and the action seems pretty good. I hope it delivers what it promises.


