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The New DOOM Thread (2016)

Doktor Best

Arcane
Joined
Feb 2, 2015
Messages
2,877
Infi was concerned that two codexers in a row posted this video with "it's gonna b ok game, guise"
GGG guy is surely champignon mushroom on the top of sewage (yt channels, decline enablers, bottom feeders and other AAA defecatenders) but still got few issues.

Its pure coincidence.

Anyways guys you should check out Fallout 4. Its really not that bad i promise!
 

Haba

Harbinger of Decline
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Land of Rape & Honey ❤️
Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2

keen-in-doom.jpg


latest


:nocountryforshitposters:
 

DosBuster

Arcane
Patron
The Real Fanboy
Joined
Aug 28, 2013
Messages
1,861
Location
God's Dumpster
Codex USB, 2014
This whole site is probably just Bethesda PR people (myself included) who think they're the real shill, I mean, Zenimax has to be putting those millions of dollars somewhere.
 

Mozg

Arcane
Joined
Oct 20, 2015
Messages
2,033
Has there been another FPS with both double jumps and mantling?

Edit - Did Titanfall have mantling? I played it with a buddy and I don't remember it but it might have been some kind of item you have to equip or something. It did have double jumps I think.
 

Parsifarka

Arcane
Joined
Dec 31, 2014
Messages
1,022
Location
Potato field
The problem here is most of us who care about Doom and thought that WooD would be shit haven't played the game because it hasn't been cracked yet. So those who play it and talk about how wonderful is to turn Doom into the retarded brother of Painkiller have bought it, which means they spent 60$ on a Bethesda product and therefore can't be trusted.
 

Durandal

Arcane
Joined
May 13, 2015
Messages
2,117
Location
New Eden
My team has the sexiest and deadliest waifus you can recruit.
art design on the whole lacks inspiration and color, the art directors have a fear of a varied color palette
sound design isn't always that good, and soundtrack can become a hindrance when it delves too much into noise industrial territory
poor pacing at the start of the game and endgame
cutscene rooms where you can't do anything but move as people talk to you shouldn't even exist in Doom, no matter how short they are
level design lacks the complexity and possibilities Quake had
levels are mostly static
item placement and enemy placement are non existent, nullified by glory kills and the chainsaw
upgrades are just a crutch
weapons lack punch visually and audially, especially the rocket launcher feels like it got the short end of the stick and rocket launchers never should get the short end of the stick
most enemies don't really feel like they've been made with your expanded movement abilities in mind
level design lacks flow, and is instead divided into square/rectangular arenas interspersed with tall platforms to jump on where most of the action happens, and long boring corridors where there's not a lot of enemies, but you have to explore them for secrets
glory kills and chainsaw are counterproductive to the speed and flow this game was marketed on, the game would be faster if you removed glory kills, reduced general HP, added more enemies, and increased level size
alternate fire modes only makes one weapon resemble another
prioritizing enemies rarely happens due to low enemy counts, the ease through which you can move around and avoid them, and glory killing remedying the player's mistakes through making enemies drop more health if your health is lower
enemy counts are never large enough to make groups of one enemy type stand out, or to make one enemy type become more dangerous in conjunction with others a la Serious Sam
weapon balance is a bit iffy
less enemies with more HP in small levels rather than more enemies with less HP in big levels
yet that does not make it Quake, because each enemy in Quake would influence the way you'd move around, and you couldn't always double-jump out of harms way in Quake
story is as boring as you can get, but they still force you to eat it
difficulty settings don't seem to increase enemy counts per level (not that it would be really noticeable in the first place)
the Heavy Assault Rifle never had to exist, yet its existence is what nerfed the shotgun for the sake of balance (see Golden Rule of FPS why this is not a good idea)
bossfights can get somewhat repetitive, and the weapon you use during a bossfight doesn't really matter, as long as it deals damage
ending is the bad kind of sequelbait
snapmap is ridiculously limited
multiplayer is stuck inbetween Halo and Quake, but is not better than either
singleplayer does not do anything new itself aside from some new enemy types which could have been utilized better IMO
the only new thing that singleplayer does new, Glory Kills, is not that new or innovative, and even then if the designers had any sense of coherence and weren't forced by suits to make the new Doom as gory as possible to appeal to the impressionable crowds, they wouldn't have included Glory Kills in the first place
the whole setting in nuDoom lacks soul, it's really just a Hollywood reboot

nuDoom is not that bad that you can't have fun with it, and this is the closest thing we're going to get to an old-school FPS until Blackroom comes out, but this game gets many things wrong about old-school FPS design which people blinded by their hype and fun are willing to overlook, killing any room for potential improvement for the inevitable sequel
 

Starwars

Arcane
Joined
Jan 31, 2007
Messages
2,834
Location
Sweden
I kinda want to play this but... 60 bucks? For what seems like a fairly short campaign (and I'm not interested in multiplayer)? Nah...
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Nothing wrong with those easter eggs as they are not out of place and are not shoved in your face for cheap "lulz".

-Keens are part of a secret level

-Romero can't even be found without using noclip
 

Durandal

Arcane
Joined
May 13, 2015
Messages
2,117
Location
New Eden
My team has the sexiest and deadliest waifus you can recruit.

Increasing

Plant
Advertising plant
Joined
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Messages
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Nothing wrong with those easter eggs as they are not out of place and are not shoved in your face for cheap "lulz".

-Keens are part of a secret level

-Romero can't even be found without using noclip
Point is that cheesy easter eggs were still there, and that they felt glaringly out of place with the art style and theme of original, wherein some effort was put into making those from newest game blend in nicely with the rest of it.
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
One easter-egg I did like is the T2 thumbs-up when you die in the lava. Didn't expect that. The Skyrim meme XD easter-egg can fuck off though.
 

Increasing

Plant
Advertising plant
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Messages
78
Agreed, Terminator easter egg was awesome. :) As for the Skyrim one, you must at least admit how that corpse doesnt feel completely out of place in that environment compared to Keens in original.
I kinda want to play this but... 60 bucks? For what seems like a fairly short campaign (and I'm not interested in multiplayer)? Nah...

I got mine from here: http://www.kinguin.net/doom-steam

32-34 € is not that bad.
It's well worth it and the game is absolutely deserving of support if you want more AAA shooters that don't follow generic cinematic or open world mold, not to mention that you are future proofing yourself for all the user created content that is bound to pop up in the future.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Nothing wrong with those easter eggs as they are not out of place and are not shoved in your face for cheap "lulz".

-Keens are part of a secret level

-Romero can't even be found without using noclip
Point is that cheesy easter eggs were still there, and that they felt glaringly out of place with the art style and theme of original, wherein some effort was put into making those from newest game blend in nicely with the rest of it.


Looks like reading comprehension is not your strong suit.
 

Sjukob

Arcane
Joined
Jul 3, 2015
Messages
2,093
Haven't played the game , but it seems like the situation here is the same , as it was with Max Payne 3 .

If you can forget about the title Doom 4 is a decent shooter , but it sucks as a Doom game .
 

Durandal

Arcane
Joined
May 13, 2015
Messages
2,117
Location
New Eden
My team has the sexiest and deadliest waifus you can recruit.
holy shit even fucking IGN agrees with me on Glory Kills
http://www.ign.com/articles/2016/05/13/doom-review-2

[Editor’s Note: Because Doom review copies were not provided ahead of release, we didn’t get to start playing until release yesterday. We’ve now completed the single-player portion, and the review below covers that content. Come back early next week for our thoughts on the multiplayer modes, the SnapMap editor, and of course our final score.]

At its best, Doom is everything it should be — you, your super shotgun and just barely the amount of ammunition required to kill every single demon on Mars. It feels like a Doom game as you desperately try to find health pickups to keep you going, an ever-growing menagerie of demons snapping at your heels. It's exhausting and exciting and a little bit dumb, and when you're into it you're all the way in. At its worst, Doom is a series of enclosed rooms filled with demons, all of which you must kill to advance. By the time I was halfway through the 8.5-hour-long campaign, hunting down the last Imp in a room so the door will unlock had begun to wear thin.

First impressions wise, Doom strikes all the right notes. The Union Aerospace Corporation's research facility on Mars runs red with the blood of employees who learned a new meaning for the phrase 'wrongful termination,' but that barely matters to the inexplicably mute Doomguy, who shoots anything and everything which moves. Starting with only the pistol encourages you to focus on the diabolically delightful Glory Kill system — shoot your nearest Demon enough that they become staggered and highlighted in blue or orange, and if you press F (or R3 on a PS4 controller) while standing next to them you will rend them asunder. That is to say, you'll tear off their limbs and, in more than a few cases, joyfully beat them with their own appendages.

Lifted wholesale from the still-popular Brutal Doom mod for the original Doom, developer id Software smartly uses these executions to maintain momentum as you play. An executed enemy will drop health packs — critical pickups in a game where you don't regenerate your health out of combat. As you make your way through the UAC facility, the purpose of those health packs becomes clear: They allow you to sprint headfirst into combat (Doomguy's default movement speed is a steady run) and kill as many enemies as you can. If you take too much damage, or if you're running low on ammunition, it’s easy to recover by staggering demons and performing an execution, which gets some health back and removes a threat without using as much ammo. Executions teleport Doomguy a short distance to his target and render him temporarily invincible while they’re carried out, which makes them great for two slightly left-of-centre things — getting a moment's ironic peace in the middle of a firefight, and teleporting yourself loose when you clip through the floor (which happened to me more than a few times).

The demon outbreak on the facility is a result of worst business plan of all time — to rob Hell of its energy resources — and security precautions see to it that you cannot open most doors if any demons are still alive. These are kill chambers, a relic of an era of shooter design all but gone, designed to contain you and force you into a particular playstyle. Where games with regenerating health reward players who hide and pick off enemies one at a time, Doom instead forces you to map out a path through the chamber trying to find health without ever stopping long enough to become overwhelmed.

It's a design philosophy which runs counter to the nature of the execution system. Glory Kills promote a forward momentum, encouraging you to move towards enemies to close the distance and earn your health pickups, but the kill chamber map style does the opposite. Your best strategy is to move backwards through the chamber, away from the enemies, and to do damage as you go. The AI in Doom is not particularly smart, and you can rely on it to roughly converge on your location (even when it can't see you and shouldn’t know where you are). So if you run in circles around the kill chamber, shooting behind you and dodging projectiles, you can kill the majority of the enemies within — only after you've thinned the herd of Demons can you then start running forward and killing them by circle-strafing (running around them in circles).

It might seem like an odd complaint, because I've praised Doom for how old-school it feels, and circle-strafing in kill chambers is an old-school staple. But in the old days rooms like these were products of an era where enemy AI wasn't capable of the surprisingly scary tactics we see in shooters these days. In Doom it seems more like a crutch — if the enemies were more capable of advanced tactics and teamwork the shooting would be more interesting, and I wouldn't need to be locked in a room to want to kill everything in sight. That doesn't mean it's bad, but it's just about the only trick up Doom’s sleeve, and it doesn't take too long before it wears thin.

The quality of the shooting itself varies depending on which of the eight weapons you use. The Super Shotgun is brilliant — good enough that by the end of the campaign I was only using other weapons long enough to get shotgun ammo back. The beautiful finish on the double-barrel gun captures the nostalgic vibe of the older games while delivering a hefty wallop across a wide spread, which makes it great against the bigger enemies you end up fighting dozens of. On the other end of the spectrum is the Rocket Launcher, which feels underpowered and redundant. Especially after you’ve upgraded the Heavy Assault Rifle and the Combat Shotgun to posses explosive alternate fire modes, the Rocket Launcher barely seems worth the effort required to draw it. Weapons sharing ammunition between archetypes – like the Plasma Cannon and Gauss Rifle both using plasmoids – is an odd concession to nostalgia, because you get all the weapons quite early (especially if you're hunting for secret areas). This meant my use of weapons like the Combat Shotgun were relegated to accidental weapon switches, because I was leery of using up my Super Shotgun ammunition on the weaker of the two guns.

Of course, The BFG 9000 makes an appearance and occupies an interesting place in the weapon lineup. Moved away from the weapons wheel, the BFG has its own dedicated button (T or Triangle) which emphasises its importance in your arsenal. When you fire it, it vapourises everything in a very large radius: green ionic charges arc from the first enemy you hit and into every other demon nearby, and the gibs soon fill the air like confetti at an environmentally irresponsible parade. It's a quick charging Win Button, but that's what the BFG is supposed to be. The only drawback is that it's so powerful, especially if you train your enemies behind you into an easily obliterated mob, that I often found myself holding off on using it, waiting for bigger waves to arrive... until suddenly everything was dead and I didn't get to use it at all.

Those hordes of demons come in all shapes and sizes. The enemies start out quite tame, a wide array of lumbering zombie types for you to gib and execute at your leisure. As the campaign progresses the demons start to grow, trading warped humans for bigger, meaner monsters direct from Hell, including the iconic lineup of classics The Pinky demon returns to provide a fantastic fight: your first encounter with this squat, blister-red charging demon is tough, because he closes the distance so quickly and shrugs off most shots to the face. Eventually Pinkys will be the cannon fodder you fight as you concentrate on more pressing threats like the cycloptic Mancubus, which has guns for arms and does long-range, mid-range, and short-range damage. The Barons of Hell were my favourite to fight, despite their relative simplicity. Towering demons with horned heads and chitinous armour plating beneath their skin, they rely on close-range attacks and are capable of getting into range very quickly. My one complaint about the monsters is that the possessed grunts which make up the bulk of the cannon fodder sound amateurish. Part gargle, part screaming, their repetitive ambient cries for attention grate on the nerves well before halfway through the campaign.

The only enemies more imposing than the Barons of Hell were boss fights, where Doom takes on a very different feel. The bosses possess a wide array of attacks, which turned them into dexterity-based puzzles. Shooting them in the face while running backwards won't work against these enemies, so you need to work out their attacks, figure out how to dodge them, and shoot whatever their weak spot is. I don't want to spoil them so I'll avoid specific details, but one boss fight will test the limits of your ability to dodge in 3D space as it hammers you with long-distance attacks. Shooter bosses are so often massive bullet sponges and little else these days, which makes Doom's big fights feel that much more satisfying to win. In each boss fight I died at least twice just trying to memorise the way the attacks were telegraphed as well as the best way to avoid them.

Doom's biggest concession to the new school — progression by way of a weapon and armour upgrade system — is definitely for the best. It encourages you to seek out the levels’ many secrets, confident your diligent scrounging will be rewarded with an expansion for your health pool, the opportunity to improve your rocket launcher, or an upgrade for your body armour which allows you to switch weapons faster.

In that specific way, the level design — when it isn't locking you into a room filled with demons — is brilliant. The approach creates an organic flow to accommodating you depending on how you want to play. If you just want to skip from kill chamber to kill chamber you can, but you'll inevitably notice out-of-place elements to investigate, and you'll begin to understand the breadth of the level itself as you go. A casual secret-hunter will come across upgrades just by taking the path less travelled, but there are tiers above that. A committed hunter will always be on the lookout for oddities in the otherwise perfect placement of the levels, and they'll need to do some solid first-person platforming to reach their objective. The really keen secret-finders will wind up making some spectacular leaps of faith in their quest to reach runes, collectable Doomguy dolls, and upgrades. The layers of secret building, along with the platforming, lead to an opportunity for you to dictate how much downtime you have in between high-octane killathons, and it's a great way to grab a breather.

Performance-wise, Doom is id Software's best game in years. RAGE had oodles of problems even for those lucky few with the right combination of PC parts, but Doom's biggest flaws thus far have been a few error-less crashes to desktop and some extremely odd clipping issues. Outside of a handful of errors it ran at a solid 60 frames per second, and it looks great while doing so. The way it handles lighting is sometimes reminiscent of Doom 3's too-dark world, but here they waste no time in illuminating things. The same attention to detail paid to the level design has been given to the world art, which means there are always interesting elements of the world to infer from the environments, like vehicle repair bays filled with the equipment necessary to fix the Mars-roving trucks on the base, including stacks of spare tyres. The only trick here is that you need to slow down enough to actually look.

Doom’s industrial rock soundtrack is great, but I would expect nothing less. I don't think it's as good as the soundtrack in the original, but the way the tempo drives and signposts action makes it a solid substitute. It almost feels more like Quake than it does Doom, but it still hits all the right notes, and the original game's compositions are definitely present.

Doom-Review-For-Article-720x539.png
 

Increasing

Plant
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Are you guys really going as low as hoping for Doom to receive poorer scores? You realize that poor scores and sales could mean that you won't see another AAA old school shooter like this anytime soon, and that publishers will stick to what they consider to be safe for FPS genre, in this case either more linear cinematic shooters like CoD or open world ones like Far Cry.

Nothing wrong with those easter eggs as they are not out of place and are not shoved in your face for cheap "lulz".

-Keens are part of a secret level

-Romero can't even be found without using noclip
Point is that cheesy easter eggs were still there, and that they felt glaringly out of place with the art style and theme of original, wherein some effort was put into making those from newest game blend in nicely with the rest of it.


Looks like reading comprehension is not your strong suit.
I could say that exact thing of you, given how you failed to understand my simple point for the second time in a row.
 
Last edited:

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
Were it not for the emphasis on glory kills and arena-focused design, this game would've been a lot better.
 

Junmarko

† Cristo è Re †
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Schläfertempel
Interview with Mick Gordon, composer of Doom 2016 soundtrack.

 

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