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The New DOOM Thread (2016)

Astral Rag

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Feb 1, 2012
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7,771
Also got to love the people who actually believe gameplay will be fast and skill-based in a game that's designed for consoles. In 2014.
 

Astral Rag

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Feb 1, 2012
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I wonder how these executions are performed? Hardcore QTEs?

And then there's this:

"There’s a radial menu you can pop up to switch weapons. It briefly slows down time"

Slowing down the game with executions and when you switch weapons, just like it was in Doom and Quake, so oldschool.
 
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Metro

Arcane
Beg Auditor
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Aug 27, 2009
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I'd settle for just the strafing and non health regen parts.
 

nihil

Augur
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Messages
490
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Sweden
Project: Eternity
Also got to love the people who actually believe gameplay will be fast and skill-based in a game that's designed for consoles. In 2014.

I've played Ultimate Doom on Playstation. It's pretty rad.

Linear levels sounds very disappointing. Half of Doom is finding new paths and secrets.
 

Astral Rag

Arcane
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Messages
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I've played Ultimate Doom on Playstation. It's pretty rad.

Linear levels sounds very disappointing. Half of Doom is finding new paths and secrets.

Doom didn't have free look so playing with a controller can be enjoyable, try playing Quake or Serious Sam with a pad and I doubt you would describe the experience in such a positive manner.

I agree with your second point.
 
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dnf

Pedophile
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That sounds like Brutal Doom to me which is a bit odd, basing the next Doom on a rather dividing mod is a weird thing to do.

Hopefully it's nothing like Brutal Doom. Brutal Doom is an "everything and the kitchen sink" mod created by what appears to be enthusiastic teenagers. It is a schizophrenic Adderall-fueled mess that destroys the elegance and playability of the original design. Looks great in videos and plays like camel dung.
Or maybe you are just too old to appreciate games like these? Games made with male teenagers in mind in the first place. elegance and playability? what a joke.

Also got to love the people who actually believe gameplay will be fast and skill-based in a game that's designed for consoles. In 2014.

I've played Ultimate Doom on Playstation. It's pretty rad.
Pretty much, linear action crawlers are not a console limitation, it's a design decision.
 

nihil

Augur
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Project: Eternity
Doom didn't have free look so playing with a controller can be enjoyable, try playing Quake or Serious Sam with a pad and I doubt you would describe the experience in such a positive manner.

You've got a point there. It doesn't have to be Doom or Quake fast, though. Just be designed to support a fast play style, unlike the Gears of War school, with "arenas" locking exits until you kill all the spawned enemies, etc.
 

dnf

Pedophile
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Or maybe you are just too old to appreciate games like these? Games made with male teenagers in mind in the first place. elegance and playability? what a joke.

I played vanilla Doom ports not too long ago. Doom was and is a brilliant game. And you're an idiot.
I played DooM 1 and 2 with Brutal DooM installed not too long ago. Brutal DooM is much better than vanilla DooM. Your opinion is invalid.
 

DraQ

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Chrząszczyżewoszyce, powiat Łękołody
But it will live forever in time as a zombified corpse, even wearing the face of the original DOOM.

If there's one thing that always rubs me wrong its a sequel that takes the same name as the original. If the new game is shit it's pissing on the corpse of a classic and even if its good (it won't be) it's a pita to distinguish in speech.
Yeah, it's straight down Orwellian shit.
 

Dayyālu

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Shaper Crypt
Hopefully it's nothing like Brutal Doom. Brutal Doom is an "everything and the kitchen sink" mod created by what appears to be enthusiastic teenagers. It is a schizophrenic Adderall-fueled mess that destroys the elegance and playability of the original design. Looks great in videos and plays like camel dung.

I'll admit, I haven't played Brutal Doom for some versions. Thus, maybe my knowledge is old. BD is quite peculiar, of course, and to be honest it's quite less a "kitchen sink" than many, many other mods out here (that I find almost unplayable). The curious and good thing about Brutal Doom is not the fatalities (that one can like or not) or the extra gore. It's the gunplay.

For some weird twist of fate, it works.

It's a completely different experience from "standard" Doom, of course, but BD is at least amusing and good-for-what-it-is. No "modern"/ "new" shooter gave me a better gunplay model in almost half a decade. The guns feel effective and the enemies dangerous.

Feel free to disagree, but as far as a mod goes, BD is a good mod. Let us hope that the gunplay of the new one is a quarter as fun as Bd is.
 
Joined
Nov 8, 2007
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The island of misfit mascots
From IGN's preview:

  • Fast-paced combat against multiple enemies at once - Doom 3 this ain't.
  • Set outside a massive UAC research facility on Mars as it's being invaded by the forces of Hell.
  • Hellknights, cyberdemons, revenants, mancubii, and other classic monsters were spotted throughout the demo.
  • Classic Doom weapons, including the fan-favorite double-barrell shotgun return. Plasma rifle, rocket launcher, and the good old chainsaw were also shown off.
  • Go fast. "Doom is not about about taking cover" said executive producer Marty Stratton.
  • Doom is powered by IdTech 6, and will be for PC, PS4, and Xbox One. They are "committed" to 1080P at 60 frames-per-second.
  • Wonderfully gory close range executions, including special ones for dropping down on enemies from above.
  • Revenants now have jetpacks and can hover about while firing rockets at you.
  • At least one weapon, the combat shotgun, has an alternate fire mode, which allows you to charge up and release multiple shells in rapid succession.
  • Sprinting, double-jumping and mantling are all possible, making for very fluid motion during combat.
  • Enemies can teleport in for old-school style ambushes
  • Dying results in a crazy fatality scene depending on what killed you a la Dead Space. Revenants rip your arms off and punch straight through your combat helment.
  • Old school mechanics. No reloading your clip, hold as many weapons as you want, health and ammo pick-ups etc. NO REGENERATING HEALTH.

The bold parts all make me happy. Some of the other stuff sounds like it could be fun, as well. If "Wonderfully gory close range executions" means specific death animations instead of the usual lame ragdolls, I'm all over it.

I'm positive, overall. The only thing missing, on paper, is complex levels with lots of secrets.

Of course, a bunch of good sounding features doesn't mean the game will be good, but it seems they're going for the right thing.

I like this list, though I'd prefer a variety of limited-clip and no-reload weapons. Having to judge when to reload could add a layer of tactical challenge to a game where you're tackling multiple enemies at pace. Reloading was never a problem in itself - it's shitty in cover-shooters because there's no significant penalty for hiding behind cover, making it a pointless break in the action. There's a big gameplay difference between racing around trying to make each shot count, or having to pull a sidearm because your clip ran out with 3 enemies left and they'll be on you before you can reload, v 'shoot...pause behind cover for slow-but-safe reloading animation...duck out and shoot...repeat'.

If they were to use the original Doom weapons, make the chaingun and plasma rifle no-reload, the BFG 1-shot-reload, while the shotgun, pistol and rocket launcher could have limited clips. Not going for realism, but magnifying the tension created by the fast gameplay.

Ideally, I'd like them to still allow you to hold infinite weapons, but divide them into 2 categories. 'Main weapons' (rifle-size and larger) have longer reloading animations, and you have to go through that reloading animation (or an 'arming' animation of similar length) when switching to them. 'Sidearms' (various pistols....and the chainsaw) have ultra-short reloading animations and zero delay when switching to them. Again, I'd be trying to encourage situations where there's a fuckload of enemies bearing down on you, and you've got to either make every shot count OR switch to your sidearm (ala Gorman during the tunnel escape in Aliens), while giving a practical reason to go chainsaw-happy. You wouldn't need the 'main weapon' animations to be particularly long, so long as the combat gameplay is fast enough.
 

Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
4,407
It is kind of funny how the original Doom plays perfectly fine on a gamepad, but nobody tries to make a similar game for consoles. Instead they try to ape Half-Life, which was designed with mouse controls in mind from the ground up.
 

nihil

Augur
Joined
Jun 11, 2006
Messages
490
Location
Sweden
Project: Eternity

Yeah, reloading can be a fun addition if done right. Pretty cool ideas you've got there. I hope they do something to create an interesting dynamic, where you need to remain active to maintain a good "flow", but where it doesn't bog you down if you're good. The original Doom was mostly run fast and point, and sometimes switch weapons, which is fine, but it wouldn't hurt if they made it more interesting in that regard. But as always, without making it a slow wait-fest.
 

dnf

Pedophile
Dumbfuck Shitposter
Joined
Nov 4, 2011
Messages
5,885
Hopefully it's nothing like Brutal Doom. Brutal Doom is an "everything and the kitchen sink" mod created by what appears to be enthusiastic teenagers. It is a schizophrenic Adderall-fueled mess that destroys the elegance and playability of the original design. Looks great in videos and plays like camel dung.

I'll admit, I haven't played Brutal Doom for some versions. Thus, maybe my knowledge is old. BD is quite peculiar, of course, and to be honest it's quite less a "kitchen sink" than many, many other mods out here (that I find almost unplayable). The curious and good thing about Brutal Doom is not the fatalities (that one can like or not) or the extra gore. It's the gunplay.

For some weird twist of fate, it works.

It's a completely different experience from "standard" Doom, of course, but BD is at least amusing and good-for-what-it-is. No "modern"/ "new" shooter gave me a better gunplay model in almost half a decade. The guns feel effective and the enemies dangerous.

Feel free to disagree, but as far as a mod goes, BD is a good mod. Let us hope that the gunplay of the new one is a quarter as fun as Bd is.
Better guns is useless without proper world/enemies feedback wich BD provide in droves
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Has anyone played this Doom classic complete on the ps3 ?

http://doomwiki.org/wiki/Doom_Classic_Complete

Haven't played it but I know that the Xbox version comes with a new episode called No Rest for the Living which I'm told is pretty nice.

It doesn't seem to be included with the Ps3 version but a good friend told me the wad is easily obtained for PC by searching for "nerve.wad".

It works with your favorite source port and Brutal Doom should you be so inclined.

http://doom.wikia.com/wiki/No_Rest_for_the_Living
 
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Don Peste

Arcane
Joined
Sep 15, 2008
Messages
4,364
Location
||☆||
Has anyone played this Doom classic complete on the ps3 ?

http://doomwiki.org/wiki/Doom_Classic_Complete

Haven't played it but I know that the Xbox version comes with a new episode called No Rest for the Living which I'm told is pretty nice.

It doesn't seem to be included with the Ps3 version but a good friend told me the wad is easily obtained for PC by searching for "nerve.wad".

It works with your favorite source port and Brutal Doom should you be so inclined.

http://doom.wikia.com/wiki/No_Rest_for_the_Living
Also included in DOOM MEGA PROJECT ULTIMATE FINAL (Seed it).
 

m_s0

Arcane
Joined
Jun 18, 2009
Messages
1,292
Sounds about as "oldschool" as that new Wolfenstein so it's pretty much what I expected.
 

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