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DooM_RO

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victorboris1 said:

Because that's how computers work.


You don't say!

But having limits is never a good thing in the years following release.

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Zemini said:

You don't say!

But having limits is never a good thing in the years following release.


C'mon man, this is 2016. It's not like tinkering with DoomBuilder 2 where you could potentially put as much detail on as big of a scale as you want.

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LANEGRACABRA said:

Marty almost looks like he could be an ingame render.


He looks like one of the scientists from Doom 3.

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DooM_RO said:

He looks like one of the scientists from Doom 3.


I thought he looked like the Doom 3 marine :D

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DooM_RO said:


I'll try my best

Doom (2016) - First-try-Talk in the video - Special: all facts about the PC version, part 1

Doom always was mostly a PC shooter - is this still true for the Reboot in 2016? PC Games Writer Peter Bathge tells us about his exclusive hands-on test impressions at iD Software. How are the controls, the hit-feedback and the level-design? Everything in part 1 of our big video-preview.

Playing Doom with mouse and keyboard - I had the pleasure to do this before the official release in this spring. To inform you perfectly about the pc-version we start a two-part video-series here on pcgames.de. We begin with our impressions regarding the level design, the controls, the weapons (chainsaw yeah!!!!) and hit-feedback. The 15 minute long first part explains and answers the pressing questions regarding the existance of secrets and keycards in the 2016 Doom-reboot. Futhermore we will talk about the upgrade mechanics of the player character and his weapons.

< Now I won't translate the whole video ;) but five some things they say >

- no new gameplay material they are allowed to show (duh)
- new material coming soon from bethesda (they already played it)
- doom is much faster than doom 3, allthough sometimes the looks are inspired by it. there was absolutely no horror/supsense, allthough the developers said they are not yet sure how much of it they will introduce in the final game. it's cleary more like doom 1 and 2
- fast, linear action, mouse and keyboard controls felt absolutely great
- there is no way to sprint...you are always sprinting, and you can get even faster through upgrades
- double-jump and a jetpack (???) offer much more vertical movement
- he says that when you trigger the double-jump, and hold it, you are hovering for a certain amount of time to jump further
- keycards are back, levels are larger and have many levels and areas. often you look down to areas you haven't been or cannot access yet, and have to find a way to access. after 15 years of linear shooters, it felt very fresh, to the point that it sometimes seems too complex at first if you are used to call of duty or halo
- automap is back, and he mentions it also shows where you have to go in some cases
- it is nothing like linear "hose-levels", also of course not open world, but more like arena. he compares it a little bit to God of War. You arrive at a certain point, the doors close, monsters rush in, you kill em, the doors open. (YUCK!!! I like it in Zelda, but please not in Doom!!!!). He continues to say that this is what gamers wanted from the new Doom (......uhm.....not me...damn, why are they all mentioning arena gameplay? I don't like that :( )
- there is no aiming-down-the-sight (I only translate...don't kill me...)
- no reloading
- you need quick reflexes
- basically no story is told
- slow-motion during weapon shift
- if you select weapons via number-keys, no slow-motion on pc
- they haven't shown all guns yet (he was told, he hasn't seen them)
- 10 - 12 weapons
- chainsaw ammo is rare
- there is a new enemy which teleports around
- enemies can climb stuff, are much more mobily than one is used to, similar to Rage but even more agile. Some seem like they are as mobile as the player
- weapon upgrades similar to Rage, you get new shooting modes for the weapons
- some of the weapon mods you find during the story, others are hidden in secrets
- you can upgrade your character regarding what he gains when you execute an enemy: faster, better armor, better weapon power
- with the speed upgrade, most of the reporters there weren't able to control that speed at first, so a developer showed them how it is done, and it look beautifully fluid
- he mentions there is an upgrade similar to borderlands that you get a "last chance" to kill something when you die to regain health/not die
- it is not sure if they implement it due to balance, but they also have a second upgrade tier regarding your suit, which gives you permanent bonuses to speed, armor etc. without executions
- the developers told him about that because he found a crate in a secret room and when he picked it up, the game crashed. so they told him that this was not fully implemented yet and they are not yet sure if or to which degree they implement this
- it is very hard to express and tell people WHY the gameplay already feels so good. people tend to simply say "it's Doom", but that doesn't tell it. The many little things fit so good together and run so smoothely, that you feel how experienced the crew behind the game is, even if people like John Carmack etc. are no longer on board. For example the weapons feel absolutely right (MY(!) biggest grief with Doom 3), they pack exactly the right punch, and it feels like the original Doom when you unload the shotgun into an imp. It is just satisfying and you could do it all day. The hit-feedback is one of the best he ever experienced.
- Nightmare is confirmed by the developers

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Ehh.. Not too sure how I feel about that "doors close, fight, kill all demons, doors open again" thing. That's what I was afraid of. Kind of a bummer..

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MrDeAD1313 said:

Ehh.. Not too sure how I feel about that "doors close, fight, kill all demons, doors open again" thing. That's what I was afraid of. Kind of a bummer..

Still not clear exactly to what extent.....e3 idustrial level is nothing like this.

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Zemini said:

You don't say!

But having limits is never a good thing in the years following release.


I don't know what kind of answer you expected. Computers and consoles all have limited RAM, even despite the fact that on PC the RAM can be upgraded, the developers still have to put a cap on how much memory you can spend on SNAPMAP probably because they could be planning to curate the best mods on PC and port them to consoles.

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id.dav said:

Still not clear exactly to what extent.....e3 idustrial level is nothing like this.

The Hell level was this type of level design

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id.dav said:

Still not clear exactly to what extent.....e3 idustrial level is nothing like this.

True. But I'm not sure how true the hell area being that way is. We didn't see most of the paths that could have been taken. I'm wondering if you can ever completely avoid a mob of dudes and run into another like in old Doom :)

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tuo said:

You arrive at a certain point, the doors close, monsters rush in, you kill em, the doors open.


wow wow WOW!

Please id, get this shit out of the game asap. It's fine if you use it couple of times in the game, like maybe in a boss encounter or something but please don't turn this into Painkiller or Shadow Warrior reboot. That's not Doom and you know it.

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Yah not too excited for that but this still existed to some extent in classic Doom.

Everyone's favorite level go to meme e1m6 has this right when you get the yellow key I think.

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quakke said:

wow wow WOW!

Please id, get this shit out of the game asap. It's fine if you use it couple of times in the game, like maybe in a boss encounter or something but please don't turn this into Painkiller or Shadow Warrior reboot. That's not Doom and you know it.

Quoted for fucking truth.
I don't mind this being a trick in some levels but I'd hate to have it overdone in Doom.

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+1 for "arena battles shouldn't be prominent in Doom". I think I'd tolerate them if they made, say, 33% of the game (including all boss encounters), or less, but no more than that.

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tuo said:

You arrive at a certain point, the doors close, monsters rush in, you kill em, the doors open.

KILLITNOW then again, Doom did use this a tiny bit, but it was mostly for traps, and you usually could find a way out without having to kill every monster. But I hate HATE HATE this type of 'gating' design in any game no matter where it appears. And it'd be a real fucking shame if it was used extensively here, because I was really hoping this would have the same flowing combat and gameplay structure as the classic Dooms. It was the biggest thing that set it apart from arena shooters like Serious Sam or Painkiller and it's typically a common and gross misconception that Doom was anything like those.

EDIT: You know, thinking on it more, there are probably certain executions of it that I wouldn't mind. Like, if that hell quarry level was a big arena that opened up more and more as you went on, that'd be kind of cool. But if it ever gets to the point where it's a predictable [arena]->[exploration]->[arena] setup like Painkiller I'm just done.

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MrDeAD1313 said:

Ehh.. Not too sure how I feel about that "doors close, fight, kill all demons, doors open again" thing. That's what I was afraid of. Kind of a bummer..


You need to take in mind technical limitations. If you herd monsters in one room and the next too then you will bring the framerate to its knees.

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Given how often Stratton et. al. have talked about the "arena" system in the new Doom, I think it's pretty definite that the close door-fight-open door structure will be prominent. Like Doom_RO says, part of that has to do with managing processing tasks.

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tuo said:

- automap is back

Yes!

- basically no story is told

Yes!

- if you select weapons via number-keys, no slow-motion on pc

Yes!

- chainsaw ammo is rare

D'OH

- Nightmare is confirmed by the developers

WHOO-HOO

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..Think I lost a bit of hype thanks to this. That's seriously some bullshit. BUT it doesn't seem like it's all going to be like that. Like id.dav said, the e3 reveal did show it a bit differently..

But then again, a lot seems to have changed since then. Kinda worried now tbh.

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