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Subject   (reply to 21528)
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>> No. 21528 Anonymous
30th March 2016
Wednesday 3:42 pm
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Any of you lads want an Xbox-One Closed MP Beta code for Doom? Got it from buying Wolfenstein on the 360 but I don't own an X1 so have at it.

Expand all images.
>> No. 21533 Anonymous
4th April 2016
Monday 12:19 am
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I was going to start a thread but may as well jump on this one - I think it looks fucking shit.

>> No. 21534 Anonymous
4th April 2016
Monday 12:47 am
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I know the original game was playing to what was cool in the early 90s (metal and metally things) so I shouldn't be surprised at the route they took with the design here.
I'm still disappointed though, they could have run with the vintage aesthetic and turned it into something fun and memorable.

Instead we get fuckin plastic greeble marine stereotype. And the multiplayer looks like Halo. It all looks like Halo.
>> No. 21535 Anonymous
4th April 2016
Monday 12:58 am
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I'm not saying whether it's good or not because I have no idea, but that entire video was just "it's not Quake! It's not Quake!".
>> No. 21538 Anonymous
4th April 2016
Monday 1:02 am
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If being able to spawn with weapons of your choice and a fucking unlockable 'perks' system for a supposed 'arena shooter' is not an alarm button for you then you can't be helped. It looks like it has a skill ceiling smaller than spin the bottle. Mack is practically the only game reviewer I trust and I reckon he's bang on with this one, another casual cash grab off the back of a long dead franchise.
>> No. 21539 Anonymous
4th April 2016
Monday 1:56 am
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I was taking issue with his reasoning, not his conclusion.
>> No. 21540 Anonymous
4th April 2016
Monday 8:31 am
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MP doesn't look great. Was hoping for next gen demonic Quake III basically, having to pick up weapons around the map. Loadouts just don't seem like a very Doom thing.

Though I never really cared that much about the MP, I'm hoping the singleplayer campaign is good. I'm nervous because id's last game was Rage and that was shite, but the success of Shadow Warrior and Wolfenstein New Order/Old Blood should hopefully make them go for a more old school approach. Levels with lots of secrets, being able to sprint indefinitely, being able to carry 10 guns, actually have a long and varied campaign. Doom II is my favourite game of all time, so my expectations are very high.
>> No. 21541 Anonymous
4th April 2016
Monday 3:17 pm
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Shadow Warrior was a huge letdown for me. Started great but the enemies got very dull and samey fast, and the levels got worse as the game went on in terms if exploration and general layout IMO.

Would have benefited hugely from level creator tools and multiplayer but it came with neither.
>> No. 21542 Anonymous
4th April 2016
Monday 3:25 pm
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He seems to ignore the fact a large chunk of the playerbase are going to be playing with their thumbs, expecting an arena shooter when this is the case is just plain stupid.
>> No. 21543 Anonymous
4th April 2016
Monday 3:46 pm
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I enjoyed listening to how angry he was.
>> No. 21544 Anonymous
4th April 2016
Monday 4:08 pm
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Is anyone making FPS games just for the PC any more?
>> No. 21545 Anonymous
4th April 2016
Monday 4:13 pm
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I don't think it's that bad an idea when everyone's on an equal playing field. Plenty of oldschool shooters were ported to consoles, including things like Counterstrike and Unreal Tournament.
>> No. 21546 Anonymous
4th April 2016
Monday 6:33 pm
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The multiplayer will be good in it's own right, but it does seem to be a blatant hit towards Bungie. The whole thing looks more like Halo/Destiny than anything else. I'm sure I'll be able to get sucked in for a few months considering it's about that time for me to start hankering after a new multiplayer shooter- The last one I got into was Battlefield 4.

However, it all really begs the question of why it has to be called "DOOM". And the only answer you can possibly keep comingback to is "because their last fresh IP died on it's arse, the dev team is a bunch of faceless nobodies running on leftover tech and ideas from before everyone of note left, but the shareholders want their money this time".

Overall I'm predicting it's basically going to be The New Order over again, but with multiplayer. It'll be an 8-10 hour campaign with QTEs and a semi-hub level, the combat will be balanced like Quake rather than Doom but it will be fine because everyone seems to have forgotten the difference, the difficulty will come from enemies simply dealing and withstanding bullshit levels of damage instead of placement and item strategy, but the critics will lap it up and give it 9/10 because "We haven't had a game so pure and old school in years".
>> No. 21547 Anonymous
4th April 2016
Monday 9:49 pm
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>I'm nervous because id's last game was Rage and that was shite

Really? I massively enjoyed Rage, and only partly because it was one of the few games the devs bothered to optimise to run solidly at 60fps on the PS3. I mean, I'll freely admit that it petered out towards the end and the actual ending was a pile of horseshit, but the shooty gameplay was ace.
>> No. 21548 Anonymous
5th April 2016
Tuesday 2:40 am
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I've been chortling at his videos all day.
>> No. 21549 Anonymous
5th April 2016
Tuesday 7:33 am
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Mack is an absolute Top Lad. His is the only video game review channel I follow and trust.
>> No. 21550 Anonymous
5th April 2016
Tuesday 8:03 am
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Then you're an idiot because Super Bunny Hop is like a bezillion times better.
>> No. 21551 Anonymous
5th April 2016
Tuesday 12:01 pm
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Whoever they are, they probably can't compare to The Best Gamers.
They don't upload often but always worth the wait.

>> No. 21559 Anonymous
16th April 2016
Saturday 12:47 am
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Steam beta is out this weekend, in case anyone didn't know.

Very unsure how I feel about it. The movement and play style feels very arena-shooter; but the loadouts and weapon balance just don't seem to fit. Weapons like the rocket launcher that should feel punchy and meaty have been neutered, and the various rifles all feel too similar. Luckily they got the shotgun right, but compared to the other weapons it actually feels overpowered. Moreover, there's so little tactile, visceral response. Several times I've actually killed people without even realising it because there's so little feedback, especially on the melee kills.

There's still elements that feel very reminiscent of Quake 3, the demon runes acting essentially as a quad damage or BFG that you must control at all costs or else you get raped. But then there's the perks and such that just don't feel like they belong.

I think the problem is that it shows potential, and you can see how they've tried to mesh old-school mechanics with the sort of overall experience today's audience expects, but it isn't quite there. I'd like to be able to put it down as general lack of polish for an unfinished beta; but the fucking thing ships next month so we know this is the best they could manage.

I mean... It's not like I was getting my hopes up, I knew they'd fuck it up, but oh well. Guess I'll just have to hope the new Unreal Tournament comes out OK.
>> No. 21560 Anonymous
16th April 2016
Saturday 1:09 am
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Beta is "All but the bugs", you're thinking of pre-alpha builds. Any changes will be minor. They could fix gun balance no problem, but it is still fundamentally flawed in that it is intended to appeal to the mass market while providing the veteran Doom players enough curiosity to give it a try, so it doesn't have a proper identity as a game. They aren't hailing it as "The Glorious Return of the Prodigal Son of Shooters!" They're marketing it as a new take on an old concept and the principal platform is most definitely consoles, which is weak wristed.

I reckon it will be DOA on PC. Older PC gamers, the people they have to win over, have been burned too many times by Zenimax. They'll wait it out, watch the reviews and feedback carefully and then decide from there.
>> No. 21561 Anonymous
16th April 2016
Saturday 1:32 am
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I can't help but think that it'd be more fun if they just handed the guy who made Brutal Doom a pile of cash and gave it a full release.
>> No. 21566 Anonymous
30th April 2016
Saturday 8:47 am
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Played Quake 1 after 12 years and it's aged really well. Spooky atmosphere, good gameplay.
>> No. 21568 Anonymous
30th April 2016
Saturday 6:34 pm
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Played through the first episode as shareware under dosbox a couple of years ago and definitely enjoyed it far, far more than I did upon release. My hatred towards Quake at the time for not living up to the standards of Doom was really quite rabid.
>> No. 21569 Anonymous
1st May 2016
Sunday 12:20 am
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There are still active deathmatch servers for Quake, both netquake and quakeworld, but be prepared for a solid thrashing. People have got pretty good over the years.

Two decades.
>> No. 21596 Anonymous
9th May 2016
Monday 2:55 pm
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This made me realise I've never played Doom MP.
>> No. 21597 Anonymous
10th May 2016
Tuesday 12:09 am
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>>21533 RIP MOATY
>> No. 21598 Anonymous
15th May 2016
Sunday 9:31 pm
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Full WAB review is out.

>> No. 21599 Anonymous
15th May 2016
Sunday 10:14 pm
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D44m is great. It's not perfect, but it's pretty great.

I was thinking before it came out that it will be like this, and it turns out I was right- It's pretty much the same deal as Wolfenstein: The New Order was. It's fast and old school and frantic and there's no regenerating health and it's great.

The only thing that lets it down is the fundamental gameplay balance, which is what will prevent it from having anywhere near the level of long term appeal that the old Doom and Quake games had. I played it on UV, and much like in Wolfenstein, the difficulty feels completely artificial, your character feels way too fragile, and you have an artificially restricted pool of resources thanks to the levelling system.

It's no game breaker, and I think they deserve enough credit for making a convincingly fast paced, old-school feeling shooter in today's market. But the fact is that on a fundamental level, you take damage far too quickly, and you rely on the health/ammo dropped by slain enemies to keep going. The ammo and health you find in the environment is almost completely inconsequential, and as a result, the encounters feel very samey throughout, regardless of what sort of enemy mix or terrain type they occur with.

In the earlier levels, Doomguy can be killed by about two stray imp fireballs, and that's just all kinds of wrong. You feel artificially gimped until you've spent at least five or six points to bring your health, armour and ammo capacity up. And then from there, all fights drop in challenge considerably. It's not about managing your ammo because you pick it up from enemies. It's not about managing health because you pick that up from enemies too. The level design has no impact whatsoever beyond providing a bit of varied terrain to pursue identical gampley over for six hours or so.

And it's a bloody god fun six hours, don't get me wrong- But I can't see any particularly creative use of the map editor being made. There will be nothing to rival those clever placements of a soulsphere here, a stash of rockets there, that little alcove with a box of plasma and a medikit that makes all the difference if you dare kill the hell knight guarding it, etc... Because this game is just arena after arena, and ultimately, it doesn't really matter if you go into a fight with 25 health and a few shells, or a full inventory. The difficulty will be roughly the same.
>> No. 21600 Anonymous
17th May 2016
Tuesday 1:53 am
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Don't really want to start a new thread just for this but I covered an important switch in so much gore that I couldn't find it for a good 15 minutes. Brutal Doom's great fun.
>> No. 21601 Anonymous
17th May 2016
Tuesday 2:52 am
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I'm very ashamed of how long I spent trying to figure out how you made a typo like "D44m".
>> No. 21602 Anonymous
17th May 2016
Tuesday 4:38 am
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The maps are pretty but I do agree they're more functional than exciting. What did tickle me, though, was the mini map. It struck a nice balance between making sure you wouldn't get lost and not giving you enough detail to straight up tell you where "secrets" are.
>> No. 21603 Anonymous
18th May 2016
Wednesday 3:42 am
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This game is very fucking dull and I can't understand why. It's faster than most FPS games nowadays, it has some fun over the top weapons, the levels themselves are quite twisty and open, it seems to have everything that would make a fun FPS.

But I'm not having fun with it. Maybe it's because the environments tend to be bland and dominated by murky reds, or the focus on glory kills to regain health means you end up watching the same few animations interrupting the flow of the game 1000s of times through the repetitive campaign, or the bits where you're forced to listen to people do uninteresting plot in front of you. But they're all things I can overlook, but something about the core gameplay feels hollow. Doom II is my favourite game, I love arena shooters like UT and Q3, so I should enjoy this Doom but I seem unable to enjoy it. It's vexing.

Also the main thing I think they needed to do was be a bit less serious about it all. If I'm going to be forced to watch a story happen in a Doom game, I don't want it to be a joyless sci-fi story played straight. It's a game about demons invading Mars and the main character going to Hell, they can afford to be a bit out there and over the top instead of going generic sci-fi.
>> No. 21604 Anonymous
18th May 2016
Wednesday 7:49 am
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>glory kills

This was one of the stupidest fucking ideas I ever saw. Making you cycle the same animations, as if they would always be as impressive or 'awesome' as when they were first shown. I've never designed a game in my life but know this was skull-fuckingly stupid.
>> No. 21605 Anonymous
18th May 2016
Wednesday 10:46 pm
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I enjoyed it so far as a mindless murder romp, but I can see why you'd be bored. Up front, let's not forget that no one will face D44m with the sense of amazement and wonder that people had for Doom. Partially it's because we've become jaded, but mostly it's because while Doom was treading truly new ground in terms of technological achievement, D44m obviously does not.

"Classic" Doom required maze navigation and resource management. As >>21599 says, ammo management and weighing the pros and cons of resource acquisition (possibly save-scumming to make a pick-up worthwhile) were a solid part of the game. This aspect is a big part of all the id 3D shooter games up until Q3A at least. I mean heck, in high level Q3A/QL matches where twitch aim is a given resource control is what decides games.

D44m on the other hand is more of a mix of Painkiller and "Warhammer 40k: Spacemarine". It uses the "lock the door, kill the stuff, proceed" system which the former exemplifies with basically no navigation problems thanks to the map design, the mini map and the objective marker on screen. So gone is the maze aspect. ExecutionsGlory kills take care of most health problems while using the chainsaw to create an ammo piñata takes care of ammo in a pinch. Once I upgraded my ammo capacity enough, I could basically pick and choose which gun to use at any moment to match the situation rather than being forced to economise or make do. At least the glory kill animations are blessedly short most of the time, so they slot in rather than stick out.

The upgrade system is another problem. It has none of the subtlety that "adrenaline" in Q2 had for example, where you'd slowly build brick-on-brick, each improvement minor but the sum significant. Instead it's a (by now) bog standard progression system. The BFG as a Get Out Of Jail Free card is another issue. It really does feel like an "Oh Shit" button in a way that BFGs in both Doom and Quake never did.

So what we're left with is a reasonably fast paced shooter in a gorgeous environment where movement is your cover, where the old "PROTIP" really is the best option, where you won't have to think too much and where they still managed to weave a story into the mayhem. It has less story and voice acting than Raven Soft's Wolfenstein, but makes up for it with more aggressive action. And no £%^&%£^ forced stealth sections like New Order.

It's not Doom, but it's enjoyable in its own right. If you get on with the Bethesda published style of id's games, this is no different.
>> No. 21606 Anonymous
18th May 2016
Wednesday 11:15 pm
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The game is very good looking, beautifully rendered and all, but the overall aesthetic does look a bit off to me. The original Doom had a more scummy industrial feel to it, with dripping barrels of explosive fluid and such, as though UAC weren't exactly a slick operation to begin with. I also quite liked that the original weapons looked makeshift and scavenged and silly, or futuristic and unpredictably dangerous. The new ones are all very military looking. Even the hell sequences look less 'metal' and more like the realm of Oblivion.

Am I being picky? I'll just play Brutal Doom where everything still looks charmingly cartoonish.
>> No. 21607 Anonymous
18th May 2016
Wednesday 11:17 pm
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Actually I just rewatched a bit of gameplay footage, and I partially take this post back. Both the hell and Mars environments are bloody beautiful.
>> No. 21608 Anonymous
31st May 2016
Tuesday 4:45 pm
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Interesting look at how they got the sound down for modern Doom.

Also, there's meant to be an Easter egg hidden in the waveform itself of 'Cyberdemon' if you look at its FFT spectrum (pic related).
>> No. 21609 Anonymous
1st June 2016
Wednesday 6:19 am
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Did you find out about Mack on .gs? I remember linking him (might have been a Battlefield WAB) some time ago. I agree, he is the only reviewer worth trusting for me.
>> No. 21610 Anonymous
1st June 2016
Wednesday 6:41 pm
21610 spacer
I think so, yes. He's a top lad.

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