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Quote from (HP)It's called WIP footage, I'm sure you're familiar with the concept!
Nah. S'called demoing on a console.
sorry but consoles are able to do 60 fps now lol checkmate. w/e have fun with your spreadsheets and shit i'll be busy playing real games with a controller that was specifically designed for video games lol!
Quote from SenturaI think I'd be worried more about gameplay getting stale if the trailer represents everything you can and will do in the game. But hey, at least I can get the feeling of playing the full game by watching the trailer on repeat for 8 hours. Score!
To be fair the gameplay in the original Doom games was quite repetitive too, the continued interest came from the level design, weapons and enemies. They seem to be bringing back some of the old school elements for this one, though we'll have to see if they incorporate any of the labyrinth style level design. I'm not sure they will though, this day and age levels where you can actually get lost are normally considered a bad thing, even if deliberate.
Quote from PaulHTo be fair the gameplay in the original Doom games was quite repetitive too, the continued interest came from the level design, weapons and enemies. They seem to be bringing back some of the old school elements for this one, though we'll have to see if they incorporate any of the labyrinth style level design. I'm not sure they will though, this day and age levels where you can actually get lost are normally considered a bad thing, even if deliberate.
That is so true... and it became really annoying. People interpret the "I get lost in your level" feedback as a bad thing, whereas it's not always that black and white, getting lost is part of the exploration sense we used to get in more classic games. Nowadays there's either a gigantic icon on screen telling you where to go, or worse.
I for one welcome the more mazy level design for these kind of games, it's part of what they are and nothing beats the satisfaction of figuring your way out of a level in the end, it was your wits and intelligence that got you out of there, not a obvious HUD element or level design "aid" that took you there... a game is supposed to be challenging in more ways other than how well you can aim.
I'm all against hud icons showing the way, but not sure about the mazy levels.
i think that what makes old Doom great is non repeatable nowadays: it's mainly the animations, timing, response to hits. Doesn't feel you can achieve that visceral response with the 3D, it's crazy but duh, I can't find other explanation
@(HP) post your thoughts in here >>>>>>>>> https://migrationtest.mapcore.org/topic/19016-game-overhead/
PaulH I was being facetious. I think even back in the day Doom's level design wasn't the best, but back then we didn't really have much to compare it to, so it stood out. Right now the trailer looks like it could be any other of such game and doesn't really sell the feeling of being a Doom game. But then again what do I know, the last time I played Doom was some 15 years ago. In my mind redoing a Doom title has more to do with the Doom setting than it does with the gameplay being an absolute fragfest. If it was just that, we might as well just watch the Doom movie or play the original. There are tons of ways to improve a classic, the only thing preventing improvement are rose tinted glasses.
Quote from (HP)That is so true... and it became really annoying. People interpret the "I get lost in your level" feedback as a bad thing, whereas it's not always that black and white, getting lost is part of the exploration sense we used to get in more classic games. Nowadays there's either a gigantic icon on screen telling you where to go, or worse.
I for one welcome the more mazy level design for these kind of games, it's part of what they are and nothing beats the satisfaction of figuring your way out of a level in the end, it was your wits and intelligence that got you out of there, not a obvious HUD element or level design "aid" that took you there... a game is supposed to be challenging in more ways other than how well you can aim.
That's why I love Bloodborne. No hand holding!
That's why I love Dark souls (fuck ya with your PS4
)
Because violence against faceless demons is sexist... or something. :???:
Don't feed the troll imho ![]()
Two things about that doom 4 gameplay:
- Player feels terribly slow. Or is it because in original doom player ran much faster than all monsters?
- Double jump in doom??
Quote from D3adsBecause violence against faceless demons is sexist... or something. :???:
Breaking news! Well known feminist expresses opinion on something that isn't to do with feminism. Men everywhere scared and confused. Sarkeesian unavailable to comment at present, presumed busy having thoughts about economics, or something equally wacky and non-feminist.
Quote from D3adsBecause violence against faceless demons is sexist... or something.
Quote from text_fishBreaking news! Well known feminist expresses opinion on something that isn't to do with feminism. Men everywhere scared and confused. Sarkeesian unavailable to comment at present, presumed busy having thoughts about economics, or something equally wacky and non-feminist.
She has the right to hold whatever opinion she wants, informed or otherwise, but that does not entitle her to spout whatever ignorance she desires without reasonable expectation of social repercussion. So bring it on people!
Personally I've only ever been shocked by video game violence once, and that was a Mortal Kombat X fatality move where some guy gets sawn in half vertically. I found it gratuitous and unnecessary, but the worst part was the sound of screaming rather than the visuals. I think if it had happened in the heat of gameplay I would have been fine with it, but there's something a bit weird about using that sort of imagery as an end-game reward. Other than that, video game violence has never really bothered me, but I guess I can understand people who are put off games by the violence.
I found Doom's "new" gameplay quite fast, considering it was being pad-controlled. And maybe because I'm comparing this to D3, that I like it or not.
I think there are some core things that got into this quite right, but it's all a bit too generic, monsters especially aren't as characteristic anymore, Imps and Cacodenons especially. Also I don't like much the weapons.
On violence it's probably best to ignore the activist and let only the devs speak; but for the finishers I'm not convinced, as someone said they get old, and to make as many as possible they end up making some that take too long and are just a pain. Also I imagine player doesn't take damage while finishing?
Hell looks so good!
I'm curious to see more, at the moment it looks pretty good, but doesn't feel Doom.
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