dux Posted May 5, 2016 Report Posted May 5, 2016 Nice little E1M1 Remix I heard there. blackdog 1 Quote
Jetsetlemming Posted May 6, 2016 Report Posted May 6, 2016 On 5/4/2016 at 5:01 PM, BJA said: Some more concept art. http://www.theverge.com/2016/5/4/11591734/doom-concept-art-gallery Zdislaw Beksinski is a fucking fantastic inspiration for hell art design, and seeing that they used his work makes me way more interested. Quote
Jetsetlemming Posted May 6, 2016 Report Posted May 6, 2016 1 hour ago, dux said: Mew mew Glad to see that guy getting paid to make good shit. I'm still bummed about his failed kickstarter for the horror movie he was gonna make. Quote
BJA Posted May 9, 2016 Report Posted May 9, 2016 More concept art release, this time for some of the demons. http://mashable.com/2016/05/09/doom-concept-art-demons/#E7vUiyK_Ruq1 Puddy and -HP- 2 Quote
dux Posted May 9, 2016 Report Posted May 9, 2016 Is the Arch Vile in the game? I can't recall if he has been show or not. Quote
BJA Posted May 10, 2016 Report Posted May 10, 2016 14 hours ago, dux said: Is the Arch Vile in the game? I can't recall if he has been show or not. Yes, you can see him in the launch trailer at 0:50. Quote
Zyn Posted May 11, 2016 Report Posted May 11, 2016 Bit of a shame that SnapMap has limits on entity numbers that seem like they will fill up fast (thanks, consoles!), so you can't have hundreds of enemies on screen at once like in ye olde Doom, but then sprites are a hell of a lot easier to render than polygons. Hey that would be neat actually; allow users to switch to sprite versions of the existing monsters, so the game looks like Gib Hard (How's that coming along btw, Peris?). Spoiler Anyone want to sponsor me a copy? I want to stream this so bad this weekend! Quote
dux Posted May 11, 2016 Report Posted May 11, 2016 Why the fuck isn't this the main demo instead of a pissy console controller demo. This looks wayyyyyy better. It's even 120 god damn FOV. Evert, -HP-, tomm and 5 others 8 Quote
DrywallDreams Posted May 12, 2016 Report Posted May 12, 2016 The game still doesn't look great, imo. It's way too dark for how much lighting there is. Every surface reflects like a mirror, but the light hits all of the walls like a brick. The light should be bouncing like nuts. I'm hoping it ends up being great, though. The shooting looks alright, at least. Quote
PaulH Posted May 12, 2016 Report Posted May 12, 2016 I played the first hour or so last night on PS4. I appreciate that they've tried to stick rigidly to the old school formula but FPS games have moved on since the original Doom and not everything that's been introduced has been a bad thing and needs to be discarded. It literally throws you into the action from the start (you get up off a table and pick up a pistol and start shooting) which means there's nothing in the way of storytelling to explain what's going on or who you are. I know this is Doom, and you don't necessarily need these things, but it means the level areas don't have any kind of buildup and they just feel like test arenas for the weaponry more than actual places. There's nothing pushing you through the levels story-wise apart from the bare desire just to kill everything, which can get a bit dull. The combat feels a little weak (this is just the first hour though) and boils down to repetitive quicktime events used to finish most of the enemies off. These were a mis-step I think, it takes away from the feeling of immersion to have to press a button to play some canned finishing move on the enemies, as it does with the chainsaw being entirely about quicktime events - I just want to shoot and explode things and run at them with my chainsaw, slicing them apart, not press a button to watch my guy do a scripted sequence on them every time. The quicktime actions themselves are super quick which I can understand the decision for but also quite jarring as a result, and not helped by the bad screen tearing on the PS4 version (I was playing pre-Day 1 patch though) I'll play some more over the weekend, maybe it gets a bit better once you start messing with weapon and suit upgrades. The video Dux posted looks pretty good in terms of utilizing the environment to your advantage and chaining the kills together, though that seems to be literally all the game is about (much like the original Doom, I know, I just feel I want a bit more from my games in 2016). Looks like the more powerful weaponry eliminates the need for a lot of those quicktime kills though, at least if you play like the guy in the video did. -HP- 1 Quote
Zyn Posted May 12, 2016 Report Posted May 12, 2016 Quite sure it's possible to turn off the "glory kills" through the options menu. Quote
PaulH Posted May 12, 2016 Report Posted May 12, 2016 (edited) It is, and I'll try that, but that's not my only issue with the game (plus you can turn off the effects but not the fact that the kills are possible afaik, maybe I'm wrong about that?) - I don't know, just hasn't grabbed me, I'll give it another chance in the next day or two Edited May 12, 2016 by PaulH Quote
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