Manwe on 12/5/2016 at 13:05
Quote Posted by Vicarious
People keep saying that DOOM4 is too slow. Are you freaking kidding me? THIS is too slow? Funny because the original DOOM games were nowhere near that fast and chaotic. But hey, my nostalgia knows better!
That's because the first gameplay videos they showed were being played with a gamepad, and they were slooooooowwww. Since the backlash from the shitty multiplayer version they've been sucking up to PC players. Also a little game called Devil Daggers happened, showing that there's demand for old-school, fast-paced, mouse & keyboard FPS action.
I wonder how they'll balance the difficulty though. I bet it will be either too difficult for console players or too easy for PC players. Me, personally I've never been interested in that style of shooter, too fast-paced for me. I'd have been more interested in a story-heavy game following the "half life mold". But I'm not gonna complain when a company finally makes a proper sequel (silly name issues aside) that is tonally consistent with the previous games instead of being in a completely different genre.
Renault on 12/5/2016 at 14:39
Bethesda isn't providing early copies to gaming sites so they can do their reviews before release.
Yeah, I'm thinking that's probably not a good sign. I've always been an id fanboy, but I don't think that applies anymore since all the originals are gone now.
Starker on 12/5/2016 at 19:35
The last video managed to pique my interest. If the level design holds up as well, I can believe that this could actually be fun.
Nameless Voice on 12/5/2016 at 19:45
That last video does look more interesting, especially with a lot of the on-screen garbage turned off, but now it looks a lot like an area-based shooter (e.g. something like UT or Q3A) rather than a more linear shooter like Doom used to be.
Vae on 12/5/2016 at 20:03
That last video is running on a PC, without all the console crap.
You know, I really miss the stylized castle-esque, puzzle-maze level design from the 90's...In the case of DOOM, I like not being able to jump around like a monkey, and instead rely on the lifts for vertical gameplay...When these elements are lost, part of DOOM's soul goes along with it.
EvaUnit02 on 13/5/2016 at 01:24
Quote Posted by Vicarious
People keep saying that DOOM4 is too slow. Are you freaking kidding me? THIS is too slow? Funny because the original DOOM games were nowhere near that fast and chaotic. But hey, my nostalgia knows better!
Classic Doom has not remained a static entity since '90s. Post source port-era Doom is a ridiculously fast game when you factor in post-Quake inventions like mouse look and always run toggle and throw out dated control methods like mouse move. For the last 15+ years Classic Doom has been a game where you run at 100KM/H, circle-strafing around enemies.
Also Doom 2016 seems to have been directly influenced by major mod Brutal Doom considering its gore and melee executions.
Quote Posted by Vae
You know, I really miss the stylized castle-esque, puzzle-maze level design from the 90's.
I'm glad that you're in an ignored vocal minority. I literally grew up with the FPS genre and this period of growing pains in the '90s for map design was fucking dreadful. I have vivid memories from both my childhood and teens of being stuck in emptied levels littered with corpses for 1-2 hours at a time looking for where to go next, that shit wasn't fun in the slightest. Hexen was the worst for this - awful, awful game series.
"Oh you pulled a lever? Now backtrack through the 4 different paths from the centre level hub to find out where a door opened!"
Have you heard of the concept of game-length padding? It's generally frowned as bad game design. That's EXACTLY what the sprawling labyrinth-like levels with key hunts and switch pulls were! A shift to strict linearity of map design for the FPS genre hasn't been crutch in the slightest IMO. (Heavy emphasis on "cinematic" scripted storytelling is an entire different matter however. Fuck that shit to a large degree.)
SHOOTING STUFF in First Person SHOOTERS should be the focus and Id seem to have gotten that spectacularly right with Doom 2016!
Vae on 13/5/2016 at 02:10
Quote Posted by EvaUnit02
I'm glad that you're in an ignored vocal minority. I literally grew up with the FPS genre and this period of growing pains in the '90s for map design was fucking dreadful. I have vivid memories from both my childhood and teens of being stuck in emptied levels littered with corpses for 1-2 hours at a time looking for where to go next, that shit wasn't fun in the slightest.
I do have sympathy for your plight...however, it's not fair to blame me or others for your lack of cognitive ability.
EvaUnit02 on 13/5/2016 at 03:31
Throw around all of the passive aggressive insults that you like, the gaming industry by large considers your position to be wrong. Sorry that you're forever on the losing team.
Volitions Advocate on 13/5/2016 at 03:53
I loved Hexen. FUN FUN game. Despite that. Eva is absolutely correct.
I find them really fun to play on a source port with a friend or two. But seriously. Fuck the switch throwing-searching-forever mechanic.
Looking forward to this one.
For anybody not yet pre-loading. Careful. it's a 43GB download
Vae on 13/5/2016 at 04:30
Quote Posted by EvaUnit02
Throw around all of the passive aggressive insults that you like, the gaming industry by large considers your position to be wrong. Sorry that you're forever on the losing team.
This is just delicious...yet sad at the same time.
You see, we in the gaming industry have made quite a lot of money off of people like you...so in that way, it is a win for me.
What you fail to understand, is that "right and wrong" in this context is about
money...It's about understanding that the average IQ range embodies 68% of the population, with this vast majority of people having relatively limited attention spans and complexity recognition...Which is why the industry, for the most part, has naturally decided to produce for the the largest market-share, seeking the highest earnings potential. Doing this, demands producing an experience that is designed to fall within a certain cognitive window, in order for the average user to effectively connect with the intended experience.