scumble on 22/6/2016 at 22:35
Top of the Argent Tower and I fell off. How far am I from Hell? I'm chasing the crazy woman to the top. The bottom of the tower is certainly a bit tense with three fat bastards to blow up. I feel a bit worn out now.
Yakoob on 23/6/2016 at 02:14
Quote Posted by scumble
I've now been DOOMing for an hour and a half and came out for a breather. I'm actually recalling various "where's the fucking key" moments I had with the original DOOM. I missed the blue key in the foundry because I didn't notice a particular door. I ran back across the place a couple of times before backtracking.
The metalcore-ish music seems to be working well and seems to flow smoothly without obvious "activate battle music" cuts as far as I can hear.
My favourite moment was in fact this:
<a data-flickr-embed="true" href="https://www.flickr.com/photos/72776465@N03/27824655155/in/dateposted-public/" title="squeaky arm"><img src="https://c4.staticflickr.com/8/7225/27824655155_b68ab8d96e_c.jpg" width="800" height="450" alt="squeaky arm"></a>
The arm you pull off the poor sod round the corner squeaks down the panel.
Haha, I wonder if this is a little reference. I System Shock 1 you had to get by a retina scanner by literally picking a severed head up and carrying it in front of you (not in inventory) to use at the scanner. Pretty cool for th time.
I am still conflicted if I should get the game (later on when sales kick in)... On one hand the demo did feel like it'd be a fun little "turn-your-brain-and-blast-shit" to do after a long tiring day. But on the other, it's not my like 30-games-wishlist is getting any shorter...
scumble on 23/6/2016 at 13:59
If you're not in a hurry then wait for a sale. I think for me it's just dropped in at the right time and I'm having a (literal) blast with it.
It's ultra-bloody but I feel the little bits of humour dotted around help, even if they're just the chirpy UAC PR projection and the odd visual gag. Also I'm still amused by the "Demonic presence at unsafe levels" announcement. There is something ludicrous about the enemies as well. The possessed sound like they really need to clear their throats.
scumble on 23/6/2016 at 22:09
Today's postcard from hell.
<a data-flickr-embed="true" href="https://www.flickr.com/photos/72776465@N03/27252729834/in/dateposted-public/" title="Secret Chaingun Location"><img src="https://c3.staticflickr.com/8/7051/27252729834_dacf16ecf1_c.jpg" width="800" height="450" alt="Secret Chaingun Location"></a>
scumble on 25/6/2016 at 22:29
Keeping the Doom thread alive.
I have just battled the first Cyberdemon and found that suddenly ramped up the difficulty. First boss battle and I hate those generally. I think it took four or five attempts. I can't see how it's possible to finish that on higher difficulty. For me at least. No health, ammo or anything. And you have to kill it twice.
Fairly satisfying to finish the thing off all the same.
scumble on 27/6/2016 at 12:36
Still going but I'm experiencing that point that others have where it gets into a sequence of arena rooms. It's a question of when demons are going to start spawning when you're half way across the next hall. Hell makes it somewhat relentless so I can't play for as long in a session.
To be honest there could have been more design variety in Hell. Too much like an old castle basement with buckets of blood and some satanic artefacts.
scumble on 29/6/2016 at 08:12
The position of the weapon didn't register with me. Fairly obscure retro option maybe?
I'm getting battle arena fatigue with the final trip to hell, so I'm doing one or two per day. I get stressed with low ammo and more barons of hell than I was expecting, at the same time as squeezing past a cyber mancubus blocking my escape. This game is made for the feeling of just scraping through, or my aim is much worse than I think.
For long term interest I hope there's a future for user made maps with a more non linear feel. I haven't looked at snapmap but it's said it is slightly limited.
Sulphur on 6/7/2016 at 17:33
The original Doom had its weapons centred in the middle of the screen, but this changed over time when games realised that no one actually ran around firing guns with the weapon's stock jammed against their stomachs.
I'm playing DOOM now, and I gotta say, this is Doom given the ultimate revival. Smooth as an oil slick, with some of the tightest FPS combat design to grace the human race since Quake.
One of the first things I ever did in any video game when I was a kid was to find fragile props in the game world and shoot them. In Descent, it was a television monitor. In Doom, it was a bank of computer terminals. Descent, to this day, has left me the biggest positive first impression of my life. It had amazing lighting and devious level design, and those monitors shattered when I shot them. That was when I knew I loved games that paid attention to detail. Doom - I didn't even get a bullet hole decal on those terminals, I don't think.
Well, with this Doom, the terminals don't break. As expected. But I do at least get the decals this time. It speaks to id's longstanding design principles which I'm glad to see have survived Carmack's departure: optimise by ditching extraneous detail in favour of painting with big, broad strokes. And to be fair, it's not like you're going to be standing still for long here to admire how it models shattered glass.
Which brings me to the most surprising thing about this game: everything about it is clearly designed around movement, and it's always easy to parse the level architecture in terms of how you can use it when there's a mob tearing at you. Plus just moving around is a joy when everything about it is so pleasingly tactile, and the enemy/encounter design is so pacey and compelling. I also didn't realise playing the game ate up so much of my day, which is a sign it's doing a lot of things very right.
SDF121 on 7/7/2016 at 06:10
Quote Posted by Sulphur
The original Doom had its weapons centred in the middle of the screen, but this changed over time when games realised that no one actually ran around firing guns with the weapon's stock jammed against their stomachs.
Except when you think about it (or have experience firing a weapon) when you actually aim down the sights of a gun it is centered along your line of sight. Now think of every modern game that brings the gun to the center of your screen once you aim down the sights. I would assume that perhaps this is why early shooters like Doom and System Shock would have your gun centered on the screen to mimic how one would be looking at their sights. Whenever a gun is in the right corner I imagine that you're simply hip firing which is why its to the side and always less accurate than using the sights which then bring the gun to the center in just about every modern shooter these days.