Engine and mechanical wise: Very nice
Gameplay: Scripted & linear
Will I play it: No
Doom just keeps reminding me how they outsourced Quake to some cheapskates instead of building it with the same team and on the same VulkanTech supporting engine.
Yeah I don’t understand it. I mean, they have a quakecon every year since quake began with a loyal fan base and still they cheap out. It’s called quakecon, ffs.
Saber doesn't know how to use that, and spending $LOTS_OF_MONEY to make them use it completely defeats the point of outsourcing development in the first place.
it is wrong. Just remember last levels from doom 2016. Closed arena-kill all demos-door opens to next closed arena-kill all demons-door opens...etc etc etc etc
Zzzzzzzzzzzzzzzzzzzzzzzzzz
DOOM 2016, after 2-3 hours of nostalgia blast, quickly showed what it is: a Crysis with hell skin/theme and no reloads. It got repetitive and boring very quickly, the finishing moves got old really quick.
edit: Just saw the trailer, looks like Call of DOOM/DOOM4 that id was forced to scrap before they made DOOM 2016.
The finishing moves is what put me off.
I want to shoot things, not just shoot a little and then press F to punch them in the face.
If they felt the shooting mechanics would have been too bare-bones without it they could have made it more advanced like having to hit weak spots on enemies or having faster enemies.
It's part of the gameplay to an extend, but you aren't supposed to never die or never run out of ammo.
Instead you need to figure out a different path then just heads on shoot everything that moves, like find invulnerability or quad, take a specific path, use specific weapons for specifig enemies...
It is the same in classic Doom at first plays.
This was exactly my sentiments after buying and getting kind of stuck about 3h in.... some time later I picked up the game again to give it another chance and realized, starting with difficulty nightmare might be a little much not knowing the game. So I switched to hard, plowed through and the fun returned quickly!
There are some details I dislike, the need to go ammo hunting from time to time and the candy-like drops from enemies that kind of disturb the mood or athmosphere.
Other than that I appreciate how close the devs tried to stay with the original, not going off on a stupid tangent. I get the impression they tried really hard and put a huge effort to capture the feel of original Doom, which is great.
This obviously doesn't apply if you played the originals enough to remember where enemies are on the map. But that was one thing I really disliked about D'16. The map(s) were devoid of enemies until you got to the designated fighting area. Usually these areas were bigger and open compared to rest of the map.
Following a path/corridor, go through some small rooms, no enemies to be found, stock up on ammo and resources, come to an open area, can't imagine what's going to happen, oh, handful of monsters just spawned out of nowhere. Sprinkle in collecting the odd secret item or key then, rinse and repeat.
The originals, I liked how you always had to be on your toes cause you never knew if an enemy was just around the corner, or if there was a horde of enemies waiting inside a room.
Doing the same exact fight dozens of times in D'16 didn't help. No matter which enemies spawned, it felt like the same fight; destroy the pod thingy, kill handful of enemies that spawn. Everything about the game was so monotonous.
On a side note about these two newer Doom games. Why do the monsters look so cartoonish? They look completely out of place to me given how the rest of the game world looks.
I never played doom/2 until i bought doom3 bfg.
Came with.
Was worth the purchase.
I did play wolf 3d a long time ago at a friends house.
That was my first id game.
On a side note about these two newer Doom games. Why do the monsters look so cartoonish? They look completely out of place to me given how the rest of the game world looks.
I think it has to do with previous Doom titles being too scary and hardcore for the current day gaming public. They're working hard to let the game lose it's DOOM3 image and open up the appeal to the casuals.
Also in Doom 3 you had these sudden jump scares and monster pop ups and the fights were way harder and unforgiving compared to D'16, even on the higher difficulties. In Doom 3 you felt claustrophobic, outnumbered and in a world of hurt. In D'16 you're basically a superhuman with QC champion abilities without recharge, flying around the map and being 2 steps away from godmode. I'd tell you, I'd rather play Doom 3 and soak up the atmosphere than the latest gen one.
Might install it for nostalgia sake. But I remember I was too p00ci to play it through last time. Something with all this satanic crap which gives me shivers, in a bad way.
Hopefully they will have a little bit more variety this time and less "lock you in a room with bots" type gameplay. Finished the last doom game in 3 sets of sessions, e.g. play 4-5 levels in a few sessions, get bored take 6 months break, do another set of sessions. Actually took med more than a year to finish it. It felt like it had nothing new to show you after you got half way through the game. Faster movement in the multiplayer would help as well.
Not sure if I will get doom eternal, but rage 2 looks like a promising sp game.
Looks good, I just hope they don't make it too call of duty with cutscenes, npc's etc that sort of thing, keep it to what made Doom 2016 so good and just add upon that.
Doom 2016 is overrated. Sure it's a good game, especially in the 2018 fast paced single player games contest, but it's got a lot of defects that people overloock hypnotized by all the eyecandy.
As people feared before the realease, the finishing moves get old quickly, break the action and the immersion with the bright out of place coloring.
Levels aren't very inspired, the fights are repetitive and the spawn fights are predictable and a chore to go trough.
Also there's never really the style of the originals where you often mowed down legions of demons without even using bfg or power ups. You were swarmed by weak demons, and then in other places or at the same time you were attacked much tougher demons. That was nice, and both doom 2003 and 2016 failed to replicate that feeling. At least 2003 one did by deliberate choice, 2016 half-tried but didn't commit or couldn't.
It's not a bad game, but it's definitely not the masterpiece it's made out to be, once you look past the shiny textures and the particle effects.
The first few hours are the ones where the game has yet to feel repetitive, especially the cocoon spawn fights, so you couldn't have chosen something worse to say.
I'll get it, as well as rage 2. Because I have a job and can spend 100 bucks on games. As should almost all of the esr crowd, you old farts have been complaining on this site for over 15 years.
Ah, sure - a government worker complaining about it's above-average pay for much less than average effort - that's so typical you really couldn't have said anything more incriminating, except maybe "we aren't ALL like that"
There is strafe jumping but it feels like you have balls made of led.
Not really funny or useful. Same with fighting one Imp at once over and over again.
Doom 16 was actually the biggest ripoff of Shadow Warrior 2013 ever.
Everything in that game is the same
-Upgrade system style
-Enemies with weak points
-Shrine things you need to destroy
-Combat system
-Hidden oldschool bitmap levels
And more stuff I probably cant remember. I think when it came to Shadow Warrior 2 they had to change so much otherwise people would say it was copying doom which is the exact opposite of reality.
You have to try Shadow Warrior 2013 just to see, its probably a slightly better game anyway.