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Doom at E3

I think the glowing stuff is in the spirit of the game. I think it is armor. But might be health. The point is t o kill, get health and keep moving. The concept of looking for these things is not part of the game.

I love it. It's like Mortal Kombat meets a first person shooter.
 
I think it's health/armor and ammo.

To me, I thought it had a Dying Light feel, given the melee finishers and weapon stuns.
 
I'm sold. Seems to be evolving from old school corridor Doom to Quake Arena style twitch shooting.
 
I think the glowing stuff is in the spirit of the game. I think it is armor. But might be health. The point is t o kill, get health and keep moving. The concept of looking for these things is not part of the game.
i had the same impression. this new doom looks like a game i might enjoy very much.

BUT! it needs wads support. or gtfo.
 
It's not that the health or armor comes from defeated enemies, but the fact that it glows like it should be in Borderlands bugs me. That's really the only thing I see that i can nitpick though except for maybe the finishers...don't know if I like them as part of the game but it's no big deal in the end.
 
It's not that the health or armor comes from defeated enemies, but the fact that it glows like it should be in Borderlands bugs me. That's really the only thing I see that i can nitpick though except for maybe the finishers...don't know if I like them as part of the game but it's no big deal in the end.

Ya, I understand what you mean now. I have to agree.

The alternative though would be something that blends with the environment to much which would be bad for the pacing this game is going to (presumably) try to achieve.

Maybe they could have them gravitate into you as you walk near so you don't have to seek them out and at the same time, remove most of the glow. Achieve both goals. Get health and armor as you kill things and keep the visual environment consistent.

Or maybe have them glow more when your health and armor or lower (10%) but when you have 90% health there is not much glow. If they can't help you ... no glow. Problem there is that you need to know where these things are so that you can go back in the map and get them if you encounter an area that you get wrecked on.

Maybe the final version will be different. I'm sure a lot of tuning is to come.
 
wow i didnt watch that until today. looks a lot better than i expected. not a huge fan of the run of the mill fps games now a days but this looks pretty badass. seems to have captured the spirit of doom quite a bit.
 
I don't like how every death is a damned cut scene. I hope you can turn that off.

It was a demo. They showed a lot of the characters and variations in kills. I have a hard time believing that the game will involve many kill cutscenes. They will probably be harder to achieve in reality. Kinda like killing with the chainsaw. IT was fun in the old games, just hard to pull off.
 
It's not that the health or armor comes from defeated enemies, but the fact that it glows like it should be in Borderlands bugs me. That's really the only thing I see that i can nitpick though except for maybe the finishers...don't know if I like them as part of the game but it's no big deal in the end.

Agreed on the finishers, its interesting to see the first time, but the 10th, the 50'th, it will just seem like a 2 second lull in the action. I have no idea how many mobs they will have a level, but doing that 20-50 times a level will be old quick unless they have 10-20 animations for each, and then even. At least it didnt appear to be required, run and gun only may be done (unless they limit ammo in some areas). Now is it just me but do the "finish moves" require softening them up. I can only assume the odd color change flashes on enemies means "ok you did enough damage, you can do the finish move". Not sure I like that, making the finish moves like knifes are in most FPS would be to powerful, but all that odd flashing stuff, ehhh. But overall I like it, it looks fun, it looks (demo levels at least) like the game has some size.. or built to APPEAR to have size. that first large room is impressive to me, and in hell the far off backgrounds and deep pits, it felt Large even if the "build it yourself" part shows they are just small blocks stuck together.
 
I'd guess they run those demos on Easy mode, so that probably helps in pulling those moves off for said demo, or maybe they're pre-made videos (meaning no difficulty. But the slow-down animations really only seemed like they were for finishers, and you don't have to use them. That could be the game's first level, letting you screw around to get the hang of weapons and gameplay, and maybe future levels have more enemies so you can't take the time to execute everything you stun.
 
That sure is pretty. Doom (the original) and Doom 2 were the first obsession I've ever had with a game. I used to wake up at night and start playing the stupid thing. It's beyond amazing to think of what that game looked like compared to this one. While I'm normally jaded towards graphics, I have to say sometimes I like to step back and see how far we've come.
 
There is no reason to ever expend any ammo if you can melee 1-hit-kill every enemy.

I take it you didn't figure out how it worked just from watching the video?

You have to do enough damage until it starts glowing before you can do a finisher, outside of jumping from high heights... which you can't do on most enemies.
 
I take it you didn't figure out how it worked just from watching the video?

You have to do enough damage until it starts glowing before you can do a finisher, outside of jumping from high heights... which you can't do on most enemies.

This.

I don't know if it is taking a baddy down to X percent or if it is a predetermined amount of damage in a given time period.

But ya ... you have to get he enemy stunned with actual weapons.
 
I was thinking it's like Dying Light, where hit location affects it. In there, you concuss enemies by hitting them in the head, and I expected some pseudo-RNG (maybe straight, head-based RNG, or RNG after a certain health drop) would determine the stuns.
 
It was a demo. They showed a lot of the characters and variations in kills. I have a hard time believing that the game will involve many kill cutscenes. They will probably be harder to achieve in reality. Kinda like killing with the chainsaw. IT was fun in the old games, just hard to pull off.

Kills with the chainsaw were easy on low level enemies. In this game it looks like every chainsaw kill will trigger a damned cut scene.
 
I take it you didn't figure out how it worked just from watching the video?

You have to do enough damage until it starts glowing before you can do a finisher, outside of jumping from high heights... which you can't do on most enemies.

*smh*

"Finishers" don't belong in a Doom game. You're supposed to be scared of the big-bad demons, not running right up to them and punching them in the face. Save it for RAGE or another franchise.

The game also isn't supposed to slow down when switching weapons either. Conserving resources and timing reloads while not getting dead is the fun of survival horror.

CoD-ified. Disappointed. But yeah, it's a demo and the style of play is probably still ever-evolving. Sorry to be a buzzkill but I wasn't happy with what I saw.
 
Showed it to my dad (who loved these games when he was a bit younger), and he was thoroughly pleased. He loved the guy getting his head punched off. He loved the bloody mess of the chainsaw. He especially loved the ripping of the arm off for the bio-scan thing. Glad folks who were around to play the first games at their release are pleased with this, after the crappy releases like Quake Wars and Duke Nukem 3D.
 
Showed it to my dad (who loved these games when he was a bit younger), and he was thoroughly pleased. He loved the guy getting his head punched off. He loved the bloody mess of the chainsaw. He especially loved the ripping of the arm off for the bio-scan thing. Glad folks who were around to play the first games at their release are pleased with this, after the crappy releases like Quake Wars and Duke Nukem 3D.

Quake Wars was not crappy. :colbert:

This game looks good to me too, and I'm an old fart.
 
Quake Wars was not crappy. :colbert:

This game looks good to me too, and I'm an old fart.

Well, I don't think it was so much that Wars was outright bad, but it seemed to be quite different from what Quake traditionally was. DOOM's multiplayer seems like it's Quake-like, but given the (for lack of a better term) less-arcade visuals/feel of the DOOM multiplayer demo, I figured it took some cues from Quake Wars.
 
I just watched the 8 min vid and found it impressive but also boring. It's an impressive representation of old doom for sure but it seems to be a lot of killing monsters with little else going on, the same thing it was 20 years ago. Kill so many so quickly they all blur together. It doesn't even make sense, why are they just all standing around when no other enemies are there? The shallowness of old school FPS has no place today (hence the fact nobody really makes them now).
 
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