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HellVain

Think we'll find out more about hell in the in-game logs?

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I've always been interested in how the universe of doom interprets hell. I loved how they scientifically explain the imp and the hell knight on DooM 3. Think we'll be seeing more of these research logs?

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Yes, the developers have stated that the story will be told through audio/visual logs. So if you want story, it's there, if not, you can bypass it for the most part. Time will tell.

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Thats exactly how story should be told in a FPS IMO. Just like in Metroid Prime, makes it more atmospheric and gives a sense that you are the player in a world that is real. Cutscenes should be reserved for enemy and environmental showcases, such as encountering new enemies in DOOM or areas in Metroid Prime.

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EternalWolf said:

Thats exactly how story should be told in a FPS IMO. Just like in Metroid Prime, makes it more atmospheric and gives a sense that you are the player in a world that is real. Cutscenes should be reserved for enemy and environmental showcases, such as encountering new enemies in DOOM or areas in Metroid Prime.


I think that's a good idea for Doom, but I don't think it should be a general rule for FPS games. It would be boring if every FPS game followed the same formula, even for stuff like this.

I think cutscenes get a bad rap. Sometimes they are super dull and terrible (FarCry 4, also unskippable) but sometimes they enhance the game a lot (Max Payne). Though Max Payne might be a funny example, being that it's low budget photoshopped comics, but it still worked.

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It's obvious that they're taking queues from Doom 3's use of audio/video logs and emails. That was the best possible way to create a storytelling element without making you sit through tedious cutscenes with bad cinematography in which overpaid voice actors from Hollywood (not necessarily in Doom 3, but you've seen examples of this) provide awkwardly expositional dialogue. Plus, Doom 3's cutscenes were skippable and short, which I suspect Doom 16's will be as well.

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PsychoGoatee said:

I think that's a good idea for Doom, but I don't think it should be a general rule for FPS games. It would be boring if every FPS game followed the same formula, even for stuff like this.

I think cutscenes get a bad rap. Sometimes they are super dull and terrible (FarCry 4, also unskippable) but sometimes they enhance the game a lot (Max Payne). Though Max Payne might be a funny example, being that it's low budget photoshopped comics, but it still worked.

Good cutscenes that look cool (and memorable) enough that you want to rewatch them and are skippable is one way you could have storytelling in an FPS without following Doom 2016's formula.

I'm also fairly convinced that it's possible to have NPCs that are interesting to interact with as a way to tell a story about the game world and the characters who inhabit it, but the catch is that at least several of them need to be well-written characters with interesting stories to tell.
If your interaction with them also affected gameplay beyond conveying information and isn't forced down your throat (as in: you choose what to do with them if you do anything with them at all), it might be a good alternative to Doom 2016's formula, provided that there are no NPCs in the new Doom game beyond characters showing up on monitors and talking, which is what I'm hoping.

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I'd rather see these logs in HOLOS!
Like a researcher and a demon body floating, and the researcher talks about some key things about the body then turns off due to it being classified.
All this in white.

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Voros said:

I'd rather see these logs in HOLOS!
Like a researcher and a demon body floating, and the researcher talks about some key things about the body then turns off due to it being classified.
All this in white.


I love this, it gives you an incentive to explore for secrets and key puzzles but also exposes you to some storyline a long the way.

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