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Buckshot

The only thing that bothers me about the new DOOM is...

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The Arenas don't really bother me, because I realize they're probably the best way to give us some proper Doom-like gameplay in a modern engine, and I'd rather have that.

In a perfect world, the enemy-encounters would be a bit more varied, but I realize that in reality, this would be asking for too much.

Most of what "bothers" me about the new Doom has been mentioned already (or I have mentioned them in other threads), or it is really rather small fry and not worth getting worked up over.
I find the line of being nitpicky is easily crossed.

Well, there is one thing that really does bug me now that I think about it: The inability to skip cutscenes.
Considering that I like to replay the singleplayer campaign over and over again (because the game is fun as all Hell, and I keep spotting new little details I like to check out), some parts become chores to sit through, because the game locks you in a room to throw exposition at you, or locks you in a cutscene to throw exposition at you and listening to the same monologues over and over again becomes rather grating, so I simply leave the computer to get a drink or a snack or something like that when I get those cutscenes for the umpteenth time.

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I can't possibly fathom for the life of me how they didn't at the very least come up with an option, hell, ANYTHING for players booting up a second run through the campaign to cut through them. I swear having to sit through Hayden's monologue more than twice in resops at the end is just plain insufferable.

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I hate that. At least with the office scene I managed to find entertainment by repeatedly jumping at him and getting pushed around/suspended in the air by the weird collision, but in Resops you're just stuck there. I still think they should have provided the ability to just ditch him and go down the elevator to the left. That'd been pretty amusing. Or like, let you break assorted things in his office and swap out his dialogue for progressively more irritated versions as you destroy more and more of his stuff.

Something weird I noticed is how he doesn't even look out the window when he finishes talking, he just stares up at the corner where the wall and ceiling meet.

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hell, if you can skip cutscenes in JRPGs nowadays, which are like, the king of cutscenes in gaming, not being given the option here is just odd. especially since they built up Doom Slayer as being really pissed off at Hayden, smashing his shit while also killing every demon in sight. and then he just stands there and watches as Olivia reroutes the Argent energy to the Argent Tower, and doesn't even try to at least punch Hayden in the face when he meets him. that just seems weird. if that issue was ironed out, the game would've been a lot more fun to replay, as you could just smash through every cutscene, quite literally, which would also probably make speedruns of the game more joyous to do and watch.

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Sig said:

Maybe arcade mode is going to bring the ability to skip cuts


Yep, in the live stream they said Arcade Mode has no dialogue or breaks in the action. It'll be interesting to see how they've reworked some of the levels like Advanced Research Complex to compensate for it. I'm assuming instead of having a lengthy talk with Samuel Hayden, you'll just be able to head straight for the elevator.

You can re-watch the stream here:
https://bethesda.net/#en/events/game/doom-deathmatch-private-matches-and-arcade-mode-livestream/2016/09/08/197

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heh, oh god, I had literally, totally forgotten about the existence of a planned arcade mode for the campaign. with no cutscenes of any sort or anything to break the pace of the action this might shape up to be the definite way to play. might gonna have to give it a quick looooooh good god what the frick did they do

I can't even begin to fathom how to take this in, why is it a literal ARCADE mode. how will this not grow tiresome a few levels in? why didn't they take out the weapon pickup prompts, the weapon/button/key inspections and button pressing animations while they were at it? this is all just so darn wrong.

... I just hope all that garbage clutter is toggeable, jesus.

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Almonds said:

on a more serious note, why didn't they take out the weapon pickup prompts, the weapon/button/key inspections and button pressing animations while they were at it?

... I just hope all that garbage clutter is toggeable, jesus.

I think your joking but I'm not sure, so no one is confused you can turn off promts in options already and all weapon pickup animations you can simply melee cancel out of. What is wrong with the button press animations? Really? are we Really going there? They take 4 fucking seconds XD.

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I mean, if they're going out of their way to make it as arcadey in order to make it as non-intrusive to the player's experience as possible, wouldn't that entail taking off the keycard inspecting and button pressing animations?

It's just so jarring seeing spacemarinesoldierslayerdoomguy gazing upon an item or weapon and taking control away from the player, even for so much as a brief moment, when they're supposedly making sure to keep a flawlessly fluid experience for those wanting to make a run for it and just blast stuff up.

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*nods* This seems to be a very nitpicky statement, not to mention it undermines action canceling that can be done with some of these interactions.

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... I certainly hope y'all realize I'm taking stuff like kill combos into account. How-how are you guys failing at realizing this.

No need at all to be this quick to call someone dumb for you not being able to look at stuff from a certain perspective. I'm not needlessly bashing the concept behind arcade mode, merely questioning the design choices behind it. No need for empty, pedantic 'u r not the smarts' statements at all.

And no, pretty sure you can't cancel the key card inspection and button pressing animations like you do with weapons. and even then your guy always picks them up with a preset animation sequence.

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the score multiplier pauses during any situation that takes control away from you, from what i can see, though. this included glory kills, destroying gore nests, picking up keycards and pressing buttons. it's only when you open a door that your multiplier ticks down a bit as you wait for it to open, which might be a bit annoying, but even picking up items increases the meter a bit, so you could probably make a mad dash for pick-ups to keep it alive.

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Almonds said:

No need at all to be this quick to call someone dumb

And no, pretty sure you can't cancel the key card inspection and button pressing animations like you do with weapons. and even then your guy always picks them up with a preset animation sequence.

Whoa there bud, no one was calling you dumb, I'm sorry you interpreted it that way. I didn't mean it like that at all. No you cannot cancel out of the button presses/key card promts, but since they're interaction promts we can latch into them in abusable ways and of course use them to shield if oddly need be.

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yeah, well uh, I guess my other post was legit uncalled for. I wasn't even particularly frustrated at anyone for any reason to name so I guess I'll just leave it at that. Slow day and all. Sorry for the screwup.

i mainly spoke from me swearing that the meter didn't come to a pause when hugo picked up the yellow key in the foundry, but that might just be me. guess i'll give the stream another glance.

still, i don't think i particularly agree with having all fully upgraded, modded weapons available to the player from the get-go or having your audiovisual feedback obstructed by literal casino jackpot jingles and obnoxious colors and numbers. I guess it might be a fun diversion from the story mode basics what with the no cutscenes and objective markers, but I don't see myself losing sleep over it.

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I hate the Character progression. You need to kill some deamons in a way to unlock something and for me that takes away a huge chunk of your freedom within the game.

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The story and to a lesser extent the atmosphere.

It's taking itself too seriously in spite of being inherently silly. Every time they start talking I just roll my eyes and zone out.

I would prefer that they scaled back the story and kept some of the horror atmosphere from 3, and maybe muted the colors closer to Quakecon demo to make it less cartoonish.

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if the colors is an issue, in the game options, you can turn on "dirty" rendering mode, which seems to do exactly that, muting the colors and giving it a grungier overall look.

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Probably the only thing that bothers me is the glory kill function doesn't want to work sometimes.

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Viscra Maelstrom said:

if the colors is an issue, in the game options, you can turn on "dirty" rendering mode, which seems to do exactly that, muting the colors and giving it a grungier overall look.


I use gritty. Still, the monster colors and designs just seem more comic-book like than horror. It works fine for what it is and it's an amazing game, but the way it's just a series of battles and never gives you the atmosphere of something like E2M2 or E2M6 or Doom 3 seems a shame to me.

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I could've gone for some more gloomy background ambiance myself, something along the lines of Doom 64, or like the theme that plays when Olivia overcharges the Argent Tower. Something other than the silence or incessant E1M2 remix you hear throughout the game's slower sections. Maybe the sequel will allow for more moments of grim tone, considering the codex foreshadows Doomguy getting rekt by that dark priest fellow. Could also do with some more puzzley moments like the BFG's prison.

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i get the feeling that the reason the ambient tracks are so much in the background is to balance out the intensity of the battle themes and arena fights, to let you know that everything is over for now. even though the bulk of the game are these arenas stuffed full with monsters.

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A proper horror-themed level.

Just came back from finishing it and had a goddamn blast in every sense of the word, but damn if I was expecting a full-blown flesh temple styled level to kick in, at least to level out all the arena encounters, or anything along those lines. I also felt like the bestiary was a wee bit lacking. Aracnotrons couldn't have been a bad fit by any means.

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Almonds said:

A proper horror-themed level.

Just came back from finishing it and had a goddamn blast in every sense of the word, but damn if I was expecting a full-blown flesh temple styled level to kick in, at least to level out all the arena encounters, or anything along those lines. I also felt like the bestiary was a wee bit lacking. Aracnotrons couldn't have been a bad fit by any means.


Yeah, the Hell levels look incredibly authentic. You can clearly see they looked at the original hell textures and architecture and reimagined them for 2016. That said, aesthetically the hell levels don't really go beyond what you see in Kadingir Sanctum. I want to see more Hell variety in the next game.

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It almost feels sarcastic.

Like, you guys bitched when we tried to focus on horror, so fine, we'll give you what you want. Still, in terms of gameplay alone this feels like the... Mario Galaxy of FPSes. I feel sad that I played it twice in a row and there's no more to play.

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"single level" doesn't really extend to 'make every single map in the game its very own self-contained spooky house experience like in Doom 3' though, heh

I feel like a major portion of the nudoom fan/detractor audience would agree that the game just needed to take itself a tad more serious in that regard.

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Almonds said:

"single level" doesn't really extend to 'make every single map in the game its very own self-contained spooky house experience like in Doom 3' though, heh

I feel like a major portion of the nudoom fan/detractor audience would agree that the game just needed to take itself a tad more serious in that regard.


No, I think over the top cheesiness is a core ingredient of Doom. Those Doomslayer Testaments? They fit perfectly in the game.

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DOOM is easily one of the most amazingly dry-witted games since Portal 2. If the forced bits of exposition weren't handled so poorly, it might have even be more widely recognised as such.

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Jaxxoon R said:

I could've gone for some more gloomy background ambiance myself, something along the lines of Doom 64, or like the theme that plays when Olivia overcharges the Argent Tower. Something other than the silence or incessant E1M2 remix you hear throughout the game's slower sections. Maybe the sequel will allow for more moments of grim tone, considering the codex foreshadows Doomguy getting rekt by that dark priest fellow. Could also do with some more puzzley moments like the BFG's prison.

Uh! Doom 64´s ambience was superb, probably my favorite in the series. I would really love to see it implemented in the sequel!

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