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Theperson

Call of Doom info?

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I have a friend that is looking for all known information about the pre Doom 2016 development or "Call of Doom."

He wants to know everything from visual, story details and how it connects to the new doom games

 

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It's funny how the name "Call of DOOM" is very common towards the cancelled project right after a YouTube video with the same name had it. It became as a joke to compare the modern features. Its comparisons to other games provoked development insecurity, development hell, its concluded cancellation and re-iteration.

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3 hours ago, IrOn7HuB said:

It's funny how the name "Call of DOOM" is very common towards the cancelled project right after a YouTube video with the same name had it. It became as a joke to compare the modern features. Its comparisons to other games provoked development insecurity, development hell, its concluded cancellation and re-iteration. 


https://kotaku.com/are-these-doom-4-screenshots-5889217

 

We got leaked screenshots of the original Doom 4 in 2012. This was the public's first look at the game since its announcement in 2008.

 

https://kotaku.com/five-years-and-nothing-to-show-how-doom-4-got-off-trac-468097062

 

This article, from 2013, describes Doom 4.0 in development hell according to various sources. One source in the article described the game as "Call of Doom". The article goes on to quote Bethesda in confirming that this canceled version of Doom was rebooted in 2011.

 

https://www.slashgear.com/unreleased-footage-of-cancelled-doom-4-shows-why-they-restarted-19384240/

 

This article, from 2015, describes the video leak. Searching on YouTube, the earliest video of the trailer was also published in 2015.

 

---

 

Doom 4.0 was suffering development insecurity and development hell long before people even saw pictures in 2012, let alone the video in 2015. The first public mention of Call of Doom was in 2013 (by an unnamed source in the Kotaku article, not a YouTube video), after the project had already been canceled two years before the moniker was even coined publically. It was id Software themselves who were unhappy with the game, the public wouldn't even get details on the game until many years later.

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4 hours ago, IrOn7HuB said:

It's funny how the name "Call of DOOM" is very common towards the cancelled project right after a YouTube video with the same name had it. It became as a joke to compare the modern features. Its comparisons to other games provoked development insecurity, development hell, its concluded cancellation and re-iteration.

 

You haven't been following history closely I take it.

 

The "insecurity" came from none other than id themselves and before considerable information was revealed to the public. Until 2016's release and the noclip documentary barely anything was known about it in detail. And in short, id was not satisfied with the game they worked on for around 5 years (announced in 2008, so in the works for 4 years at that point), canned because it didn't live up to their standards and didn't manage to stand apart from peers.

 

And rightfully so, if that game did come out, it would've completely sunk into the pile of military shooters that plagued the last decade. The "Call of Doom" nickname appeared later, from various sources, not from a YT meme-tier video.

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You haven't been following history closely I take it.

 

The "insecurity" came from none other than id themselves and before considerable information was revealed to the public. Until 2016's release and the noclip documentary barely anything was known about it in detail. And in short, id was not satisfied with the game they worked on for around 5 years (announced in 2008, so in the works for 4 years at that point), canned because it didn't live up to their standards and didn't manage to stand apart from peers.

 

And rightfully so, if that game did come out, it would've completely sunk into the pile of military shooters that plagued the last decade. The "Call of Doom" nickname appeared later, from various sources, not from a YT meme-tier video.


   I would have liked it as much as DOOM 3 and RAGE were. There is literally no Call of Duty vibes based on my findings. You shoot and kill demons with guns and your own tools. The demons were meant to act with their unique personalities and sync-death sequences like DOOM 2016 took from it. It looks Like DOOM but modern and it looks like it tried to catch every aspect of having a re-imagined DOOM experience with an apocalyptic future aesthetic inspired of the discography artwork from A Perfect Circle. For me, i don't know what i want or like unless i try it if you ask me. All i care is to know how the cancelled project was meant to play like, how it was going to start and end. Even the creators of DOOM said there was nothing technically bad about the game (art, code, etc.) The only thing they felt it wasn't the right thing for DOOM was the direction.
   It could have been a great concept if it's all about being a re-imagining of DOOM II.

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1 hour ago, IrOn7HuB said:

I would have liked it as much as DOOM 3 and RAGE were.

 

There is literally no Call of Duty vibes based on my findings. You shoot and kill demons with guns and your own tools. The demons were meant to act with their unique personalities and sync-death sequences like DOOM 2016 took from it. It looks Like DOOM but modern and it looks like it tried to catch every aspect of having a re-imagined DOOM experience with an apocalyptic future aesthetic inspired of the discography artwork from A Perfect Circle.

 

For me, i don't know what i want or like unless i try it if you ask me. All i care is to know how the cancelled project was meant to play like, how it was going to start and end. Even the creators of DOOM said there was nothing technically bad about the game (art, code, etc.) The only thing they felt it wasn't the right thing for DOOM was the direction. 

 

It could have been a great concept if it's all about being a re-imagining of DOOM II.

 

It was as military as it could get with the equipment the so-called Resistance - also, seriously? Resistance? This was a failed concept from the start - had at their disposal, the overall atmosphere but with demons and in a post apocalyptic setting, while the gameplay was, as described by id, in short, clunky and very slow.

 

The executions were slow, the player's mobility was reduced a lot compared to what 2016 offered - I don't think that game even had any kind of upgrades, which it desperately needed due to how slow it supposedly was -, and a lot of the gameplay was heavility scripted and drenched in cutscenes because it aimed for a cinematic experience first and foremost, meaning the actual gameplay took the backseat. This may be a simplification of the whole experience, but what we have at our disposal is ultimately limited, and from what was seen, this sums up much of what we know.

 

It had some qualities, such as a stronger sense of horror and impeding doom, and less fluff, therefore a more serious tone, but that's where its qualities end. Most evidence tells us it wasn't going to be a very good game at all, and well, you may have enjoyed Doom 3 and Rage, which most certainly have their audience and fans, but much of the fanbase has split opinions and so do plenty of critics about these games, and being more like them would've only added fuel to the fire. If it was more like them, on top of its existing fundamental issues, it would have completely flopped.

 

Doom 4 1.0 will forever remain a curiosity in the history of Doom, but it is absolutely better we got 2016 instead and the original concept was dropped.

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22 hours ago, seed said:

It was as military as it could get with the equipment the so-called Resistance - also, seriously? Resistance? This was a failed concept from the start - had at their disposal, the overall atmosphere but with demons and in a post apocalyptic setting, while the gameplay was, as described by id, in short, clunky and very slow.

 

The executions were slow, the player's mobility was reduced a lot compared to what 2016 offered - I don't think that game even had any kind of upgrades, which it desperately needed due to how slow it supposedly was -, and a lot of the gameplay was heavility scripted and drenched in cutscenes because it aimed for a cinematic experience first and foremost, meaning the actual gameplay took the backseat. This may be a simplification of the whole experience, but what we have at our disposal is ultimately limited, and from what was seen, this sums up much of what we know.

 

It had some qualities, such as a stronger sense of horror and impeding doom, and less fluff, therefore a more serious tone, but that's where its qualities end. Most evidence tells us it wasn't going to be a very good game at all, and well, you may have enjoyed Doom 3 and Rage, which most certainly have their audience and fans, but much of the fanbase has split opinions and so do plenty of critics about these games, and being more like them would've only added fuel to the fire. If it was more like them, on top of its existing fundamental issues, it would have completely flopped.

 

Doom 4 1.0 will forever remain a curiosity in the history of Doom, but it is absolutely better we got 2016 instead and the original concept was dropped.


As a long time "id" fan, i would have liked it nonetheless. RAGE and DOOM (2016) were amazing games. That is why the cancelled direction remains a curious piece of lost unpublished media and i won't stop finding more information and know more about it. Art and history from our favorite games matter.

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It's certainly an interesting chapter in Doom's history, but you know what they say about interesting times.

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On 10/10/2020 at 12:39 PM, seed said:

Doom 4 1.0 will forever remain a curiosity in the history of Doom, but it is absolutely better we got 2016 instead and the original concept was dropped.

I believe this establishes, and supports, the theory that the harder you try to shoehorn depth and story development onto a Doom game, the worse it will be. Although we (mostly?) reflect fondly on Tom Hall's Doom Bible version, spawning many retrospective TCs and mods, the fact that id shifted course away from RPG elements, etc is telling. The dev team for 2016 nearly succumbed to the same story-centric fallacy.

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31 minutes ago, Job said:

I believe this establishes, and supports, the theory that the harder you try to shoehorn depth and story development onto a Doom game, the worse it will be. Although we (mostly?) reflect fondly on Tom Hall's Doom Bible version, spawning many retrospective TCs and mods, the fact that id shifted course away from RPG elements, etc is telling. The dev team for 2016 nearly succumbed to the same story-centric fallacy.

 

No, story in Doom can work if done right, and it arguably did already. That people have different opinions is normal.

 

But Call of Doom failed for reasons other than the story. That game simply did not play well. Too much emphasis on story is just one of its many problems.

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I'd just hate to be stuck babysitting NPC teammates. You know there'd be at least one mission in which you have to keep XYZ member from dying.

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3 hours ago, Job said:

I'd just hate to be stuck babysitting NPC teammates. You know there'd be at least one mission in which you have to keep XYZ member from dying.

 

Not necessarily.

 

They could either be expendable, or "essential" like in Elder Scrolls during these missions, so they could get hurt, but not die. I doubt there were escort missions in that game.

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1 minute ago, seed said:

 

Not necessarily.

 

They could either be expendable, or "essential" like in Elder Scrolls during these missions, so they could get hurt, but not die. I doubt there were escort missions in that game.

"Mission: Escort the defecting imp safely to the Resistance HQ for debriefing"

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3 minutes ago, Job said:

"Mission: Escort the defecting imp safely to the Resistance HQ for debriefing"

 

I can bring you in warm, or I can bring you in cold.

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On 12/7/2020 at 11:10 AM, seed said:

 

No, story in Doom can work if done right, and it arguably did already. That people have different opinions is normal.

 

But Call of Doom failed for reasons other than the story. That game simply did not play well. Too much emphasis on story is just one of its many problems.

Ahem. Doom Eternal. Ancient Gods part 1 has a "story" with objectives and similar emphasis.

Edited by IrOn7HuB

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20 minutes ago, IrOn7HuB said:

Ahem. Doom Eternal. Ancient Gods part 1 has a "story" with objectives and similar emphasis.

 

Yes, what is your point?

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43 minutes ago, seed said:

 

Yes, what is your point?

   What makes Doom essential is the experience on eradicating demons with your own weapons and tools you can find throughout every level. If you notice the unseen footage i found, there is nothing that deviates the game to look like something else. I understand the original choices of sprinting, reloading and crouching to make it feel modern sounds wrong for many, but still those are curious points of how the game was going to feel apart of relating things to other modern shooters. In design aspects, it had a unique aesthetic that relates to a near-future hellish apocalyptic setting with no sanctuary to hide from the demons and you must be the surviving character who has to "resist" against human extinction.
   The music from the project was going to be inspired by very popular hits like the ones from A Perfect Circle's "The Outsider/Apocalypse Remix" and several others from Nine Inch Nails. Mick Gordon took a sample from one of their tracks to add it as part of "The Resistance" music track. Wolfenstein: The Old Blood's "The Partisan" ending theme also has a portion of the same original music. I will miss Mick Gordon being the most remarkable game music composer and his industrial taste.

   
   Call of Duty looks more synthetic and lifeless compared to the project Id Software tried to look for. The project included new minor engine improvements (Believe me. Compare Wolfenstein: TNO and RAGE with Call of Duty: Ghosts.)

 

   After all that effort and layoffs, the studio did better and greater with their final product because Bethesda/Zenimax Media told them to restart again so they take better profits out of the DOOM "IP" as a whole. We could have gotten an open source version of Id Tech 5 if Doom 4 was released like Id Software's co-founder promised before leaving and joining Oculus in 2013.

To conclude my point: As a DOOM/Id Software fan, I will always recognize Doom 4 (1.0) as one of those Doom AAA projects that deserved to have a chance and a proper development. It's okay if you don't like it and i respect your opinion.

1200px-Doom_4.0.0.jpg

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47 minutes ago, IrOn7HuB said:

After all that effort and layoffs, the studio did better and greater with their final product because Bethesda/Zenimax Media told them to restart again so they take better profits out of the DOOM "IP" as a whole. We could have gotten an open source version of Id Tech 5 if Doom 4 was released like Id Software's co-founder promised before leaving and joining Oculus in 2013.

 

This is not true however.

 

It was id themselves who were unsatisfied with their own product, not Zenimax, and they were the ones who requested Zenimax to allow them to start all over again. I'm hoping you said that out of insufficient knowledge, not to suit your own view on what actually happened.

 

Rest assured that if it was a different publisher involved they would have never allowed a complete reset, most publishers nowadays don't give their studios anywhere near as much freedom. If your game sucks, too bad, you're going to release it anyway, as terrible and incomplete as it might be.

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2 hours ago, seed said:

 

This is not true however.

 

It was id themselves who were unsatisfied with their own product, not Zenimax, and they were the ones who requested Zenimax to allow them to start all over again. I'm hoping you said that out of insufficient knowledge, not to suit your own view on what actually happened.

 

Rest assured that if it was a different publisher involved they would have never allowed a complete reset, most publishers nowadays don't give their studios anywhere near as much freedom. If your game sucks, too bad, you're going to release it anyway, as terrible and incomplete as it might be.

I am pretty sure you didn't read TheDOOMWiki. Bethesda wanted to intervene to restart the project.

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9 minutes ago, IrOn7HuB said:

I am pretty sure you didn't read TheDOOMWiki. Bethesda wanted to intervene to restart the project.

 

Read the history section, not just the first four paragraphs.

 

"Producer Marty Stratton, former project creative director Kevin Cloud, and new project creative director Hugo Martin later described the period between 2011 and 2013 as a "rolling reboot," beginning with an invitation from Marty extended to the staff at publisher Bethesda to discuss restarting work on the game. An anonymous third party remembered a quote from a frustrated John Carmack during one of the meetings leading up to this intervention: "Doom means two things: demons and shotguns."[9]

 

According to Kevin, the id Software staff were concerned that the existing project had become something that "wasn't really capturing what we felt like was DOOM, and what the fans would want from it." Marty reiterated the common Call of Doom sentiment, and described the project as cinematic and story-heavy, with characters around and interacting with the player throughout. He mentioned that it took a long time for the game to get into the phase where the player could fight demons, starting out with exposition and then progressing into battles against zombified humans."

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On 12/7/2020 at 1:10 PM, Job said:

I'd just hate to be stuck babysitting NPC teammates. You know there'd be at least one mission in which you have to keep XYZ member from dying.

If you hate babysitting and protecting NPC's, just ask Phantasy Star Online players about MOME!   His name is oddly spelled with all caps in the game and spawned such frustrated forum topics as "I THAT MOME GUY HES A RETARDED."   In another quest you have to defend him during a boss fight!    Definitely glad to not have such a mission in a released Doom game.

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