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ALilGrayBoi

What would you NOT want to see in dark ages?

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1 hour ago, Consistent-Money-990 said:

"cinematic experience"

 

no.. just no 🤦 

Honestly at this point. I'm starting to regret making that post giving Hugo praise. This guy not only doesn't know how to write for shit. But he is also doubling down having Doom be this story focused game. Now with the added benefit of being more "cinematic". Great, jfc just what we need -_- 

 

Remember that time when Doom guy threw away that TV monitor that samuel hayden was yapping through? "I think we can resoooooooooooolve this problem in a way that benefits us both"  "STFU let me kill some demons for crying out loud!" 

 

What happen to that attitude? srsly? what happen to just simply getting right into the action. Has the creative director just lost the plot into what makes Doom DOOM??

 

Did most of the team who created 2016 left ID?? srsly how did we get to this point.

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9 hours ago, Doom reboot World said:

Thank god! I was really hoping for something like this. I've always had an interest in the Sentinel world, so I'm fucking pumped that they'll be taking advantage of it in both the gameplay and the story. I'm skeptical about the whole “cinematic” part. In the description of TDA on PS5, it's described as an “epic cinematic origin story” which makes me think it might just be a standard line he was given when asked. Just happy story is gonna have a bigger focus.

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3 hours ago, Consistent-Money-990 said:

Did most of the team who created 2016 left ID?? srsly how did we get to this point. 

Most of the big names of that era are gone now, yes. Significant turn over both after 2016 wrapped, and then especially after Eternal.

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38 minutes ago, Quasar said:

Most of the big names of that era are gone now, yes. Significant turn over both after 2016 wrapped, and then especially after Eternal.

well I be damned. One can only hope that "ID Software Magic" is still somewhat left in the studio. 

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11 hours ago, Consistent-Money-990 said:

"cinematic experience"

 

no.. just no 🤦 

 

I don't understand why this is problem for you. Cinematic Doom is interesting because the series has never focused on adventure in its campaigns. Combine the advanced gameplay of Doom with a cinematic adventure experience and you get unique product, because other cinematic games are mediocre in terms of gameplay.

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46 minutes ago, Doom reboot World said:

 

I don't understand why this is problem for you. Cinematic Doom is interesting because the series has never focused on adventure in its campaigns. Combine the advanced gameplay of Doom with a cinematic adventure experience and you get unique product, because other cinematic games are mediocre in terms of gameplay.

He didn't like DE's story, so he assumes this one will be bad by default.

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A launchable shield that makes me think to Dying Light Hellraid...

 

... oops, too late...

 

... so... Excalibur !

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On 7/29/2024 at 11:19 PM, Geniraul said:

Linear gameplay.

 

This legitimately ruined Eternal for me. Got real old, real fast with the 'survive to progress' mechanic. 

 

Just give me a base full of enemies and several choices of how to tackle it (different paths, load outs, etc.) and I'll do the rest. 

 

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I'm for the story and MTX side not to go too hard, if at all.
"Story in a game is like story in a porn movie. It's expected to be there, but it's not that important"

I mean, that's not any real hard and fast rule and there be plenty of good, interesting, thought provoking even games with a heavy narrative emphasis buuuut...

I play Doom for the boom, for the guts and glory, to revel in the lamentations of my demonic foe and crush their feeble resistance.

Story, such as it is, is secondary to Doom. 

 

"Cinematic experience" pfah. Maybe new id should rebrand themselves to Valve Jr. and make HL3.

Linearity I'm fine with, as long as there's lots of branches and optional resources/routes. My line there is making it on rails, which 2016 and Eternal didn't quite do, even if they could feel like a theme park ride at points.

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I hope the new doom dumps all that mario platforming stuff, air dashes and chain pulls and stuff. I'd be happy without jump to be honest... also the weapon switching thing as different mosters are weak to different attacks also sucked. I'd like to see all that gone, and take the game back to something much simpler and cleaner.

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On 9/11/2024 at 1:52 PM, Zerofuchs said:

Linearity I'm fine with, as long as there's lots of branches and optional resources/routes. My line there is making it on rails, which 2016 and Eternal didn't quite do, even if they could feel like a theme park ride at points.

 

Hugo has already said that the game will feature open levels, sandboxes, and backtracking to previous locations that will expand in terms of content. In this context, TDA will be much more diverse than 2016 and Eternal, which many criticize here for their linearity.

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On 9/11/2024 at 1:52 AM, Zerofuchs said:

and MTX side not to go too hard

I honestly don't know how they would do MTX outside of cosmetics and multiplayer. But it would be interesting to see. Maybe ID could take notes on what Treyarch did with Microtransactions with bo3 zombies. 

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