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Shooting demons and playing in hell - The DoomGLES Review

Let's be honest, Doom isn't just a legend amongst players nowadays, It's more of a lifestyle. It defined the term FPS back in the 90's, and keeps being played to this very day. Now, if you used to think "oh, it just looks so damn pixelated and I'd rather get one of those awesome-looking games on my tablet", you better start getting those bucks out of your pocket, since this OpenGLES port of Doom, Doom II, Ultimate Doom (and virtually any IWAD out there) will surely get you back to some martians-ass-kicking.

Title: DoomGLES | Developer: Kokak | Genre: Action | Players: 1 | Version: N/A | Size: N/A | Price: $2.14 |



Gameplay: 10/10

I don't really know if any of you have or have not played Doom, but just in case, you'll have a nice virtual trip through hell, killing hordes of bad-ass monsters, while keeping you on the edge of your ... well, wherever it is that you're sitting on. The game itself contains the Shareware version of Doom, and as long as you have them, you can play every single episode of every single Doom game out there. You can also play any IWADs you like, so the re-playability factor is endless.

Graphics: 9/10

The game sports OpenGLES graphics, including the next eye-candy effects:

- High Resolution (on tablets or high-end phones)
- Realtime Dynamic Lighting
- Particle Effects
- 3D Monsters and objects (just picture yourself getting some 3D Cyber-demons out on your own)
- Blood Projections
- Realistic Water Effects

Of course, you'll need a nice rocking device to be able to get all of these effects working, but you can always deactivate them and play the classic graphics version, or one with the effects you prefer. Playing the game in HD with all effects on is like an out-of-body experience for Doom fans.

Sounds: 9/10

There's nothing like getting a flashback as soon as you start the game, remembering those tunes that defined our very childhood. It'll get you anxious to press the start button and get it on.

Controls: 9/10

The on-screen controls work as well as any other screen controls for FPS games out there. As always, it gets a while to get used to them, but you'll find yourself enjoying and shooting at everything in just a matter of minutes once you are used to everything. You will also find Bright control and Transparency control buttons. You can also play it on your Xperia PLAY, with full control mapping.

Modding: Here is a very interesting aspect of the game, since you can play every copy you own of the Doom series as long as you have it's .WAD file. You can also play custom IWADS (talk about a nice session with Plutonia 2) with DoomGLES graphics.

In The End: Whether you are a die hard fan of the Doom series, or a newcomer looking for adventure, this port will keep you on for hours, and then get you some more time of nice shooting. The graphics give some new life to the legend, giving you the option of going classical with old-school graphics, or bursting what's best of your device's processor.

http://www.droidgamers.com/index.php/game-reviews/3673

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The models and oversized dynamic lights are comically terrible, but the shimmering water effect looks really cool.

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It does, but it just clashes with the low poly geometry too much, and if anyone was going to put in the amount of effort needed to make it fit in, they'd be much better off just making their levels for another engine.

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How can we get that water effect into GZDoom?

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Hellbent said:

Title: DoomGLES | Developer: Kokak

He's still Dooming? That's the guy behind WinHeretic, WinHexen, DoomGL, HereticGL, HexenGL, and ZDoomGL-the-first.

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jute said:

How can we get that water effect into GZDoom?


It'd stand out badly in any current PC sourceport, just as badly as it stands out against the rest of the game world in that phone port.

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Ledmeister said:

It's OK to charge for Doom-engine ports? Is ID getting a slice?

Selling the exe is allowed by the GPL. But the same GPL makes it mandatory to freely offer the source to any interested party. (Even if they didn't buy your stuff.)

If he's using the original "educational" Doom Source License, then he can stay closed-source... but cannot use it for any commercial purpose!

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OpenGLES source port? Interesting. The problem with all of the effects is they are all contrasting too much with the way Doom looks. Perhaps a "softer" glow from the dynamic lights, less smoke trail particles coming off of the cacodemon fireballs, things like that would help. Also filtering the sprites/textures and other effects that make Doom look more "OGL" may help.

I'm probably going to end up buying this regardless.

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So to sum up the conclusion of Gez's post:
1. If using the GPL, the port is allowed to charge money for it, but you can't charge extra for the source code. (It's still perfectly ok to require people to buy the program in order to get the source code)
2. If using the DSL, it's illegal to charge for the port, but it can be closed-source.

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I like the reflective water. Graf Zahl, I would like to have this in GZDoom please.

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Looking at the image representation of the video, I see reflective lava... That just looks awkward.

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Nomad said:

I like the reflective water. Graf Zahl, I would like to have this in GZDoom please.



Won't happen.
You guys have no idea how much work that would require.

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esselfortium said:

The models and oversized dynamic lights are comically terrible, but the shimmering water effect looks really cool.


x2 - pure comedy for the most part.

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Jodwin said:

Doom on a touch screen?



NO.


It actually works surprisingly well. Not as good as a mouse and keyboard but it's still playable.

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Retog said:

Not as good as a mouse and keyboard but it's still playable.


In the same way that a car fitted with amputee controls is still "drivable", but you wouldn't win any races with it, at least not vs regular drivers. Similarly, you wouldn't complete any HR-style maps with such handicapped controls.

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On iphone Doom, I struggle to beat E1M1, and not in a fun way.

More power to people who like these ports, but you couldn't pay me to play them.

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Looks pretty much the same as the old DoomGL, except for the water (and with worse dynamic lighting).

Gotta love the fact it's still using the really old 3d models from DoomGL too, including the crappy projectile ones I made :P

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I will say the sky during the MAP15 portion of the video was cool. I never did like the sky in DOOM 2 levels 12-20. And as others have said, the water effects were good also. Other than that, no thank you.

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Vordakk said:

I will say the sky during the MAP15 portion of the video was cool. I never did like the sky in DOOM 2 levels 12-20. And as others have said, the water effects were good also. Other than that, no thank you.


The skies in the video are all made from bit's of the skyboxes from the now pretty old JDoom enviroment pack.

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Only the water I really like, as I've seen those models before..but the brighter than normal blood splatter seem off putting because blood isn't that bright of a color when exposed to air.

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The water is very nice but the rest of the design isn't very appealing.

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Those 3d monsters look really nice IMO. Just like extruded versions of the original sprites, very cool.

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