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Koko Ricky

Doom [4] reveal first impressions

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Let's get right to the point. No questions were taken and very little was said. About 10 to 15 minutes were shown on a PC with someone playing live. The following are my observations, presented as objectively as I can manage:

Doom is a remake of the original and is set on Mars, though additional locations seem likely.

The two maps that were shown resemble Doom 3, but are much more expansive, open and busy.

The player's helmet provides overlayed information, replacing the static HUDs of the previous games.

Early on, the player rips the arm off a dead marine and uses his hand to access an otherwise restricted area.

The combat uniform looks very high tech and facilitates melee attacks, such as crushing an enemy's head.

Nearly all enemies shown appear to have cybernetic elements, though they are equally as organic.

The layouts encourage jumping, with the player leaping very high and gracefully.

Barrels create enormous explosions.

The first map had a geo-thermal theme, with lots of sparks and lava. The doors use the classic sound and eveven look the part. Cargo ships or possibly drones could be seen flying in the distance.

The second map featured a slightly hellish area that felt very Doom 64-ish, complete with hanging body parts.

Player movement ranges from creeping slow to very fast, less so than Doom 1 but way more than Doom 3.

The most human looking enemies looked very grotesque and used weapons that resembled light beams and possibly concentrated fire.

The chainsaw, pistol, shotgun, super shotty, rocket launcher and plasma rifle were shown. No sign of reloading or alt fire.

Enemies react to where they're hit. Many gibbed in a variety of ways depending on the weapon. The chainsaw in particular tore zombies down the middle in an extremely brutal and visceral manner, and it was different every time.

The revenant has a jet pack and killed the player by ripping his arms off and beating him to death.

The mancubus had an extremely gruesome death involving having a piece of its gut shoved down its throat.

Every weapon seemed to haves lot of power to it. The shotguns have a very good range.

Sound effects were punchy and meaty. The music combined dark ambient and indusrial. No sign of metal or guitars, period.

The overall visual style is very detailed and resembles all of the Dooms, with a lot of Doom 3 thrown in, but with far more going on.

The player can jump on top of enemies and perform brutal melee attacks.

As for comparisons to Brutal Doom, the blood and gore is very extreme, but appropriate within the context of the combat. The melee attacks never slow down gameplay and happen within the POV in the span of a couple of seconds.

Each enemy looks unique and the classics are recognized easily. The cyberdemon was shown at the end, but no combat ensued.

There is an implication that the monsters are UAC experiments gone wrong.

No sign of help from NPCs.

Graphics aren't groundbreaking, but does look much better than Rage and significantly better than TNO. Overall, they're true to the gritty industrial tendencies of the series, complimented by very moody use of light and shadow.

The game will have multiplayer and will appear on XBOX1, PS4 and PC with a promise of 1080p 60FPS.

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This is sounding pretty damned interesting but 'There is an implication that the monsters are UAC experiments gone wrong' worries me. I want demons from hell not some experimental chromosome bullshit.

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Doom Dude said:

This is sounding pretty damned interesting but 'There is an implication that the monsters are UAC experiments gone wrong' worries me. I want demons from hell not some experimental chromosome bullshit.


It will most likely be about experiments on demons, instead of just humans who were mutated.

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Solid write-up, thanks.

Objectiveness aside, what did you think personally?

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I posted some quick thoughts in the other thread.
It was WAY TOO MUCH like Doom3 IMO.

Way too dark atmosphere, enemies look too similar, and not super fast like Doom 1 and 2. Music is not memorable either like Doom 1 and 2.

:(

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Doom Dude said:

This is sounding pretty damned interesting but 'There is an implication that the monsters are UAC experiments gone wrong' worries me. I want demons from hell not some experimental chromosome bullshit.


But they carry UAC weapons fused in their bodies. it needs to have a proper explanation.

No reload surprised even some die-hard Doom fans in bethforums. They at least expect weapons to reload. The high jumps and unusual strength of the Doomguy for the fatalities can be explained by the high tech suit he wears.

Enemies giving health upon death is dumb, semi regenerative health like in wolfen would be better.

They are trying to simulate the horror tone of D3 but giving it a more intense action, it is a good thing. No metal music please.

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Kaskaum said:

But they carry UAC weapons fused in their bodies. it needs to have a proper explanation.


Hmmm I suppose so. Thing is, I always thought the demons did their own fusing experiments with any cybernetic parts.

ChickenOrBeef said:

It will most likely be about experiments on demons, instead of just humans who were mutated.


I sure hope so. lol

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I don't mind having lots of demons with mechanical parts, but does EVERY demon need to have mechanical parts? The original imp didn't have mechanical parts. The archvile was more like a demonic shaman and didn't have any mechanical parts either. Oh well. You can't have everything you want in this world.

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I was gonna post this in the other thread, but I'll just post here.

Marty Stratton, executive producer of the game, said that it begins just outside of an outpost on Mars at the beginning of a demon invasion. He said there's more to the story, but that was all they were going to disclose at this point.

First off, I can confirm that what we were shown was NOT a pre-recorded demo, it was real-time game play that an id employee was playing on stage. As for the basics, I can't confirm or disconfirm whether there was regen health. I don't recall him picking up a lot of health, and the player HUD was mostly obscured by the head of the person sitting in front of me. There was a weapon wheel graphical display on the screen of the player helmet, and the HUD also notified him of things like atmospheric changes and on one occasion, a 'detected threat' (an enemy that had already come into view.) No cinematics at all from what I saw, with the possible exception of the very end of the demo (more on that later). There were a couple points where the control was briefly taken from the player, such as when he was hoisting himself up onto a ledge that he'd jumped up to grab. Most of the classic weapons made appearances: the pump shotgun, the double barrel, the plasma rifle, rocket launcher and chainsaw.

Graphics wise, it was mostly comparable to what was seen in the teaser. Some of the particles seemed a bit unfinished, but there were so damn many of them flying around at once that it made it pleasing to look at. Texture resolution is definitely a big step above what we've come to expect from id Tech 5, although since Marty said they're now onto id Tech 6(66) it definitely seems they've made tech changes. Much more specular maps and reflective glimmers on surfaces than in Rage or Wolfenstein.

The player started off in one of those old airlock rooms, where he did this fancy little tossing and catching of his space helmet in his hands before putting it on. Fucking splendid animation right there. Great animation all around in the rest of the demo too. The player walks out into this vast cavernous area, and below him is a huge pool of either lava or molten steel. He was walking on a series of walkways that seemed to network to a central hub. Basically, think of a sci-fi type installation set inside Mount Doom. Design of the space installation was very reminiscent of the incredibly detailed intricate geometry from Dead Space, and the dank corridors from Aliens. Also reminded me of the final level from Rage, as far as the high tech sci-fi detail and designs went. This design integrity was pretty consistent throughout the demo, coupled with
some more industrial type areas, and beautiful alien terrain. All in all, gorgeous environments.

So after maybe a couple minutes of quietly wandering around the walkways, he starts encountering enemies, in the form if possessed marines using weapons and Imps that seemed even more acrobatic and reflexive than in Doom 3. Overall, combat in the game seemed challenging, and not just because of the number of enemies, but because of how spaced apart they were. The multi-leveled nature of the outdoor environment, coupled with the many large crates and other props later on, made it easy for enemies to attack from many different angles. All the enemies that made appearances have already been detailed, so I won't waste any time talking about those. They were easily recognizable without being anywhere close to mirror copies of the originals or the ones from Doom 3. Overall, the enemy designs were closer to Doom 3.

Don't remember how much deformable geometry there was, but procedural damage on enemies was abundant. As mentioned, the player was able to perform 'finishing moves' on enemies, mostly Imps, which involve head stomping, limb tearing, innard gouging, and probably four or five beautiful executions with the chainsaw, during a segment where he tore through a line of Imps. Shotgun and double barreled shotgun could blow chunks off enemies, and in one case, blew an Imp right in half.

All this makes it sound like endless combat, but it wasn't. There were quiet, tense moments as well, such as a sequence where the player has to open a biometric scanner. He does so by tearing off the arm of a nearby corpse and scanning it. This leads me to believe there will be puzzle solving here, at least on some level. Objects of importance were not highlighted or anything either, which was good.

There was another sequence where he walked through a decimated corridor with walls caved in and wires and pipes hanging everywhere, with holes and gaps in the floor. There were bodies and pieces of bodies dangling everywhere, among glowing pentagrams. No enemies, just ominous atmosphere here.

Speaking of atmosphere, it seems like they're going with a mix of soundtrack and ambient industrial soundscapes here. A bit reminiscent of Doom 64.

I don't remember there being no reloading, not sure where that came from.

There was a certain strange feeling I had during the demo, like something was out of place. About halfway through, I realized what it was: I NEVER see a game with this type of visual realism where the player can move and maneuver at this speed. Make no mistake: the fast guy from the id Tech 1 games is back, except his freedom of movement is closer to Quake 3 Arena. (No, this is NOT a parkour game, and the movement is not that exaggerated or overpowered, I'm just using the comparison to give you a better idea.) The enemies are faster too, but the player is faster still. The player speed and the type of graphical realism are like two different things your brain is not used to processing together in modern games, or at least that was my thought on it.

The end of the demo happened when the player opened a big door to see the cyber demon from the teaser, which grips the door frame as it leans into the camera and roars. Cue the fade back into the Doom title screen.

The only things I didn't really like was that there were ammo and item pickups spraying from enemy bodies that were highlighted (the only instance I can think of where items were highlighted.) I bring that up because it was the only thing I saw that really seemed out of place to me. The player's visor display would sometimes highlight enemies, which I didn't really care for, seemed too Crysis to me. Certain elements could use work, sure, like some of the sounds from enemies being given a bit more variety. The only major graphical elements that I could think of that were missing were things like lens flares and crepuscular rays from clouds(both a bit understandable, given the environment).

So what are my overall impressions? If this demo is indicative of anything, we've got a pretty spectacular game coming. There were times during the demo where I was just saying 'fuck, fuck, HOLY FUCK', and I have the feeling I'll be doing it again when I play it.

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Great write-ups, guys.

As for the combination of speed and realistic visuals, that's something Shaviro kept mentioning as a possible concern for fast movement.

I'm hoping it will just take getting used to.

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imp1979, you asked for descriptions of the classic monsters. I was seated in the far back, so details were difficult to make out. There were imps, who, while lacking horns, were very menacing in appearance. Far better than Doom 3's. At least one of them spawned as in Doom 3.

The revenants were very true to the originals and had a nasty, skeletal, rotting appearance. They were terrifying.

The one Mancubus that was shown had some interesting armor and was huge. It had a nice meaty sense of weight to it. It resembled Doom 64's version slightly.

There were a couple of barons, or possibly he'll knights, which looked Doom 3ish but better. They were very muscular and menacing, kind of pale, too

The cyberdemon was shown in the same shadowed stance as the teaser. Not much to say there.

plums, you asked how I felt about it personally. I really liked that it took Doom 3's aesthetic and expanded greatly upon it, because there's no reason for it to look bright and cartoonish like the original. I loved that the environments were expansive, but still claustrophobic. There was a lot of attention to detail and it felt like Doom. The few hellish bits that were shown were nightmarish and really adds a lot to the immersion. The delight I felt at seeing enemies mangled was like seeing those sprite death animations for the first time. The massive jumping and melee attacks were really cool, as was the fururistic HUD.

I really hope there will be some Earthern locations, or at least something distinctly not-Mars, because the variation will really work in Doom's favor. The lack of reloading was weird, even if it is an homage to the original. I don't think it's a big deal if it's in the final product. I want the guns to have a bit more dimension than simply looking cool and being powerful. I'm worried the melee attacks will get old fast, but they're likely optional and quick enough to maintain novelty for awhile.

Health seems to spill out of fallen enemies as little round symbols with crosses. I don't get this. It seems awkward, but could potentially work.

The monsters seem more horrific than straight up demonic, and that's okay. They need to be menacing and repugnant, which they are. That said, I hope the cyberdemon isn't the only horned, bestial looking foe.

All in all, it looks like a very promising game, even though it resembles Doom 3 in terms of visuals.

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GoatLord said:

I'm worried the melee attacks will get old fast, but they're likely optional and quick enough to maintain novelty for awhile.


If they're not necessary and aren't too long-winded, then I think everything should be fine.

Did it look like melee attacks would have to be used often, or did it just look like ID wanted to show off a lot of finishing moves to receive roars from the crowd?

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Melees were fairly spread out but there were a lot of them. They were extremely gruesome and seem to serve the purpose of conserving ammo.

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GoatLord said:

All in all, it looks like a very promising game, even though it resembles Doom 3 in terms of visuals.


Are you referring to the art style and atmosphere, or graphics? Because I thought graphically, it was far above what Doom 3 ever was. It didn't have much in the way of UE3/4 or CryEngine-style shaders, but as far as texture-res and overall poly count, it blows Doom 3 out of the water.

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Art style and atmosphere. It was like Doom 3 after taking steroids and getting a face lift. The actual visuals are not at the bleeding edge of real time rendering, but do look fantastic. If they're missing anything, it's the shadow work that keeps models from looking flat in dark areas.

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Thanks alot guys, this is is good news and got me even more excited. Fucking hope there's going to be something to show for the rest of us soon!

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GoatLord said:

Art style and atmosphere. It was like Doom 3 after taking steroids and getting a face lift. The actual visuals are not at the bleeding edge of real time rendering, but do look fantastic. If they're missing anything, it's the shadow work that keeps models from looking flat in dark areas.


Agreed. I remember reading years back when Carmack said that you'll be able to have '30 demons crawling all over you', and that it will be mostly about 'blowing demons to hell'. I definitely saw that tonight. (Maybe not 30 demons, but a lot nonetheless.)

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mtm5925 said:

I wonder if enemy bodies disappear like Doom 3.


Not that I noticed, but the player was usually moving pretty fast and rarely stayed in one place very long during combat.

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mtm5925 said:

I wonder if enemy bodies disappear like Doom 3.


Didn't see any bodies disappearing, not even gibs.

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Thanks GoatLord, and also Caffeine Freak, for your impressions. Not going to get too excited yet but it's sounding pretty good so far. Hearing that the player moves fast and has a lot of freedom of movement is probably the most interesting thing for me, and gives me some optimism about how it will turn out.

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