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Koko Ricky

Doom [4] reveal first impressions

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Dark ambient and industrial music? Sounds good to me! I always liked the industrial tunes in id Software games (Quake 1 to 3), so together with some ambient sounds that looks to be a great mix. Great to hear they left Kerry King home.

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GoatLord said:

They claimed at the reveal that neo-Doom would be using idtech6, which is still so early in development that its wiki page is sorely incomplete. What I'm guessing is that it was using a beta version of idtech6 that will receive a major overhaul in the next few months/year. Also, as to the QTE war the reveal's "fatalities" have stirred up: There were no on-screen prompts. So it's either a single button push, or something that automatically engages when a dying enemy is in point-blank range.


I would guess that "ID Tech 6" actually equals ID Tech 5 plus some and has nothing to do with the old wiki page. Putting a new name on ID Tech 5 after some changes gets people excited.


This has probably been mentioned but now that everyone's on the QTE stuff:

The enemies were flashing when the player is able to perform fatalities? I have read that somewhere is why I ask.

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Some enemies were highlighted a few times for some reason; dunno if it was related to the fatalities or not. I personally found the effect distracting.

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Did the shotgun guys (if any) have hitscans? Or where they duke nukem forever style where you could see the bullets for about half a second to doge out of the way? Just asking not that it's important :L

EDIT: Also I think the enemies are highlighted so you know you can just execute them instead of wasting ammo. This happens in Duke Nukem Forever as well.

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I know there was a character that shot light pulses, like a laser or something. I want to say that there was at least one hitscanner.

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I have question there was any sign of texture stream/pop-ing up during gameplay?


btw. they were play it on PC(mause) or xbox (kontroler)?

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I wonder if those light pulses GoatLord is refering to are from a plasmarifle weapon, but I get the feeling they wont add any weapons Doom was known to have, at least not most of them anyway.

One thing I can say is I'm afraid of the game being very bastardized or should I say "bethesdaized" as far as the Doom universe is concerned.

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GoatLord, was the MG-88 "Enforcer" machine gun or anything similar present in the trailer?

Hell, for all we know, they could be adding new weapons that fit the universe's feel.

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I got a couple of questions to those who saw the Doom (2014) demonstration.

1: Did the monsters get a new make over like in Doom 64 and Doom 3 from the original Doom/Doom II? If so; what did the Mancubus, Revenant, Imps, and the Barons of Hell/ Hell Knight look like? I've heard that the Revenant has doned some medieval looking knight armor. I would like to see any composite sketches of the monsters made by people went into the demonstration. Too bad no cameras or photography aren't allowed in there.

2: Will the new Doom be Mod friendly like creating your own maps, monsters, and weapons?

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DustFalcon85 said:

I got a couple of questions to those who saw the Doom (2014) demonstration.

1: Did the monsters get a new make over like in Doom 64 and Doom 3 from the original Doom/Doom II? If so; what did the Mancubus, Revenant, Imps, and the Barons of Hell/ Hell Knight look like? I've heard that the Revenant has doned some medieval looking knight armor. I would like to see any composite sketches of the monsters made by people went into the demonstration. Too bad no cameras or photography aren't allowed in there.

2: Will the new Doom be Mod friendly like creating your own maps, monsters, and weapons?


The monsters definitely received a makeover. They resemble the best design elements of classic Doom/Doom 2 and Doom 3. I would say they are far better than Doom 3's and definitely compare to the original in terms of being memorable. The mancubus had armor and looked really menacing. The revenant had a jet pack and looked a lot more threatening than ever before. The imps are difficult to remember. Hell knights looked good, a bit too close to Doom 3's design though. I really wanted to see horns.

As far as mod friendliness goes, there was no mention of that at the reveal. id is surely aware that Doom 3's mod community is tiny and the engine is difficult to work with. I'm certain they'll make it easier to work with for the new edition, but that's just speculation.

pro_zealot said:

I have question there was any sign of textre stream/pop-ing up during gameplay?

btw. they were play it on PC(mause) or xbox (kontroler)?


I was so far away from the displays, I can't answer that question fully, but I didn't see any. I'm fairly certain it was being played on a PC. Maybe.

Ishtar's Gate said:

GoatLord, was the MG-88 "Enforcer" machine gun or anything similar present in the trailer?

Hell, for all we know, they could be adding new weapons that fit the universe's feel.


No weapons were shown in the trailer and I don't recall seeing any machine gun-type weapons in the reveal. I suspect there will be a new weapon or two.

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Nothing, really. The player went through the maps very quickly and they seemed designed to showcase the gameplay more than serve as maps we'll expect to play.

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Indeed. I wouldn't be surprised if not a whole lot more than the core things and elements were going to be relevant for the final game. Asking about all these details seems a little pointless.

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Wow, these reveal impressions have got me super hyped up for Doom 4 again! Sounds utterly awesome - like a combination of Doom 3's horror and classic Doom's action. Exactly what it should be; lets just hope it sticks to the action-driven campaign of the originals and not that bloody awful "hub world" drive around approach seen with Rage.

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Did a large majority of the enemies teleport in like doom 3? Or where they just already in rooms standing/walking around like in DooM 1-final? And was it ( stupid question incoming ) colorful... as far as a dark game as doom goes? Or was it a more ugly brown and grey map with a dark red and/or a sand-yellow skybox?

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I think some of your questions are definitely getting too specific, so please excuse me if I don't (or can't) answer them. William Blazkowicz asked about teleporting enemies and I believe a few of them did, though not nearly as often as in Doom 3. I think id figured out how easy it is to just crown a baddy during their teleport sequence. He also asked about the color palette, and let me just say the reason I made comparisons to Doom 64 was partly because the lighting was very intense. There's definitely a more diverse palette this time.

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GoatLord said:

I think some of your questions are definitely getting too specific, so please excuse me if I don't (or can't) answer them. William Blazkowicz asked about teleporting enemies and I believe a few of them did, though not nearly as often as in Doom 3. I think id figured out how easy it is to just crown a baddy during their teleport sequence. He also asked about the color palette, and let me just say the reason I made comparisons to Doom 64 was partly because the lighting was very intense. There's definitely a more diverse palette this time.


That sounds really good, I think Doom is a game of powerful contrasts. One moment you are in a very bright room, one moment you are in a very dark one, one moment you are in a narrow corridor with lots of weak enemies, another in a very large area with a couple of very strong ones (or vice-versa). One of the reasons Doom 3 failed is that it didn't have a lot of variety. Cramped corridors and monster closets are Doom but you can't make a whole game out of it.


Hmmm...this post sounds a lot like Threshold of Pain 2, especially when it comes to lighting...I think Imma replay the new episode.

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GoatLord said:

I think some of your questions are definitely getting too specific/B]


Did the mancubus have nipples?

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Ok, here's a serious question. Did the player have to push a button to pick up items or could he just run through them?

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Shaviro said:

http://www.glassdoor.com/Reviews/Employee-Review-id-Software-RVW5567442.htm

If this is accurate and recent, I'd forget all about the little details :P
It sounds old though.


Judging from all the positive feedback we've heard about the Quakecon gameplay, could it be safe to assume they've sorted their shit out?

It's 2015 already, let the rest of us have the impression :D

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DooM_RO said:

Ok, here's a serious question. Did the player have to push a button to pick up items or could he just run through them?


Ran through them, like old times.

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And please, guys, no more nit picky questions. Although I will say that I was too far away to answer whether or not the mancubus had nips. Also, he was wearing armor, and not Batman Forever armor.

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GoatLord said:

And please, guys, no more nit picky questions. Although I will say that I was too far away to answer whether or not the mancubus had nips. Also, he was wearing armor, and not Batman Forever armor.


It was already hard to tell up close if they had nips in the first place.

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