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MajorRawne

Eating a big s**t sandwich

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I've seen the new Doom gameplay footage. I wholeheartedly wish to apologise for any and all disparaging remarks I ever made about Doom 4. It's now wonder they kept the footage under wraps -- that shit is full of ideas that would have been stolen by other games designers.

Epic. Just epic.

I'm going to whore myself out to afford whatever I need to run the full game.

It's been getting harder to get excited about anything Doom related. This footage has restored hope that there can finally be another good Doom game.

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I like it a lot. I have a few gripes with it, like the shotgun spread and the total imbalance of health and ammo and the weak sounding shotgun but on the whole I like it. I have high expectations from it.

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Is it just me or did they try to keep the original shotgun spread that is like a straight line? They may have added a bit of vertical randomness as well, but even the crosshair was shaped that way.

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The main thing that impressed me is how they retained much of the core run-and-gun gameplay of Doom, while paying total respect to Doom 3, which automatically boosts the prestige of Doom 3 in my eyes.

It's like Star Trek First Contact where you see the Defiant fighting the Borg, validating DS9 in front of millions of people, when DS9 was kind of ignored by Trek fans up til then.

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I'm not gonna nitpick about small things right now. I'm still soaking it in. I've talked about non-linear level design about as much as anyone else, but I think what's even more important than that is that the layout be memorable, and that's something that can be achieved with or without linearity. There's a few maps in classic Doom, for example, that rely on a mostly linear path that we all remember because the architecture was iconic. Doom 3 had very little of that. I'm feeling pretty good about Doom's layouts. I really hope they're fun and varied. I want to actually enjoy exploring, not just run and gun.

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