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DoctorObviously

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  1. DoctorObviously

    My feelings on DOOM Eternal in London

    Fair enough!
  2. DoctorObviously

    My feelings on DOOM Eternal in London

    This is actually a really great comment. In hindsight it's rich for me to claim betrayal on Eternal when the DOOM franchise never had a consistent style (never longer than 2 games I think) but you at least see my point. A big thanks for mentioning the horror of DOOM, which I was trying to get to, and you properly explained what I mean. Does anybody remember Quake 4 and how dangerous the Strogg felt? I'm not saying it should be a horror game but I'm saying that I don't feel like the demons are much of a threat to the Slayer, which doesn't make what he does that impressive, and when you're collecting coins, doubly undermines everything.
  3. DoctorObviously

    My feelings on DOOM Eternal in London

    The notion that I was playing an older, less polished version of Eternal combined with me not being ready for all of the changes and not sitting very comfortably actually makes me a little hopeful for the end product because it means that these points will be non-existent in the release version. It's not the case of it being a bad game, rather a not-so-great demo. Perhaps a second playthrough would've eased me in much better. See, this is exactly why I waited a bit before making the original post because I didn't want to be too hastily in my criticism. Thank you very much sir! Great video by the way, even Marty got pretty beat up in his own game. Hi! I saw the Hell area, those were some awesome looking props. I was in the middle of the area, the "café" booth. A shame we didn't meet. I already stated and restated my feelings on the aesthetics of Eternal many, many times both here and in the Slayer's Club forums but if Eternal would keep all of it's silliness I would absolutely hate, hate the game and the developers for reasons I've explained. It's not even about "different tastes" and making the game "video gamey", it's about screwing with the tone of a line of games. It's the "midichlorians" from Star Wars-effect. For example, if Marty or Hugo said "Eternal isn't the sequel of DOOM 2016 because we felt we wanted to try something new and the original vision didn't interest us anymore." then I wouldn't have a single problem with it because it's an entirely different universe and storyline. I'm not trying to be a nit-picky a-hole here, I swear. I'm stuck on details. Really important details. The classic id Software horrifying monsters you fight, the immersive touch of notifications in your visor, an eviscerated half-eaten corpse to open the door to the BFG-room versus a "YELLOW GOOOORE KEY". These are aesthetic touches that are important which don't line up with our previous window into this world. Again, please put yourself in my shoes as somebody who did take 2016 very seriously (from a context standpoint) and imagine that I'm a developer of a sequel for a game or a movie that you see as something holy, something that's touched you emotionally and is very important to you. Now imagine that I put something or several somethings in that sequel (which is canon, of course) that completely tears the believability of the previous game or movie apart. That just... hurts. It hurts because you feel like the director or lead designer (who is in control of the project and who's voice will affect the brand) doesn't understand what the previous game / movie was truly about - or worse, laughs with your fandom. Like you're being made fun of for thinking a certain way about what you love. And that's truly how I feel about Hugo Martin when he talks about Eternal. And a big part of this is my own fault as well because when you love something very deeply you begin to feel a sense of ownership over it, even if it's not your property. The HUD I can live with. I hated it when I saw it on video but I didn't mind when I played it, which I found very suprising! I loved the music, the weapons sound FAR more meatier than in the E3 footage as well! But the question marks, 1UPs, coins, overall goofy demons...?
  4. DoctorObviously

    My feelings on DOOM Eternal in London

    Because it doesn't. It's a charged ability to be used in a pinch, and it doesn't replace quick movement. Novaseer already mentioned that this is due to the FOV, which I believe will be fixed in the full version:
  5. DoctorObviously

    My feelings on DOOM Eternal in London

    I did mention dashes in the original post, though.
  6. DoctorObviously

    My feelings on DOOM Eternal in London

    Yes, I was very used to an FOV of 130 in 2016, and I heard that the demo was hardlocked at 90, so that issue could be immediately resolved.
  7. DoctorObviously

    My feelings on DOOM Eternal in London

    Even though my impressions of the game haven't been great so far, it would be very silly to assume id Software is already celebrating and drinking champagne. I have no doubt that they are working 24/7 to change the game every single hour. I can only hope they read the most prominent complaints on forums and try to change the stuff that are easy to implement: the more options the more people it attracts, the more copies sold. Everybody wins, right? I had no idea! Where did you read that? It's subtle, but 2016 felt much more grounded in reality, with far less contrasing colors and goofy-looking, plasticky enemies. It's not worse, or better, it's just different and I personally didn't like this cartoony / Darksiders-esque aesthetic. As I stated before, no FOV slider.
  8. DoctorObviously

    My feelings on DOOM Eternal in London

    So, on the 27th of July I went to QuakeCon in London and played DOOM Eternal at 09:30. A few disclaimers It may seem strange to put up a post about this two days after the fact but the truth is that I had a ton of new information I needed to process and I didn’t want to make boisterous, fierce, hasty criticisms towards – let’s be fair here – one of the only big-budget single player-focused (hopefully) shooters that I’m excited about in the last years. When it comes to solid, expensive, quality games made with passion I’m actually really starving. I’m a pretty huge fan of the 2016 release and consider it a new standard for other developers to aspire to. It’s a personally important game as well. I didn’t like DOOM Eternal at E3 2018, I really didn’t like it at E3 2019 and now that I’ve played it I cannot say that I enjoyed myself, because I didn’t. I already know that childish comments claiming that I’m a troll are incoming, and I can’t stop those, but know that I’m not from the UK, and I travelled specifically to play Eternal, because I respect id Software and what they produce is usually fantastic stuff. I don’t think a “troll” which is pretty much everybody these days, would pay for and travel to another country to play a game to then bash it on the internet for the lulz. No doubt you will find some tiny thing in the thread to pick apart and take out of context. Oh boy. The demo itself To clarify, the demo I played was all the footage you could see in the E3 2019 demo and the b-roll footage you can find on YouTube. Our group (of 09:30) had half an hour to play the demo. To my immediate annoyance, almost nothing could be changed in the options menu. I understand that graphics settings can’t be changed, but the options menu lacked an FOV option (which was too low during gameplay) and rebindable keys, which was an immediate pain in my d*ck. The mouse sensitivity was customizable (thank god) as well as the difficulty setting. I had either the choice of Easy and Medium. Because I could play 2016 on Nightmare in my sleep, I obviously chose Medium. As a small but not unimportant addendum, while we got an expensive looking PC with an equally expensive looking setup and chair, I never sat very comfortably. There’s a big difference to playing a game in your home as opposed to an unknown environment with a time limit and keybinds you don’t like. Playing Eternal If you go into Eternal thinking you’ll have an awesome time, having had a lot of experience with 2016, you’re sorely mistaken. I'll try my best to explain. I think, and I feel many people think that DOOM 2016 was absolutely fine - but id changed pretty much everything. They changed the aesthetics, which I have complained about - often and loudly. They created frankly asinine elements which don't belong in a Doom game, such as the coins and question marks. These details fundamentally undermine the entire atmosphere of the game and the threat of the Slayer, because I cannot take the badass struggle of a walking tank-monster taking on the hordes of Hell while collecting Mario coins seriously anymore. And for the literalist morons who don't understand context: I mean seriously not as in Batman-brooding, but rather in tone with what you're supposed to feel in that story and that universe. In earlier interviews Hugo explains that Eternal is very much the Evil Dead 2 to 2016's Evil Dead... and while he describes Eternal to a T, he's also wrong because he forgets that DOOM Eternal is a sequel to DOOM 2016. How would you like it if Bloodborne 2 or The Witcher 4 came out and you see random giant man-sized question marks spread around in the world? I think the internet would be set on fire, knowing those fanbases. The Doom Slayer runs slower, much slower than previously. You can notice this particulary well in the E3 footage, but enemies blindside you pretty much all the time. There are many more enemies per arena, they take many more shots to go down and are far more aggressive than they previously were, and that's good! However, you're slow as molasses. You can't run infinite laps in the arenas like you did in 2016 because you walk like a snail compared to the enemies. To give you an idea, you feel like you run slightly faster than a protagonist in a regular modern FPS. So, you're slow and the enemies are many, and take lots to go down. So they hit you from every which way because you can't dodge anything (which also is such a wonderfully subtle way to destroy the Slayer's menace), suddenly you run into an enemy because have no more room to maneuver, you try to kill an enemy with a double shotgun, you shoot, expecting to quickly land a glory kill but the enemy is still standing because they are way stronger. And most of the time you won't have any bullets because you already used them on your way to the enemy you bump into. The whole flow and rhythm was off constantly. It's a clusterf*ck, and while I fully beat the demo with no lives lost, I can't say I had fun. The bug where a Prowler was invincible so I had to restart the demo all over again certainly was the cherry on top. You are given many options to kill demons - so very many of them - but you are hampered all of the time by little details that make the game far less fun. Off the top of my head, the weapons I encountered were the following: there's the Flame Belch (shoulder mounted fire), Blood Punch, Dash (blink forward x 2) and a shoulder mounted grenade, plus your weapons' primary fire AND a secondary fire. There are tons of ways to kill demons, and yet the more I think about my short time with it the more I feel like the "less is more"-mantra applies very well here. Like the dash ability, for example, with it's progress bar to load more charges, feels imprecise in it's usage because you never exactly know when you can use it again. I didn't hear a sound queue for it. While you may scoff at this idea, I have to reiterate that the demons hit harder than ever, so the game's mechanics have to be extra precise so that any fault or death is not the game's fault of telling you information but rather your own fault. The shoulder-mounted grenade felt so clumsy and imprecise, and I almost blew myself up with it. And while it may be too early to say this: I had no idea how much damage I was doing with what. The Flame Belch looks fancy and brutal but I don't think it did much. What affects what enemy in what way? I couldn't tell from a glance. 2016 was elegant in its design and it didn't overcomplicate things. Marty and Hugo, like two automatons in every - single - interview love to tell you how much of a "race car"-experience Eternal is, by which I want to ask what was wrong with the original experience. Wasn't the "race car" we were driving with three years ago not good enough for them? Apparently not? I talked at length with a friend of mine about my feelings towards the game and he responded with saying that we may have a case of severe overcorrection and I think that's the one-word description of how I feel about it. Summary Did I "hate" Eternal? No, not at all. I can't hate something that looks like it had so much work poured into. But I do, however, not like it. It's ridiculous in a bad way. In a dumb way. And it doesn't play well with your fingers. Yet, every time I see new footage, like the Doom Hunter one from a day ago, I cannot deny I feel a little flicker of excitement for it. I can't say with certainty that I will buy it, day one, and I don't think anybody should. I think I - all of us - need to take a wait and see approach, because I feel like Eternal isn't the sequel people are expecting or really want, and knowing the current climate of game releases today, ... I dunno. I'm not really "hyped". It's Darksiders-esque colors and plushie-like unthreatening tone killed it a bit for me. I was in it for the gameplay, sure, but mostly I was in it for the immersion, and that's been taken out of it. Now it's just a video game with elements of Quake I, Quake II, Quake III, DOOM 1, DOOM II, DOOM 3, it's the entire id Software past releases all in one messy, messy product. It's sloppy and inelegant and most damningly it's frustrating to play.
  9. DoctorObviously

    E3 2019 Impressions

    I have a feeling you're entirely correct. Which is a shame because, while Eternal obviously looks good and fun to play, it went too far, and I loved, loved the semi-realistic nature of 2016. I was so very immersed in that game, and unfortunately Eternal looks like a clownshow.
  10. DoctorObviously

    E3 2019 Impressions

    Finally, a forum post that isn't endless, endless, ENDLESS fucking praise for Eternal.
  11. DoctorObviously

    Quake dev says Doom Eternal Hands on at Quakecon London

    I'll be there :3
  12. DoctorObviously

    DOOM Eternal Gameplay Reveal Impressions

    Playing DOOM is great for letting out your frustration, it sounds like you need it :)
  13. DoctorObviously

    DOOM Eternal Gameplay Reveal Impressions

    *posts single frame of 20+ minute long video* -___-
  14. DoctorObviously

    DOOM Eternal Gameplay Reveal Impressions

    I'm actually very glad to finally read somebody who isn't licking this new Doom. No matter how unpopular an opinion on a game, there's always somebody out there who agrees with yours. I've never had the thought: "It's yet another Doom game. It's a brand now, gotta make lotsa sequels." but with this one I did. Even saying that I was dissapointed isn't accurately describing it. They took the whiff of sarcasm and sillyness that DOOM 2016 had, and let it spill over everything, from the goofy looking demons to the stupid Darksiders-esque looking weapons with the rocket / sphere launcher being the absolute worst example of this, with the weapon being entirely skull-themed. It looks fucking retarded, like something that could come straight from some overpriced roguelite indie game on Steam. And while it's very early to judge the music right now, even that seems worse. DOOM 16 found the perfect balance between making you feel incredibly aggressive and mighty, utterly brutal combat, incredibly destructive guns, great lore, and an atmosphere that feels real, with a tinge of insanity, like cosmic horror. Mortals are utterly incapable of battling this threat. The Revenant pulling off your arms or the Baron pulling off your legs feels dramatic and humiliating, and when I watched the Quakecon demo I just couldn't take anything seriously. It's like every new decision that was made for Eternal seems wrong, in every single facet of it. The developers often claim that, if it doesn't feel DOOM enough, they don't include it in their game, but nothing in Eternal feels very DOOM at all. The only thing I liked from what was shown was the BFG10K sequence, but that goodness quickly ended when the elevator reached it's destination, and the DOOMSLAYER clumsily lumbered around, killing all sorts of demons with a single plasma rifle. How come the worst players in the world always get to show off a brand new FPS game?
  15. DoctorObviously

    Just watched QuakeCon - Your opinions?

    I've played DOOM 2016 over 200 hours now, only playing single player, and I still enjoy it very much, to the point where I was thinking: "How would you improve on this? Especially with only two years of development, there's no way they'd have the time to bring us something that will be equal to the impact of this game." Turns out I was right. The gameplay reveal looked slow, boring and very recycled. I appreciate the new movement tech that's introduced in the game but I don't know if the game will allow for quick movement. I just expected... more. Guns sound similar to each other, enemies look more goofy than an actual threat, even the battle music was worse. The music used for the teaser was awesome - where was music like it in the actual game?
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