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dsm

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  1. dsm

    DOOM II teased for E3

    Considering the lukewarm reception of Wolfenstein 2 (which seemed to have been rushed in places), I wouldn't mind if they did work on Rage first. In my experience, you get burnt out creatively if you work on the same stuff all the time, which leads to an increasingly inferior outcome and I've seen lots of evidence of this in both the gaming and the movie industry, so I'd rather Id did not become a "Doom machine"; better they try some different things creatively while taking a needed break from Doom, subconsciously get new ideas on how to improve on Doom so that when they go back to Doom after completing Rage, they'll be able to do it much better than if they just went straight from Doom 4 to Doom 5. Besides, Rage has potential. The first game may not have been fantastic, but it doesn't rule out the possibility of a better sequel.
  2. dsm

    Who said this?

    The Tooth Fucking Fairy said it!
  3. dsm

    Any Heretic/Hexen fans here?

    I guess I'm something of a HeXen fan, though I've not played it in years. I still like the universe, some of the monsters have a lot of character that I approve of, and the game had some great features for its time (breakable objects and glass etc.). Oh and I always was a sucker for having the main villain pop up to deliver cheesy taunts at the player once in awhile. And Character Classes. That was yummy back in the day and it still gives me a warm, fuzzy feeling. Heretic never did anything for me until I played it with Heretical Doom, which gives the weapons some much needed oomph, plus some other features that I feel improves it and helps to make it feel more unique.
  4. dsm

    Opinions on Modern First Person Shooters

    Sprinting - Eh, sprinting has technically been around since Wolfenstein 3D (shift key to run faster), although I'm guessing you're referring to either a sprint limit or the feature that prevents you from shooting while sprinting. I haven't played any games with the latter function so I'm guesstimating that it would depend on the game; it might work for some, not so much for the more action-heavy ones. Aim Down Sighs - This again depends on the game. If the Aim-down-sights is more of a convenience (allow easier sniping at range, but not necessarily required), I'm fine with it. Vaulting or Climbing - This I like, especially if it works smoothly. Regenerating Health - This I definitely dislike. A lot. Regenerating health typically destroys any immersion I'd get from playing a first-person shooter. I know medkits aren't realistic, but they don't kill the feeling that you're a vulnerable Human being (unless you have a lot of health and can tank a lot of damage), because when you get shot, you can pretend you just got grazed in the arm and a medkit serves to let you pretend you spent a minute or two patching up the wound while the game conveniently skips that time to let you get back into action. But just regaining health from sitting behind cover tends to make me not care about whether I get shot or not, killing all tension I'd feel if I actually had to retreat and look for health packs. Weapon Carrying Limits - When Halo came out, I thought it was a novel idea, adding a nice touch of realism. But then I realized how limiting it is to the gameplay. No thanks. Attachments for Weapons - Well, if we're talking like Doom 2016's weapon mods and if the resulting alt-fire mode work well at complementing the primary fire, then I'm all for it. Don't care for cosmetics. Perks - Don't think I've played a game with perks, so I dunno. Checkpoints - Don't mind them if they're placed well. Hand-Holding - Only if the game is chock-full of busy details and confusing multiple routes that will make my head spin on the first playthrough, but even then, I'm sure I'd figure out where to go eventually, so meh. Ranking or Level Up System in Multiplayer - don't really play multiplayer. Game telling you what to do - Depends on how hand-holdy it is. If it tells you to place a Nuke somewhere in an Enemy Base, but leaves you with multiple choices on where to place it, without telling you which is the best place, then it's all right I guess. No cheats (ex. Big Head Mode, Exploding Enemies After Death) - I like cheat codes for messing around and doing silly shit, so not having them is a demerit for the game.
  5. dsm

    Doom movie thoughts?

    Never watched it. Knew from the start that it probably wasn't going to respect the source material all that much. Was put off by the trailers and pre-release info. Once released, word-of-mouth confirmed what I suspected. Would not and still won't support it.
  6. Finally caved in and bought it. Like it a lot so far, may even end up loving it. I like the level design, the clever secrets, the references and I always was a sucker for a good HUD face. Weapons are relatable, while still being gloriously over-designed and I generally like the cartoonish, but detailed art style. Gunplay is enjoyable, even though I agree that the "Loverboy" revolver sounds a bit on the soft side, but so far, the gameplay doesn't really make me feel like I'm a competent combatant, since I get hit in nearly every encounter with hitscanners. It's fun though, which is the most important part. Music is pretty awesome and quite memorable. I admit that I also found myself a little annoyed at the platforming, when hunting for secrets; you fall off, or miss, ledges far too easily and since you take fall damage in this game, it can result in some save scumming abuse, which I don't find all that fantastic. But hey, it's the Build Engine; it can't really be helped (except make fewer platforming puzzles for secrets, but then many of the secrets wouldn't be as memorable so...). The pickups look nice, but are very small and easy to miss; at first, I found myself wasting big medkits (picking them up when I was only 5 health points short) because I couldn't tell it was a big medkit. I would agree that the enemy lineup is a little meh, except that these are your basic cannon fodder enemies only introduced in the first two levels of the game. I was actually surprised to learn that they're more distinct from one another than I was led to believe from watching gameplay footage. Each soldier-type has distinct sounds and rather distinct attacks, so they're easy to tell apart.
  7. dsm

    What makes classic DOOM scary?

    I never really considered Doom a "scary game" until I found Doomworld and saw that most of the Members kept talking about how scary it was; then I had to re-evaluate my impression of what "scary" means. (Not trying to pretend to be 'badass' here, because I'm not - it was more of a kind of ignorance on my part). I do recall getting scared the first time I was fighting the Cyberdemon... or stressed out by it, but that had a lot to do with the fact that I was playing it on a PC with no sound card, so it had PC Speaker sounds (beep-boop type sounds). There's no sound attenuation with PC Speaker sounds and the Cyberdemon's stomping noises are really loud, meaning that when you first encounter the Cyberdemon and realize just how much damage his rockets do, you spend a lot of time hiding from him and expecting him to round the corner any second, because the loud grinding noise of his footstep sounds like he's stomping around just around the corner all the time. Made for a heck of an intense experience. I doubt playing it with a sound card would have been as scary because I would have been able to tell if the Cybie was close by or far away and make my move accordingly. I remember being pretty disappointed by the sound effect when I first heard it with a sound card; had expected something louder and more booming.
  8. dsm

    Who was the most badass marine (npcs)?

    Sorry about my late reply. It's in the book The Making of Doom 3. Elliot Swann is depicted as a Lawyer with shitty social skills. I'll quote from it:
  9. Indeed - Samual Hayden is going to end up highjacking some fancy "Deep Space" vessel and escape into Deep Space to eventually become the Makron and found the Strogg Race and set up an eventual Quake 2 reboot thingie. So he needs to be around for the final chapter. :P Right, the actual topic. I don't care too much as long as it's cool, memorable and fun. Motherdemon? Cool. Icon of Sin? Cool. All-new-Doom-Boss? Cool.
  10. dsm

    Has anybody read the "The making of Doom 3" book?

    I bought it years ago. Pretty damned interesting read and plenty of nice high quality images of the various models, concept sketches and stuff. My one major gripe with it is that the physical quality of the book is rather crappy. After a few years, the pages will start falling out. Other than that, lots of nice info in it.
  11. dsm

    Flaws in Doom 16'

    I was really paraphrasing Hugo Martin in the NoClip Documentary "Doom Resurrected", in which he pretty much stated that they didn't want the game to be disturbing and he says something about "Horror for the whole family". I recommend you watch it if you haven't already as it's pretty interesting. DOOM Resurrected Part 1 DOOM Resurrected Part 2 DOOM Resurrected Part 3 I agree that the result is a bit like you said; analogous to Alien (Doom 1993) and Aliens (Doom 2016).
  12. dsm

    Flaws in Doom 16'

    A few more flaws (some debatable, some a little nitpicky) I was recently reminded of: - The Challenges often require you to take 'unnecessary' risks that take you out of the experience of actually trying to survive. It's a cool idea from a replayability aspect, but it is a bit immersion breaking. - The Secret level lever pulling animation is too damned long. Isn't the Doom Slayer supposed to have super-Human strength? Why then does he even have to struggle with pulling the levers? - As cool as Hell is and as much as each Hell map has unique details and qualities that are unique to said map, the overall impression of Hell is very samey: bunch of rock caves and ancient ruins, lots of skulls and bones and ancient, impaled corpses. I found the various techbase facilities more obviously distinctive than the Hell levels, even if they do ensure some indoor vs. outdoor variety in Hell's level themes. - The high-tech Labs theme is slightly underused, even if it is used here and there in some of the industrial-themed maps. This is a nitpick, but it is one that occasionally shows up in the back of my head, so I might as well mention it. - The Lost Souls manage to be even more annoying than the original ones. Maybe I just suck, but I find them nearly impossible to dodge if I'm in the middle of a massive battle and they suddenly spawn in somewhere where I don't have eyes on them. Feels a little cheap when used like that. - Possible Spoiler: - The Chaingun is rather disappointing until you get the Mobile Turret mod. For such a high-ranking weapon, it does come across as rather inefficient and under-powered, not to mention that its lore suggests that it's a literal portable Autocannon (even without the Mobile Turret mod), but it doesn't come across in gameplay (its bullets feel only slightly more powerful than those of the HAR). Later upgrades gives it kind of a disappointing pew-pew firing sound if you're using the Gatling Rotator mod, which is a bit of a shame because its default sound before that upgrade is decent. I'm really hoping the sequel has a better chaingun. - The Plasma Rifle lacks upgrades for its primary fire mode. Both of its mods are invaluable and prevent the weapon from being useless, but its regular fire feels almost kind of redundant in the late game.
  13. dsm

    What's up with Doom 2 maps?

    Well, the first part of the game is set on a Starport. It has a decent amount of techbase textures to sell you on the idea, but ever so often, it uses stuff like ashwalls that don't seem to make much sense and unlike the techbase levels in OG Doom, I find these discrepancies kinda hard to ignore. The background sky is also disappointing; just a bunch of clouds. How about some giant space craft, control towers or hangars in the background? The City Background is pretty cool, but the maps themselves mostly look like a weird mix of techbases and old brick buildings. For a futuristic city, it doesn't look all that interesting or creatively inspiring, which is something I tend to care a lot about, especially since the ending screen for Doom had a city that looked more future tech (gleaming skyscrapers where you couldn't see windows). Hell is probably the section that works the best I think. Awesome sky texture, some cool themes (Bloodfalls filled with rivers of bloods, The Chasm with its walls of slimefalls, The Spirit World filled with glowing rock and a haunting theme). I think it mostly boils down to disappointment at how much more immersive the visual themes could have been if the level designers had put their minds to it.
  14. dsm

    Gotcha!

    Kinda this, but on the flipside, I always did kind of view it as Hell also luring you into their trap; forcing you to enter Hell (no way to shut down the gate on Earth) and thus become trapped there. ...Gotcha...
  15. /Watches in dismay as the movie ends up with a lame rap song for a theme that sounds absolutely nothing like Grabbag...
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