• Content count

  • Joined

  • Last visited

About dsm

  • Rank
    Why don't I have a custom title by now?!
  1. On top of this, a small part of me is mildly offended that Imp fireballs move faster than the Baron of Hell's - it's supposed to be the other way around /fanboy grumbling. The shield guys don't bother me as much after I got a useful tip that the Gauss Cannon blows these guys to pieces regardless of their shields (just don't use the scope attack; they can block that for some reason), but I used to be very annoyed that you couldn't even temporarily disable their shield through focused gunfire barrages or something (at least something like the plasma gun's primary fire should've been useful at dwindling down their shields to nothing really fast, making it a more useful weapon).
  2. It also happens occasionally when the rune isn't selected.
  3. I figure this is down to technical limitations - a modern AAA game with all the detail, bells and whistles of a hyper-advanced game engine cannot handle both the whole "big open landscape" (unless under-detailed) and "lots of monsters coming at you from all sides" (unless really low-poly and under-detailed), rather than the developers "never having played Doom". also, Kevin Cloud worked on both this and Doom 3 and he was definitely around working on the original Doom (which means he had to have played it). I actually feel Doom 2016 plays far more like the original than Doom 3, so the statement "you can tell the developers never truly played the original Doom games" comes across as very disingenuous. It's an old tech issue that's been around since Quake came out, one of the quirks of a full 3d engine and I'm not sure I would call it a "flaw" rather than the development team being pragmatic and making compromises with what they had to work with. Now the bug that makes enemies sorta invulnerable to gunfire when they're stunned, on the other hand, that is definitely a flaw. The unbalanced and rushed design of the secret classic Doom maps is a flaw. The overwhelming number of very linear maps could be considered a flaw too, but that's a thread topic of its very own that's already been discussed extensively. The rune trials being very "trial-and-error" with small coincidences (such as where enemies end up spawning in) often determining if you fail the trial, that I would consider a flaw too. Some people have pointed out that the "work environment" of the base doesn't feel very "lived in" and while I don't consider it a problem as I would rather the level design focus on fun combat over realism, it is a valid argument for being a flaw, because it is still possible to combine fun with realism (I figure time constraints prevented some of the "realism").
  4. It's a toss-up between Doom (1) and Doom 2016. Doom (1): Unstable teleporters breaking down and creating a portal to Hell was a pretty badass concept back in 1993 and the in-game locations followed a theme that seemed rather consistent with the story setting and universe, while the end-episode text blurbs developed the storyline enough to feel rewarding. Best of all, it's not a very long or complicated plot and you can still completely ignore it and skip all the text blurps at your leisure. Of course, nowadays, that plot has been re-used to death which makes it less interesting to newcomers who have seen one or multiple other permutations of that plot. Also it's very thin on world lore, which is both good and bad. Doom 2016: Re-invention of the Doom plot, which is a nice, unexpected surprise, but it also stays true to the core themes of the original plot (overtones of greed and arrogance tampering with stuff best left alone). Has a lot of universe lore that makes it cooler than any previous Doom story, but it maintains a fairly simple plot that makes decent sense within its universe: It also manages to give the protagonist a memorable personality that stays remarkably true to the original protagonists very basic characteristics and it has far better written Human villains (than previous Doom stories that featured those) with motivations that are a little easier to understand and imply something deeper than just "Muah hah hah hah haah, evil!!". The downside to the Doom 2016 plot is that while it's pretty light for a modern game, it still interrupts the action and forces you to watch cutscenes and listen to exposition, not all of which is that interesting, so while it's a tolerable issue (you could always use the delay to take a quick bathroom break), it's still a hit against it definitively taking the no.1 slot in terms of "best plot" for a Doom game.
  5. Some top-down game with ASCII graphics where you played as a hungry larvae eating symbols scrolling down towards you from the top and you had to avoid Ts (they represented poisonous mushrooms) - I think I was around 2-3 years old at the time (so around 1982) and I only ever got to play it once. I thought the game was called "Centipede", but apparently, that's a different game where you play as a garden gnome shooting stuff with a laser, so I've no idea what the game was called.
  6. I hate to dash people's dreams, but I'm pretty sure that adding NPCs will just drag the combat down, which needs to remain fast and fluid; having to watch out for some AI dudes while you're busy navigating the combat area, dodging projectiles while aiming and hitting straight will just clutter up the combat and make it unnecessarily frustrating I think. Besides, with how the lore and tone of the new Doom series is all about making the player feel like a greatly feared, angry God (the only thing that Demons are truly terrified of), NPC marines would end up feeling so squishy as to be redundant. I wouldn't even want to see NPC troops get torn to pieces on the other side of bullet proof glass anymore, because not only have I seen that in so many other games at this point that it's become a really tired cliché, but I honestly think the minimalist approach of seeing their torn bodies in the game world is far more effective as it allows you to use your own imagination about how these troops met their grisly end.
  7. In regards to realism, I'm kinda somewhere in the middle ground; I don't give a shit if the pipes are connected correctly, but I do like to get the sense that "this room serves X purpose and that hallway serves Y purpose". As for Doom 3, I always figured that there was a basic foundation in realism in its design, but stylized to look futuristic (i.e. "overdesigned") so it'd be interesting. I noticed several security checkpoints around entrances into "secure areas" (like specific labs), lobbies with desks for clerks (now dead or zombiefied) where I'd imagine you'd go for general information and several observation type rooms with bulletproof windows into "testing areas" and several maintenance specific areas. These all seem to make some basic sense to me, but then, I've never worked at anything like a science facility and my knowledge of machinery, engineering and science is extremely limited as in: I don't know a damned thing. You could show me a room where the entire floor is made out of pipes and some supposed Chief Engineer could joke that "the kinetic energy of people walking on this pipe floor will keep the pipes at optimal temperatures, which will reduce maintenance requirements and keep the costs down" and I would probably believe he was serious and he'd just told me the absolute truth.
  8. I used to like this game a Hell of a lot and I still kinda find the universe appealing, but I've got to admit that the overuse of some enemies and how similar to each other some of them are and the puzzles keep me from going back and enjoying it these days. I'm guessing that once I had the puzzles figured out, I forgot how much they first annoyed me and only after forgetting the puzzle solutions after a few years of not playing the game and then trying to get back into it did I realize how shitty and aggravating they are. The things I like about it still stand though: I like that it is a medieval fantasy game with swords, battle axes, magic wands and staves and ridiculous spiked shoulder armour. I like the mysterious magic world, the basic, but inspiring "lore" behind it (three all-powerful institutions that regulate magic and are corrupt to the core) and the various colourful beasties ("lorewise") that come to haunt it. I like that you get to pick between three classes, though I do think the Cleric and the Mage are too similar; both rely mostly on straight up magic attacks and the Cleric has only one pitiful melee weapon with no innate magical abilities about it, which is why I like the Fighter better as a Player Class because his arsenal is pretty distinctive and best defines what sort of character he is (it helps that his particular weapons feel especially hard-hitting). I never could get into Heretic, because I could never get past the fact that most of the weapons just struck me as "fantasy-versions of Doom's weapons, except shooting glowing snot and thus not as beefy", so Hexen worked better for me as a "Fantasy version of Doom" than Heretic. The limited selection of weapons isn't something that overly bothers me, because I'd rather have a small arsenal of distinctive weapons than a huge arsenal of samey types of weapons (and I remember playing entertaining older action games that only ever gave you 1 weapon, so I'm easy to please in regards to quantity), but poor weapon balance tends to annoys me and I find that for giving each class only four weapons, the balance is pretty insufficient; once you pick up your first new weapon, your basic weapon is barely ever used again if ever and the 'Super'-weapon is similarly sparingly used, so you stick with the two medium-tier weapons throughout most of the game. The game really lacks something like an Archvile to spice up the combat with, as well as more variety in enemy toughness, movement speed and attack-types. I would love a well-made reboot/sequel/re-imagining sort of thing of this game if it effectively removed the shortcomings of the original, but I'm not sure if I'd place my trust in Raven to do it as they haven't done anything all that memorable in years.
  9. I would suggest you look up some gameplay footage of Wolfenstein 3-D and/or Ultima Underworld and then compare it to gameplay footage of Doom to get a vague impression of what a graphical leap Doom was. I remember being unimpressed by those ugly, pixelated wads of snot that was the player character's hands in Wolfenstein 3-D (and I'm a fan of that game!), but I got used to that. Then Doom came out and those "pixelated wads of snot" had turned into "slightly pixelated photos of some guy's (Kevin Cloud's) hands holding a photo-realistic looking shotgun". Hell, you could see the hairs on the guy's forearm! The rest of the graphics (enemy sprites and textures) were similarly improved over those in Wolfenstein 3-D, so it was easy for your imagination to transfer those "photo realistic" hands to the rest of the environment and thus fool yourself into thinking it looked far more real than it did.
  10. I'm 37 years old. Currently disappointed I haven't done a better job figuring out Life and stuff.
  11. Awww.... He broke the mirror. Hello 7 years of rotten luck. Mmm... creative. I think I like it. Pretty silly, but still much better than them wearing boxer shorts.
  12. If it's set on an off-world colony, Europa, or some other ice moon would make for an interesting setting - I'm so sick of seeing barren stone in every Id game they've put out since the original Doom 2 (which at least had grass). Besides, the Arctic theme briefly explored in Vega Central Processing was one of my favorite visual themes of Doom 2016 (never seen an ice level in an Id game before - not one actually made by Id), so it'd be great to see that explored further. If set on Earth, starting out on a UAC base on Antarctica would also be really nice, because bloody ice.
  13. I used to find (nearly) all the non-metal, creepier music pieces "boring" and sorta disliked playing maps with the "boring" music.
  14. The game instantly struck me as pretty depressing when I first tried it all the way back in '96 - it just gave me a feeling that all other men in the world were dead or mutated and all the non-babe women were dead too, and all the while, Duke is just coming across as a selfish, unfeeling asshole about it, cracking one-liners about how awesome he thinks he is. I kinda had to get used to it :P
  15. Don't know if it would make it "perfect" for me, but here are my list of suggestions (most of which have already been mentioned): - Don't have characters constantly yell at me to "pick up the pace". It's not scary, it's just obnoxious and it impairs my ability to enjoy the game. Let me explore the game world at my own leisurely pace thank you very much. This is especially dumb considering that the game engine and the levels are designed around exploring every nook and cranny. - Better written characters. I'd have liked both Sgt. Kelly and Betruger to have had more likable characteristics. A Dr. Betruger who wasn't an over-the-top asshole from the start, although I do find some of his over-the-top lines funny. - Less reliance on melee-oriented monsters. I don't get why having every second monster into a melee beast would make them scarier, when fear factor should come from their aggression and ability to easily do a lot of damage to the player from afar. - Don't use Imp and "Imp-wannabe" enemies so frequently. The Pinky was underused and so were Mancubi and the Hell Knight. Generally more variety in enemy types and enemy attacks and behaviors and incorporate it in the level design. - More colour variation on the enemies - too many enemies are basically grey-skinned. A few are brown. - Give the shotgun a tiny bit more range; it should remain a close-quarters weapon, but not to the point of making it a 'melee' weapon with the ability to do extremely negligible damage at a few paces away. It's a firearm, make it feel like it. - Slow the fire rate of shotgun-toting zombies and give their buckshot more spread. I'm fine with them being a threat, but the way it is makes it seem like they have a superior shotgun to the one the player is using and it's a discrepancy that's hard to ignore. - Have more of the game take place in Hell. Also have the base facilities leading up to Hell be more obviously warped and Hellish (and make the same locations even tougher to recognize due to Hellish transformation when you return from Hell). Also, have more outdoor areas and get rid of the "limited oxygen" deal. I generally feel that the Techbase theme vastly overstays its welcome and the game lacks a proper "Shores of Hell" theme that merges Hell and Base themes into a distinctive third theme. I also think the game has too many of the levels be "realistic" - having some of the later techbase levels be warped by Hell would be an excellent excuse to introduce an element of surrealism to not only mess with the player's mind, but also change up the gameplay experience. - Have the Wraith's phase ability less obvious - a simple ghostly fog effect over the creature turning more and more translucent until it disappears would've been creepier and would perhaps made its movements less obvious to track. Also make the enemy less Imp-like in appearance (should've looked more like a smaller, slender version of the Pinky). - Much fewer locked cabinets and less code hunting. Also on that note, have text alongside the Audio Logs to make codes more accessible and less of a chore to acquire through listening to audio, while hiding PDAs with non-optional codes in secret areas.