dsm

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  1. Allowing people the possibility of having their own interpretation of who the Doom Slayer is? Much as I prefer the interpretation of Doom Slayer being OG Doomguy, I'd have preferred that it remained intentionally vague, because other interpretations are interesting too - seems a bit of a buzzkill to go in and basically say: "All of yous who thought Doom Slayer is from an ancient civilization, YOU ARE ALL WRONG, MWAHAHAHAHA!"
  2. Just to clarify that when I use the term "bullet spongey" I'm not merely referring to enemies that suck up a lot of damage, but also stuff like not reacting appropriately to getting shot with bullets, though I confess that I may be using the term wrong. Most Human enemies in RtCW don't have too much health, but they barely ever react to getting winged most of the time. It immediately breaks all suspension of disbelief and takes me out of the illusion of firing actual firearms against Human opponents. Yes, you can get headshots, but I tend to consider it a cheap way of beating encounters. As you said, it makes it too easy. I generally don't have as much of a problem with the Ubersoldiers, Lopers and Bosses being bullet spongey, because they are big, inhuman enemies that look like they can shrug off bullets. Unlike Humans, I've never come across a Loper in real life, so I wouldn't know how tough it really would be :P
  3. I used to enjoy this game (was overjoyed to get a then-modern take on one of my favorite series), but these days, I find it hard to get into it again. I loved how it brought a semi-historical (bwahahahaha!) WW2 element to the series, while still being over-the-top silly. It has one of the best hand-held miniguns I've tried in an FPS and I'm a sucker for a good minigun. It had interesting locations (that are still an inspiration today) and it had a decent amount of humour when eavesdropping. I also really adored how most levels gave you the choice of being stealthy or just gunning everything down with reckless abandon. Also secrets :) But even back then, I was very disappointed with how bullet-spongey the enemies were (I was particularly unhappy with how useless the Luger is, since I loved how deadly your basic pistol in Wolf3d felt and I have a fondness for handguns). I've never been a fan of bullet-spongey human-sized enemies; that would work for something really big and covered in armour ('natural' or otherwise) or the like, but not for a squishy soft Human. I may be in the minority on this, but I felt the game had too many samey guns for its own good; I appreciate that it had weapons based on actual WW2 weaponry, but to a casual "I-want-cool-toys-that-shoot-stuff-in-various-cool-ways" person, it gets repetitive with multiple machineguns (submachineguns or assault rifles are, in video game terms, the same thing in my eyes); I felt the developer crammed too many weapons in there at the expense of making some of them actually useful and fun to use (looking at that useless Luger for one). I'd rather have fewer, but better designed guns. And of course, there were the Stealth Only missions like the Forrest and that last village (though the village one did a much better job at doing a stealth mission and was semi-enjoyable). There's also a laundry list of personal pet peeves and nitpicks that help bring the game down, however overall, I'd say it was an excellent little game for its time, that just hasn't aged all that well.
  4. I honestly don't remember how quickly I got used to it or if I even had much trouble with it at all. I do believe Half Life was the first FPS with manual reloading that I played and since the game starts a little slow with mostly slow-moving headcrab zombies (if I recall), I'm inclined to think it was fairly manageable to comfortably learn to press the 'r' key before things in the game got really hairy. I do know that by 2001, I was reloading video game guns like I'd never done anything else in my life.
  5. I just consider the different Wolfenstein series (Classic Wolf3d, RtCW, TNO etc.) to be alternate timelines. In one timeline, William Blazcowicz turns Hitler into a pile of gore, thus effectively winning WW2 for the Allies and he goes on to marry a Movie Star (I don't think Olivia in TNO/TOB/TNC is a movie star, though maybe she becomes one after the war?). In another, he thwarts Operation: Resurrection (a silly plot by the Nazis to raise a supposedly invincible Prince with a rusty sword, who ends up dying handily to bullets anyway), in which the Nazis' Top Scientist is a version of Deathshead who hates the notion of hocus-pocus because he's a true fact-oriented scientist. In yet another, but very similar to the one above (there was an "Operation: Resurrection"), Deathshead is suddenly very keen on the supernatural to the point of heading a project focused on "magic black sun" energy that stems from an alternate dimension. Finally we have the Old Blood/New Order Timeline, where Deathshead is completely bonkers and effectively leads the Nazis in place of Hitler and where the allies lose WW2 despite (or perhaps because of) having a one-man-army, dual-wielding super-soldier like William Blazcowicz who's really good at killing Nazis, but seemingly not very good at completing missions. Also, William Blazcowicz gets captured a lot in this timeline (happened only once in the Wolf3d timeline and the RtCW timeline). Oh yes, and this timeline actually contains two different, if very similar, timelines depending on player choice.
  6. Well, to each his own. I found reading lore about the demons and guns in Doom 2016 to be far more interesting than reading the various complaints from workers in Doom 3 and that the story in the new Doom doesn't drag as much. I also found the important characters were better fleshed out; the key players in Doom 3 weren't given much of a background or explanation for their motivations. But I will grant you that Doom 3 scores a few pluses for actually letting you skip cutscenes... /glares angrily as Samuel Hayden makes his lengthy speech for the 110th time... I found the loony cult stuff to be funny and refreshing without being obnoxious - why does everything need to be super-serious anyway? You've got an old-fashioned breech-loaded shotgun and a chainsaw in a futuristic setting anyway. Might as well roll with it and have fun. Besides, we've already tried the "super-serious" take on Doom with Doom 3; change is refreshing and not always bad. In fact, I'm overjoyed that Id software decided to try something completely fresh with the Doom 2016 plot. I don't know what's so 'dickish' about the Doom Slayer - he pretty much acted out feelings most of us would feel when playing Doom and his actions make perfect sense given his background, the circumstances and the kinds of creatures and individuals he deals with; The UAC are a bunch of shitty nut-jobs. Do you honestly believe they can be negotiated with? They're going to spin some bullshit excuses and "justifications" for their insane practices and refuse to acknowledge even the possibility that they're in the wrong. You can't discuss stuff with such people (well you can, but you won't get anywhere). Demons? Get out of here! Besides, his body language and a few of his actions suggests that he empathizes with the innocent bystanders (looks down at a dead low-tier UAC worker when Hayden says "It was for the betterment of Mankind" as a contemptuous response to Hayden's bullshit - takes a backup of VEGA, who has proven both selfless and kinda nice for an AI) - hardly the actions of a dickhead. I can somewhat understand your annoyance at having no influence over his character, but that's pretty much a modern shooter in a nutshell; at least the Doom slayer doesn't talk so you can at least roleplay that side of his character. The Doom Slayer being a super-warrior is perfectly in keeping with the original Doom, in which you were essentially a late 1980s one-man army Schwarzenegger archetype, except even more powerful (since those were demons you were slaughtering by the truckloads). The old concept is dated now, so making him an ancient immortal super-warrior was the best way to update it while staying true to the spirit of the old game of making the player feel powerful. I will concede that this was not what Doom 3 was, but hey, that was Doom 3 - a lot of people didn't consider that a proper Doom game and I'm pretty sure that most of those people felt it needed more of the feeling I described in the paragraph above; You being overpowered compared to the baddies. It was inevitable that Id Software was going to address this complaint in some way and this was it. Doom always had metalhead monster designs and after having seen the Doom 2016 monster designs, I've taken the opinion that this is what real Doom demons need to look like. I'm sorry, I liked the Doom 3 monsters (most of them anyway), but they never felt "Doomy" in my book. Would've been more at home in a Quake game which always was more of a creepier version of Doom anyway - perhaps we should wait for Id to reboot Quake if we want a more "horror-centric" Doom-type game.
  7. In order from most favorite to least. Doom: No game before or since has ever given me such a sense of perfection and bliss as this one did when I first played it. Obviously, age takes its toll, but this is still a fun game and I love the setting to death. Doom 2: More Doom, but with well-designed new enemies that increase the challenge and the iconic Super Shotgun (although it's OP compared to the other guns). Used to be pleased with it having the same graphics and gameplay formula, though I didn't like the maps as much for some reason and I always felt the music was inferior and less hard-hitting compared to that in Doom. I've since grown a little more sour about the fact that it's basically a glorified expansion pack to Doom with no real changes in the basic formula, but it's still a great game with superior moddability compared to the first game. Doom 2016: This is basically the Doom update I always wanted. Id Software finally decided to update the gameplay formula they'd been reusing ad diarrheum since Doom, while still keeping it basically Doom. It has some flaws, some really annoying ones too, and some of the cool features (upgrade challenges) sometimes feel like they get in the way, but generally, this game is so much fun and feels great, and all the returning weapons feel right, even if the shotguns technically do less damage compared to the original, they still have that feeling of being really powerful. I'm one of those (perhaps rare) weirdos who never considered 1993 Doom to be a "scary game", because I was too lost in the idea of being a one-man-army badass who could effortlessly defeat superior numbers of Demonic enemies. Sure, you wouldn't want to underestimate the baddies, but through most of the game, you were kicking their asses, so the feeling I always took away from it, was that Nightmares were scared of me in this game, not the other way around. Well, this is the feeling Doom 2016 captured perfectly, and for me, it feels so right, so Doom. The game genuinely surprised me with how much it felt like a "true" Doom game. It may inadvertently have soured my attitude to reboots of other games for not being "faithful" enough to their respective sources. Ultimate Doom: Someone decided to re-release Doom with a tacked-on episode with the same weapons, enemies and music (and a "plot" so idiotic it feels out of place). I would rate it lower if it wasn't because it's basically the first game with a little more content. Doom 64: Having never played the actual Doom 64, my opinions are based on Doom 2 TCs that captured the essence of this game. Didn't like it initially. Too much quake about it, which is to say, bleaker colour palette, ambient music (seriously, absolutely NO aggro music in a Doom game O_o), which I used to consider boring and repetitive ("Where's the action?"), no break-barrel SSG animation or the classic over-the-top pump-action animation for the combat shotgun, which I considered to be a nearly unbearable loss of a vital feature. Like watching a bad kung-fu action flick where the fight choreography is devoid of the really impressive, artistic moves. I've grown fonder of this title over the years, though. While I still think the absence of more aggressive, dramatic music is an anathema to Doom (refer to my comment on Doom 2016 about being something nightmares fear), the ambient music is masterfully crafted and creates a very hellish atmosphere. The gameplay is faithfully Doom, and while I prefer many of the sounds from the earlier PC titles, a few of them I actually like a good deal. Many of the technical advances such as dart traps and scrolling skies were stolen by Quake and I did not get to play a Doom 64 game since quite a few years after Quake came out, so it took me a while to appreciate the innovation put into this game. Overall, this is an interesting little Doom game, with some very memorable qualities. Doom 3: I used to love this game. It's Doom as far as it having demons in it based on classic Doom demons, the UAC, classic Doom weapons, playing as a space marine wearing a green combat outfit with ridiculous sleeveless armour. I think it's an interesting alternate take on a Doom game that focuses more of a horror experience, while not entirely killing the feeling of you being a badass capable of effectively fighting back the powers of Hell. It did not feel like a classic Doom game, but I wasn't expecting it to. I did like the flashlight mechanic, because the gameplay effect on creating tension wasn't lost on me, and considering that our Space Marine friend wears sleeveless armour on Mars (and no helmet), the lack of duct tape didn't faze me. I did try to play through this game in anticipation of Doom 2016, but gave up because I got bored with it (and frustrated), as it does feel rather samey - obviously, whatever spark made me enjoy this game back in the day has burned out now, it seems. Doom 3 Ressurection of Evil: It has the Double-barrelled shotgun, yay. It had a somewhat tacky story, poorly written audio-logs that completely lost the atmosphere of the ones in vanilla Doom 3, it had a gravity gun, which I cared little for and the new monsters were, in a practical sense, just souped-up versions of existing Doom 3 ones, nay. It did have a little more action than the vanilla game, so I guess it was ok enjoyable, but I never found myself playing this game as much as I'd have preferred for a game I spent money on. Final Doom (Plutonia/TNT): Yay, two megawads of Doom 2, but you had to pay money for them... -_-
  8. Doom 2016 did a good job at showing us a "Golden Age of Tech" setting that had just started to fall apart. The vibrant colours combined with a lot of shiny fanciful tech sold that very well. A "Hell on Earth" scenario would need to do the same thing essentially: Show a seemingly Golden Age of Technology (colourful, shiny and pretty) brought about by the Argent Energy and all the fancy technological applications that it makes possible. You can show a few cracks though - not everything on Earth has to look pretty (theme variation within the Earth theme), but we need to see something that looks slightly relateable without taking us out of the fantasy by looking too similar to what we know too well from reality. And then, on top of it all, you need Hell's reality messing with it in weird, but cool looking ways. I'm all for a continuation of Doom 2016's "Metal themed Hell", it just needs to evolve a bit.
  9. Agreed, highly imaginative "futuristic" tech architecture (but not quite techbase) combined with weird abstract "hellishness" could make for an interesting setting. And it needs to be vibrant and colourful like OG Doom and Doom 2016.
  10. Sure, but 61 is still a bit too early :ยด(
  11. Plus the reboot has lore, lots and lots of lore that fleshes out stuff just enough to make the universe interesting. They barely bothered with that in the 90s, so clearly, the storytelling has evolved and I like it >:D
  12. I don't give a shit about there being a million variations on possessed enemies because it doesn't affect gameplay if a zombie can have a hundred different faces or "uniforms" - enemies in Doom need to be like chess pieces: Immediately recognizable for each enemy type with distinct behaviour with hard counters. When you're fighting for your life, you're not looking at their faces or their uniform, you just need to be able to recognize that that is an Unwilling who can only melee you, that is a Soldier who is tougher and can fire plasma bursts at you, and that is a Security guy who has a big, glowy shield that blocks your attacks. There are only so many different ways you can make a zombie enemy and keep each unique and interesting. A few zombie types are expected (because y'know, Doom), but mostly people are interested in the Demons themselves, because they're the ones the artists can get really creative with. You do have a point in regards to immersion though and the only thing I can suggest to that is that maybe the city is a UAC controlled city (dunno, some "dystopian futuristic" lore about megacorporations running the cops like "OCP runs the cops" in Robocop), where the UAC supply their own army as a rather militant police force and their employees work as "civil servants", so that when Hell invades, they possess the UAC people (since they're involved with the whole UAC cult and shit), whereas regular people simply get slaughtered and turned into gore nests and the like. Or maybe the Hell invasion has been somewhat contained to a limited area and all the civies have been evacuated. I don't know why you'd say that - if you play Cities Skylines, you'd find that it is rather bright and colourful game (and I'm also referring to the buildings here). Just make some brightly coloured futuristic buildings and have some bright and colourful grass patches, trees, plenty of colourful lightshow advertisements and brightly coloured vehicles.
  13. Would be hilarious if it turns out that none of it is compatible with the pistol, because it's a future weapon that perhaps uses a different ammo type than anything available today. Like living in the 18th century and getting a Desert Eagle, but since you live in the time of musket balls and there are no bullet cartridges around in that time, it would be useless. But that's down to individual interpretation of course. ... I'd go with the pistol, because weak as it is, it sounds cooler than the wimpy "pew-pew" of the wand and I like handguns.
  14. Because it's so weak and requires you to spam the fire button so much to kill anything with it using the regular fire mode, that you'd run out of ammo in a heartbeat and that would suck.