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About dsm

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    Why don't I have a custom title by now?!
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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:
  6. 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.
  7. 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.
  8. 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).
  9. 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.
  10. 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.
  11. 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...
  12. /Watches in dismay as the movie ends up with a lame rap song for a theme that sounds absolutely nothing like Grabbag...
  13. Who was the most badass marine (npcs)?

    Technically, Sergeant Kelly is, since he ambushed Campbell and took his BFG, however, he may have been Demon-empowered and thus in the possession of an advantage. Campbell is set up to be this intimidating badass armed with the best, most powerful weapon made by Man, but a part of me can't help but think that he's all show. An early story draft depicted him as a bit of a psycho, too violent and undisciplined to join (and remain for long) in an official military force. You may draw your own conclusions from that.
  14. Flaws in Doom 16'

    I'm guessing the lack of Giger'esque stuff was deliberate; they wanted to make this "horror for the whole family", so while they wanted the "horror" to convey the sense that yes, Demons = BAD, they didn't actually want the game to be scary or creepy. Giger'esque stuff tends to be disturbing, which I figure would have gone against Id's objective for this game.
  15. In order from "best" to "least good": Doom (1993) Mostly down to nostalgia, but I like the look and atmosphere the most here; the ideal blend of angry "metal" music to sell you on the idea that you're a massive, badass, who isn't a saint, and then switches it up with moody, horror music to remind you that everyone else is dead and demons are stalking the hallways. For its time, the level design worked well to give you a basic sense of location (just don't think too much about the layout and such) and seem sufficiently consistent. The beastiary may be limited when viewed today, but the enemy designs were improved leaps and bounds over Wolf3ds and Id were still developing their game design formula. I almost feel that criticizing Doom for lack of enemy variety is like criticizing the first automobile for not having a sleek design and being reliable. Doom (2016) Currently, I view this game as the "right" way to bring the classic franchise into the modern age (I don't care about multiplayer). I think it does mostly the right things and makes the right compromises for what is technically feasible in a modern game. It reinvents Doom in a way that I think works well for me, focusing, through music and gameplay, on making you feel like the ultimate badass, which imo is what you should be feeling in a Doom game, and it uses modern game design concessions in a way I don't find off-putting (mostly). This is the game that convinced me that some modern gameplay designs weren't as irrelevant as I used to think. While it retains some of the horror and suspense elements from the Doom franchise, it does downplay them a lot. Some technical limitations that forces it to focus on arena combat also limit the game, and finally, too much linearity in its level design later in the game (despite some early levels having excellent non-linear map design) do bring down the game a bit, but overall, I think this game came out far better than I had anticipated. Maybe in a few years' time, I'll grow a bit more sour in my opinion towards it (as it happened with Doom 3), but right now, I'm pleased. Doom 2 (1994) The SSG became my favorite FPS weapon for awhile and the new monsters worked pretty damned well. I also liked the basic plot of "The Demon invasion has spread to the Earth". I also considered the Icon of Sin showdown to be pretty epic and challenging, and I loved the Wolfenstein 3d easter eggs. But I wasn't overly enthusiastic about the look of the levels, nor did I like the music as much as in the first game. The level design strikes me as inconsistent and doesn't give me as good a sense of location as the first game's maps did. Eventually, I also developed a dislike for how OP the SSG is and how it tended to make the regular shotgun rust from disuse. Doom 64 Great horror atmosphere, new graphics and, for its time, great lighting and effects. I can tell that Quake took a lot of inspiration from this game. Great, challenging level design too. Admittedly, it took me years to learn to appreciate this game, because I wasn't into the whole "horror atmosphere" thing; I viewed Doom as an action franchise "with horror elements in the background", so I used to be quite displeased that the music was all ambient and no "angry metal", because that was "not Doom" in my opinion (and I found it dull to listen to; horror music typically didn't do anything for me in an action game). I have later learned to appreciate the atmosphere and horror qualities better, so my opinion of this game has vastly improved. Another thing I disliked was the lack of the classic over-the-top shotgun pumping animation. I know it was due to tech limitations, but this was almost akin to doing a version of my favorite kung-fu action film with shittier fight choreography. I guess I'm a sucker for interesting animations. Doom 3 Great atmosphere and revolutionary graphics for its time. I like a lot of the weapons' visual designs (just not the shotgun so much), monster designs are pretty damned creative and imaginative too. A lot of effort was put into making the environment feel believable and it has plenty of subtle details you can look for. The combat is pretty dull though - I used to find enjoyment out of messing around with the physics (trying to blow the enemies away in a fashion that looks cool, quite challenging to pull off actually), but this game is not all that fun if you go into it with action-packed combat in mind. It's more of a "haunted house" ride, where you can mess with stuff and admire the visuals. I view Doom 3 as an interesting "alternate Half-Life inspired take" on the Doom premise and there are still things I find inspiring in it. Mobile phone Doom games Haven't played any of these. I tend to play video games only when home - if I'm on a train or a bus, I read books or reflect on things. Every Doom megawad that was sold commercially Didn't care much to shell out money for any of these (no engine update, no updates to the gameplay formula), most of them I never played. The few I did play, I didn't play enough to form a solid enough opinion of.