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Touchdown

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  1. Touchdown

    Prodeus [retro FPS]

    Bit of an update. The guys behind Prodeus are apparently listening and in addition to allowing increased enemy resolution you'll be able to swap between the fake-sprites and 3D models. Observe:
  2. Touchdown

    So, John Romero is teasing a thing

    I have no complaints about Romero making more DOOM levels. But he's always using them for some weird reasons. Over two years ago he made E1M8b to get people to fund Blackroom by showing "the kind of gameplay you can expect" in a completely different game. I mean, come on. Who thinks it's a good idea to make a level for another game as a teaser instead of, I don't know, showing the damn game itself? Now he made an episode that won't be released for two months because he wants to sell a box with trinkets. Meanwhile his actual new game probably won't be released anyway.
  3. Touchdown

    So, John Romero is teasing a thing

    Disappointment. And Romero is trying make money off of it? What a joke. And to think that this will get so much more attention than all those amazing mapsets made by the community. I've watched a bit of the stream. Levels themselves look alright. Buckethead music is as unfitting for DOOM as I expected. Also, Romero can't play.
  4. Touchdown

    So, John Romero is teasing a thing

    I'm interested to see what it is but Romero has had so many companies / games and nothing really great ever came out of them (if at all)... I'll believe it when I see it. I certainly hope it's not just some set of DOOM levels but a full-fledged FPS or something.
  5. Touchdown

    Doom 3: Phobos

    As of right now I have finished Phobos E1 twice so it might be the time to share some of my impressions. Good but flawed is probably the best way I can describe it at the moment. I really like the mix of fast-paced action and slower exploration / storytelling bits. To some it might seem a bit jarring but I enjoy and appreciate that very much. There's something really interesting about having some of those scenes from the past and such - the contrast between the violent action and peaceful scenes with down-to-earth problems. The final scene is intriguing and I hope there'll be more of that in future episodes. I'm really interested in the story behind the whole thing. I'm already kind of trying to figure out if there's anything I might have missed about it and thinking about what might happen later. With that said I gotta say I'm not a fan of all of those references to everything that ever inspired you. I don't like it when creators do that because it somewhat makes their work feel a bit fake which doesn't do wonders to immersion. In mean, I can't agree on Life is Strange but SOMA is freaking amazing so I can see where you're coming from. But you already kind of reference it anyway through the plug-in / plug-out communication with Miles so all those names and quotes feel unnecessary to me. Not a huge deal of course, just something I noticed. I have to echo the complaints about writing and voice acting though, especially when it comes to the protagonist. A lot of his dialogs and reactions feel really unnatural, "read this line and act really surprised" kind of thing. A lot of it sounds like nothing anyone would ever say. I think the best part was actually the very final scene which felt the most natural out of the whole mod. I also don't quite understand what is the deal with Miles. She can get really emotional when talking to the protagonist but since we don't know anything about their relationship it just makes it look kind of weird. She doesn't really sound like a special agent she's supposed to be. Visuals are one of the strong points of Phobos. Most of it feels like a more "civilized" version of areas from D3 - they look different, sometimes maybe too different, but overally that gives them their own personality - they're not just more of the same like Lost Mission, for instance. I really like all the little details scattered around desks and such (though apparently none of the employees clean after themselves), it makes the place feel more real and, for me, kind of fills the space left by the absence of audiologs. In terms of gameplay I think Phobos does a decent job at making D3 more fast-paced with the inclusion of a rapid fire pistol, a better shotgun (even though the ultra-fast fire rate looks bizzare and the shotgun reload animation isn't very good) and unlimited stamina - though you could have added an always run option because there's hardly any reason to go slowly during combat (unlike for exploration). But I don't understand why did you completely remove recoil from the machinegun. It feels really weird compared to all the other weapons because it's unnaturally stable and the screen doesn't shake at all when firing. Levels themselves are fine, I had fun moving around and exploring, there's enough diversitiy to keep things fresh and exciting. I obviously wish we had more of them but it is what it is. Regarding sounds, I don't know if it's just me but it seems like either the gun sounds are too loud or the dialogs are too quiet because I constantly had to fiddle with the volume slider depending on whether I was in combat or listening to conversations. I kind of like it that some of the monsters are faster this time around - it works with the the more powerful shotgun, faster movement and unlimited stamina. It takes a few moments to get used to it but in general it does a good job at increasing the pace of combat. I do however have mixed feelings about the 'classic' features such as glowing red eyes on Imps or a pinkish tone of the Demons. I mean, it's nothing too extreme but that's like a very very mild version of what id did with DOOM Eternal by bringing back the original monster designs. It just feels unnecessary. Other than that it's pretty cool. I'm looking forward to when more powerful monsters appear in future episodes. Not sure why people complained about the difficulty. Once you realize that you have to be more aggressive, run around more and such it really isn't excessive. I guess maybe some folks were caught off guard because Phobos throws a lot more enemies at the time than D3. As I said before I enjoyed the ending. The new Pain Elemental looks really cool (definitely better than the cartoony abomination from Eternal), too bad the fight is kind of easy - if you pull out the Chaingun you can kill everything very quickly so it doesn't really feel like a final fight at the end of a chapter. The final scene was probably my favourite out of the entire mod so far though. There are some technical issues as well. The game doesn't save my video settings, there's this game-crashing button in the second room (how did that even make it there?). There are some smaller things like the fact that when you break that classic DOOM lamp the light still remains. In general I'm really happy that this thing is finally out and that it's not lost forever because it'd be a huge waste if that project was cancelled. I enjoyed it, there are some questionable decisions and elements there but what can you do. I'm personally looking forward to the rest of the mod so congrats on the release and hopefully the other episodes come out in a not too terribly distant future.
  6. Touchdown

    So, John Romero is teasing a thing

    Oh, so it'll be another set of overrated levels that'll get a ton of attention and praise just because Romero made it. Ok. Also how do we know it's "clearly" DOOM related? Why would you have to pre-order an episode for DOOM1? Does Romero have a deal with Zenimax to re-release DOOM (again) with a new episode?
  7. Touchdown

    Dusk - Hexen + Quake + Doom

    MILD SPOILERS FOR EPISODE THREE BELOW; I don't talk about specifics or anything like that but if you want to be completely surprised you might want to skip it. Short version: it's freaking amazing. All in all, really cool game. No real filler, no siginificanlty weaker points. It's diverse and fun. Consistently ridiculous and oldschool. Clearly the authors had a lot of fun making it and it shows. Will continue playing it. Good job.
  8. Touchdown

    So, John Romero is teasing a thing

    Let me guess, yet another game that'll never be released?
  9. Touchdown

    Dusk - Hexen + Quake + Doom

    A friendly reminder for all the like-minded fans: everyone who supported Dusk in Early Access will get to play The Nameless City, the third and final episode in less than 12h from now (here's an official countdown posted alongside the announcement). The proper release is on Monday. The hype train is here.
  10. Touchdown

    HORROR IN DOOM

    Evident horror atmosphere you say? You mean that game with bunny hopping, rocket jumping and a protagonist that single-handedly destroys hundreds of monsters like some kind of super human? And that gigantic axe covered in blood? He's clearly a blood-thirsty killing machine! (that's what people would say)
  11. Touchdown

    Doom 3: Phobos

    A truly disastrous design decision, the player might have to move a mouse a little. Ehh, kids these days. Anyway, I'll post my thoughts after I'm done with the second playthrough - I feel like I need to play it again to really absorb it in. But a little technical tip for people who haven't played it yet: turn off the Bloom. While it looks neat on some lights it generally seems to make the whole scene really blurry for some reason. It's seems sharper without it.
  12. Bethesda doesn't really care about the quality of games they put out (F76 and Brink prove that, they only care about the "quality" when they have some ulterior motive like with Prey2) so basically whether the game is good or not, bugged or polished is almost entirely dependant on the dev team.
  13. Touchdown

    Doom 3: Phobos

    Look, I've always considered DOOM to be capable of being deeper experience so I'm perfectly fine with the prominent story. In fact, that's one of the things I'm the most excited about when it comes to Phobos. But you do realize that once the mod is released the most common comments you'll get will be "whaaaa? Story in mah DOOM?! NO!! DOOM IS ALL ABOUT ACTION AND NOTHING ELSE! RIP&TEAAARR!!!" I mean that's just a guess but still.
  14. Touchdown

    Doom 3: Phobos

    Is it time to board the hype train? I sure hope so.
  15. Touchdown

    HORROR IN DOOM

    You're speaking like it's an objective truth but it's not. Plenty of people enjoy the atmosphere of DOOM. Moments like the ones I mentioned coupled with the dark soundtrack playing in many levels have a potential of creating a dreadful vibe that many of us associate with the franchise. If you don't get it or if it doesn't affect you then there's really nothing else anyone can say to that. But I've gotta say that if you play something like House of Pain, Toxin Refinery, Against thee Wickedly or any of the levels mentioned before (though you probably consider AtW to be too inconvenient for your action-oriented experience), listening to the original soundtrack and you still are constantly in the "BAAH!!! DEMON SLEEYAAHH MURDER DEMONZZ!" mode then it looks to me like you're only paying attention to half of the game. And it's kind of funny how you tried to discredit people who think dark atmosphere is an integral part of DOOM by claiming that they're just affected by their childhood experiences yet your example of a scary game is AvP and I bet that opinion doesn't come from playing it recently as an adult. I played it back in the day as a kid and going through the Marine campaign was an absolutely horrifying experience. But I'm not affected by fast moving screeching monsters anymore and I wouldn't even think of bringing it up as a scary game. Atmospheric, maybe. But I still think DOOM3 had better atmosphere and ambience. You can be sure that if they ever make a new SP Quake inspired by Q1 the protagonist is gonna be another ultimate inter-dimensional demon-slaying badass.
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