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About Touchdown

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  1. Touchdown

    Project Warlock

    Entering the final episode. Really enjoying the game. As I mentioned earlier, the visual style is really nice, especially enemy designs - they all look interesting and the animations are neat. I have three main problems with it though. First: some areas are really, really ugly. Like literally square rooms with abstract textures and nothing inside of them, especially in E4. A lot of sections look very pretty for the graphical style that this game has but then there are those places that are downright Wolf3D level of fidelity and that kinda sucks because the game obviously is capable of looking better than that. Second: the difficulty level. I'm playing on Normal and ever since the start of E3 the game is completely trivial. After boosting my health and ammo capacity + installing some weapon upgrades I'm pretty much unstoppable - I don't even feel like dodging or paying attention to my health level because I'd have to do absolutely nothing to die. The Nailgun upgrade is overpowered as hell, it annihilates everything without much effort. I mean, it's nice to feel powerful but after you get some upgrades there really isn't any danger anymore. I think on my second playthrough I'll just not upgrade anything to make it more of a challenge. Finally, I'm not a fan of all those sequence breaking secrets that let you skip half of the level. I'm not sure why anyone thought it was a good idea to have that in almost every map.
  2. Touchdown

    Project Warlock

    I've just finished the first episode and I can confirm: it's really fun! More than I expected actually. The art style is distinct and pretty, enemies look nice and diverse, weapons are really cool. So far so good. But there's an unfortunate bug in one of the graveyards levels. There's a switch that opens a secret somewhere else but you don't get xp for getting to the secret room but rather by activating a switch. The problem: you can activate this switch as many times as you want. I haven't tried to abuse it because I want an honest playthrough but I did activate it a couple of times to confirm it's a bug and yeah... I assume you can just max out your character in that level.
  3. Touchdown

    Project Warlock

    Bought it on a whim, haven't played much because I've spent like an hour fine-tuning the CRT post effects and other graphical options. Pro-tip: turn down the color threshold to 0. Also, the custom CRT options reset when you leave the game which is annoying.
  4. Touchdown

    Dimension Drifter [Early Access / TPP / Indie]

    I've played the current build for a couple of hours. Here're the impressions I posted on Steam. "Much like in UNLOVED the combat foundation is really good. The gameplay itself is nice, weapon sounds are cool and it just feels good to run around and blast enemies with a shotgun. The alternate fire modes are fun and detonating bombs mid-air is actually pretty satisfying. So the basics are absolutely fine. The problem is that the levels, or should I say 'a level' just... look like crap. Unlike in UNLOVED the currently available location is very abstract and doesn't really resemble anything - it looks like a bunch of random rooms, corridors and platforms that do not seem to have any specific theme. I'm not sure if that's subject to change but the current level of detail is extremely low - the rooms are very empty and under-detailed. In UNLOVED every location had a well-defined theme. Yes, the levels were twisted and messed up but a basement looked like a basement, clinic looked like a clinic, etc and there were A LOT of things everywhere: benches, chairs, tables, bookshelves, all sorts of equipment and stuff. In DD there are some crates, barrels and monitors on walls and that's it. Just about anything looks more detailed than that. I do appreciate the fact that the map 'chunks' are more elaborate in shape and that there is more verticality. The minimap works really well though I wish it'd show the exit because sometimes it's really hard to get back to it if you decide to explore some more before finishing the level. Overall the navigation is problematic. The map chunks do not really have as much diversity as the ones in UNLOVED and running through corridors that all look pretty much the same, same style, same everything, gets kind of confusing. Let's be honest about it: everyone would prefer proper, non-random, fully hand-crafted levels. I'm also not a fan of the TPP view. I mean, TPP in an action game like this is basically a worse version of a FPP view - it plays exactly like a FPP game but it's harder to evaluate your position when dodging, looking around or shooting from around the corner. Especially painful when using bombs or explosive shells. I mean, bouncy boobs aren't really a worthy trade-off for all the problems a TPP view introduces. In terms of level progression, there isn't much to say. I can't say I like all the switch hunts where you might flip a switch that opens a secret door on the other side of the level. I know there's an arrow leading to it but it reminds me of all the horrible DOOM levels where people force you to backtrack for 10min. Thankfully that's optional... kind of... because you obviously WANT to get all the loot. I really don't like how the switches are handled. Because they're on the top of pillars I find them hard to notice and I often miss them. Another thing is the whole customization. I understand it's not finished but what exactly is the point? You can set a color for every part of your gun... like you EVER look at your gun when playing. You don't. Then we have all the unlockable alternative skins for guns which are... all EXACTLY the same, except they have different colors that... you can set manually anyway. Huh? I was very curious about the whole story / choose-your-own-adventure interludes between missions. However the current version is disappointing. You never get to choose anything, you just kind of click 'next'. So far every time there's 'a choice' the good option is locked so you have to choose the wrong one anyway. Then you eventually get to choose both but you already know that the new option is good so... what's the point? Hopefully this will be expanded. And I mean GREATLY expanded. The whole story progression is really weird. In E1 you get the same texts like three times because you keep going back in time or something and you go through the same "events" except that eventually some new options unlock for no reason. I mean, it's text, it can be anything and it still gets reused a couple of times. Come on. Also the story itself doesn't seem to fit the visuals at all. This whole occult / satanic thing was fine for UNLOVED but here it feels like it's from a different game. In terms of balance, I'm playing on medium and there are serious problems with ammo and health. It's playable but the resource stinginess seems a bit too much for my taste. As for bugs, there are some problems with the level generation. Walls under windows often have mis-aligned textures, crates clip through walls. The big L-shaped room with an angled staircase has a mis-aligned texture when there's no door in it. Some of the level-up rewards don't seem to work. The biggest problem is the level of detail and the overall theme of maps because neither of them really exist. It really sucks because the game would have been really good if the levels were not as bad as they are now. I know it's Early Access and stuff. But even then I try to think how UNLOVED looked when it was released in EA and honestly the levels (those parts that were available) looked absolutely fine. In DD there's just emptiness. This needs A LOT more diverse level chunks, more textures, more objects, more everything. Again, I understand that episodes will have different themes and such. But I really hope that those map layouts will get serious overhauls because they don't look finished at all." The developer is BlueEagle Productions - which is Paul himself. Basically he's doing everything by himself.
  5. Dimension Drifter is a new game by Paul Schneider best known for his DOOM2 mapset Unloved. Paul has made a bunch of cool games in the past including GunGirl 2 (free), Super Panda Adventures and UNLOVED (the game). DD is a TPP action shooter with randomly arranged levels, much like UNLOVED (hand-made chunks but random layouts) and some sort of "choose your own adventure" interludes between maps. Paul is making this all by himself, except for music which is by James Dean. The game will hit EA tommorow (in 10 hours to be precise). I have no idea if it's gonna be good but I enjoyed his previous games so hopefully this won't be an exception. Here's the latest gameplay video with commentary:
  6. Touchdown

    So how come people don't think Doom 3 is scary

    DOOM3 has good ambience and atmosphere and that's what matters to me. I don't care about being scared because games don't scare me. I'm much more interested in the creepy and disturbing vibe or unsettling story because that still works for me.
  7. Heads up for everyone interested: devs have just added the fifth episode, The Forges! Haven't played it yet but it looked pretty damn amazing in terms of visuals.
  8. Touchdown

    "It's too cartoony"

    I think that purely in terms of color / effects usage id is definitely doing a great job. It's colorful but it's not overdone with blinding and distracting post effects everywhere. In fact in D4 there are a couple of effects that I wanted to be MORE prominent. So it's nice that they're showing some restraint in that field. There are however a couple of areas that they made more colorful than necessary. But the base levels in particular look 100% appropriate.
  9. Touchdown

    "It's too cartoony"

    A number of people in this thread have used this argument... Which is really strange because the assumption that all of those complaints are made by the same people is completely unfounded. Not to mention that I haven't seen anyone say that DE looks cartoony because of vibrant colors. Again, a numer of people have defended it against that point... But who says it looks cartoony because it's colorful? Nobody in this thread, that's for sure. Typical - taking jabs at people with a different opinion instead of making counter arguments to further the discussion.
  10. Touchdown

    "It's too cartoony"

    Well, these are nothing new, I'm pretty sure everyone has seen them already. Let's see... by Ben Shafer This one is probably the least 'faithful' but it's also my personal favourite. I've always seen the Mancubus as an abomination, some sick, twisted atrocity that's been mutilated and deformed. Disgustingly fat with crude cybernetic 'enhancements'. This one captures exactly that. by Mechanubis This is probably the one that I'd like to see instead of the DE version. It's kind of inspired by the D3 incarnation I think. I love how he's so fat that his guts are literally spilling out. by IzzyMedrano This is an odd one. It doesn't exactly envoke the same kind of vibe of an abomination... but I like it anyway. Still has a lot those 'crude surgery' / 'crude cybernetic modifications' elements in its design.
  11. Touchdown

    Hell in Doom Moving Forward

    I was critical of how Hell was presented in D4 but let's be honest... They've established the Doom4guy as a fearless, blood-thirsty demigod that lives to murder demons. Demons are literally afraid of him. It's not Hell that is an unstoppable and formidable force but him. So obviously they have no incentive to make Hell anything but a cool looking fantasy land.
  12. Touchdown

    "It's too cartoony"

    Making changes does not automatically mean they're for the better or that they're shielded from criticism. Yes, the D4 Mancubus looks like it's from XCOM. Yes, the DE Mancubus looks almost silly because it's a 1:1 recreation of an ancient sprite. You can say that sounds like senseless whining of someone who's never happy with anything but I can point you towards at least three different fan arts that capture the spirit of that monster way better than both of those versions while keeping the design recognizable, not too alien and not too cartoony. It can be done, and fairly easily too. But the new id is for some reason very reluctant to do that sort of thing and instead their solution to the problem is recreating 25 year old assets. Not a very interesting approach if you ask me.
  13. Touchdown

    "It's too cartoony"

    I for one am fully supporting an exchange of arguments and points of view, as long as people don't attack each other in the process. No reason for trying to shut it down with those "oh people always complain about something so there's no point talking about it."
  14. Touchdown

    "It's too cartoony"

    Since I'm probably the first person that has used the term 'cartoony' in regards to DE I think I should comment on that subject and offer some explaination. Bear in mind I have already talked about all of this in different threads so I'll be repeating some of that here. Also, I already know 99% of people think my opinions are stupid. Just thought I'd mention that I'm aware of that. 1. When I said that DE is cartoony I was talking pretty much only about certain enemy desings/redesigns introduced in the game. Those include: new Zombies, new Possessed Soldiers, new Mancubi, Arachnotrons and Pain Elementals. I don't use the word 'cartoony' in a literal sense but rather to emphasize the decision to move further away from a gritty visual realism in favour of a more over-exaggerated, stylized look. Comic book like if you prefer. 2. One of the few things I was critical about in DOOM4 was the inconsistency of enemy art direction. On one hand you've got creatures that belong in the category of a grotesque, realistic depiction such as Possessed, Hellknights or Summoners. Even Cacodemons managed to look sufficiently and appropriately 'serious' while retaining the recognizable and iconic look. But on the other hand you've had monsters such as Lost Souls, Hell Guards, Pinky Demons or the Cyberdemon that either looked way too stylized or downright toy-like. Pinky is probably the biggest offender there where both its look, sounds and behaviour were straight out of a cartoon about an angry monster that trips over its own legs. DE seems to have leaned even more in that direction. The new Zombies look almost like something out of a Scooby-Doo with their stupid faces. A massive step down from the really cool looking, and way more original, counterparts in D4. Arachnotrons should have been more sinister, as they appear in the teaser. Don't even get me started on the Pain Elemental. All the other enemies suffer from an unnecessary nostalgia-pandering. They're all too faithful to the originals with no regard to the fact that the original game was made with a much more primitive technology. The original designs worked within the graphical fidelity of the first two games. They look comic book like / cartoony when considered without context, yes, but I don't believe they were meant to be silly and ridiculous. Why? 3. Note that id has always been pushing more and more towards an aggressive, gritty visual realism with their games. They went from goofy Wolf3D style to a more realistic approach in DOOM, ramping it up with some really messed up and grotesque monsters in Quake, brutal abominations in Quake2 and later on various horrors in DOOM3. As technology was improving they've been consistently making their worlds and characters more gritty / realistic and less goofy. So I definitely disagree with the argument that just because the original DOOM monsters look cartoony now that means that recreating them 1:1 in a modern engine is commendable. It ignores the original intention. And the original intention was not, as Hugo Martin tries to tell you, a goofy, silly and utterly ridiculous game. DOOM got rid of lives and score to make it more realistic. They've added a diminishing lighting to make the environments scarier - something that gets easily overlooked because with hardware rendering in modern source ports the diminishing lighting is almost unnoticable. It was supposed to be scary, dark and fast. Not a horror game, not without over the top elements but not completely silly and cartoony either. 4. The bottom line is I believe visually the new DOOM games should have been more in line with the original progression of id titles and more consistent without jumping between so many different styles. And they mostly are. The environments look realistic, weapons look realistic, a lot of the monsters look realistic. But they just keep pushing those action figures into the mix, trying to bury everything that was ever serious or scary in the franchise. And successfully it seems because apparently goofiness is what people want out of DOOM. I don't believe the game would have lost ANYTHING if monster designs were all rooted in the gritty realism already present in great quantities. In fact it would have been way more visually consistent this way. BONUS NOTES: >> I disagree that the visible eyes make the DE Hellknight look cartoony. From what I've seen it looks pretty cool. >> I strongly disagree that realism has no place in DOOM. But I am talking about the visual realism as seen in environments and weapon designs. I expected enemy designs to follow. >> I disagree that the human characters look overstylized. I don't see the problem there. Also it's funny that some people get offended when someone complains about silly monster designs but human characters that are maybe a tiny bit stylized are automatically Disney characters somehow. I know it's an exaggeration but still. >> I do not consider the arcade gameplay of the new DOOM games to be unfitting. It works very well from the gameplay perspective. >> I disagree that the D4 Imps look silly. I think they are stylized but not overstylized like some of the other monsters. >> If you are one of the people who think that the D4 Pinky does not look out of place in the D4 environments then I don't think anything I said makes any sense to you. Also you're weird.