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Antroid

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About Antroid

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  1. Antroid

    GTA The Trilogy/Definitive Edition

    Should be fine on switch then right? :D
  2. Antroid

    GTA The Trilogy/Definitive Edition

    Judging by how much the rain splashes tile, I would assume it's not as ridiculous as a single splash being that size, but instead it's an animated texture with a whole bunch of splashes that just gets overlaid over the floor. Of course, then the question becomes how many frames the animation has, and it's still a bad way to do it because it clearly looks like shit (not just because of the color, but imo mainly because of the tiling).
  3. Antroid

    GTA The Trilogy/Definitive Edition

    Lmao I decided I wasn't gonna buy this even before I knew of all the hilarious character models and 90% of the stuff mentioned in this thread so far. I just saw that they upped the draw distance in SA so much that you can see Chiliad and SF from Los Santos (well, if you fly above it, at least) and noped right the hell out. That would destroy all the atmosphere in the game for me, so I'll stick to the originals, thank you very much. It's like those Morrowind mods that make you able to see the entire island. Sure it's interesting to look at once, but playing the games like that? Fuck no.
  4. Antroid

    Atmospheric Games

    Doom 3 should be there. Most of the others I would've mentioned already got brought up in the thread. And a bunch were already on the list. I wish somebody could explain to me what's so good about Lost in Vivo. I'm a fan of silent hill games (the first four and shatmem), the PSX aesthetic, even sewer levels... but that game felt completely lacking in nearly every respect. I went in hyped up by people who I saw singing praises to that game and my disappointment was immeasurable (my day wasn't ruined though).
  5. Antroid

    What did you think about Doom 2016/ Doom Eternal?

    @AtimZarr1 You've more or less hit the nail on the head. I'm definitely more interested in "enviornmental variety" than "ability variety" in how you've phrased and defined it, and that's what I was trying to convey. I was kinda struggling to compose that post (embarassing number of rewrites for something so insignificant, lmao) because, for one, anyone could claim that Eternal has no less environmental variety than old dooms and I would not be able to refute that, so what's important to note is that the ability variety takes away from the significance of environmental variety because with your greatly expanded abilities the environmental factors influence things much less, you're less at the mercy of level-related circumstances and more at the mercy of, well, your own quick thinking and usage of tools. Also, just to make sure it's clear, I didn't mean in any way to dismiss the complexity and mind games and all those things in fighting games and street fighter in particular, I just meant to say that I don't really get any entertainment from it, even though I somewhat understand them. I've always said that I'm way more into games with simple rules and expansive/complex environments to use those rules in than the opposite.
  6. Antroid

    Favorite and least favorite Ancient Gods level

    Swamps was my least favorite purely because of one single arena, which was the most frustrating and soul-crushing experience of the whole Doom Eternal + DLCs, and that is the arena that has thick fog, water, tentacles, flamethrowers, a possessed arachnotron and a bunch of shield soldiers at the start, and I don't remember what else. Not a single other fight made me so angry and demotivated and made me almost want to stop playing like that one. Not TAG1's final boss, not anything in TAG2, not the fights with the possessed barons or tyrants in TAG1. I think it drained me to the extent that I was barely able to bear the arena at the top of that path (unless I'm mixing it up, but I think it was there) that felt like the fight there was way too long, with far too many waves, while I'm sure it's actually not that much worse than many other long fights in the game. Most favorite has to be the Holt because I really like the blood maykr drones or whatever their name is, and the level felt more challenging and intense than any other, without feeling really annoying or just unfun. I also specifically enjoyed the two symmetrical arenas near the end with the unique fighting scenarios that were completely unlike 99% of the other fights in the whole game (one being the spectre/pinkie side with blood punch refills and the other being, I think, a crowd of shield guys?). They were like a taste of an Eternal that was actually memorable and interesting instead of just intense. TAG2's levels honestly didn't stand out one way or another for me. Immora was especially short and lackluster but I'd take that over that fight from the swamps that I mentioned above.
  7. Antroid

    What did you think about Doom 2016/ Doom Eternal?

    To me, with my preferences and tastes, classic FPS feel like games with a much greater variety of circumstances and experiences, while the gameplay in Eternal feels much more samey the whole way through. I imagine that which style of game is more memorable and feels richer in unique experiences depends on what aspects of the games you're more perceptive to, interested in and engaged by. In Eternal, the expanded toolset and mobility and whatnot gives some people a much cooler experience, while for me it, if anything, serves to diminish the uniqueness of every new situation. I'm the type of person who, for example, would rather play a platformer than a fighting game. If asked, most people probably would (not without basis) say that Street Fighter is a much deeper and complex game than Super Mario World, right? However, to me SF is a boring game and every match is essentially the same. Meanwhile Super Mario World is a memorable adventure. Of course, the genre difference between Doom Eternal and Doom 1/2 is much smaller than the genre difference between Street Fighter and Super Mario World, so I would actually compare Eternal to Smash Bros in this metaphor, especially if you play as Mario, lol. Think about it: in Smash you still move around and jump and have enemies, much like in Mario, and in Eternal you still move around and shoot at demons, much like in the OGs. And just like Smash puts you, instead of full length levels, into smaller arenas where you fight much more intense battles using mechanics that come from fighting games, Eternal is pretty much a series of arenas where you fight much more intense battles using mechanics that come from character action games (or some other genre, I dunno). Playing Eternal to me as a fan of specific aspects of classic FPS games is like playing Smash Brothers for the platforming. It's a game that has a lot to offer but it has much less of what I want.
  8. Antroid

    What did you think about Doom 2016/ Doom Eternal?

    This is a bit strange to me because I've always found Eternal to be more explicitly arena-y. I don't remember 2016 having the same amount of blatant orange forcefields (it at least pretended a bit with the "demonic infestation" intercom messages and locked doors and such...), and 2016 also has the levels 3 and 4 that are the only properly nonlinear levels with incidental enemies here and there. Eternal has not a single level like Foundry or whatever the next level after Foundry was called, not even super gore nest is like that.
  9. Antroid

    What did you think about Doom 2016/ Doom Eternal?

    The amusing thing is that nuDoom is often called a total callback to classic FPS games while at this point I feel like the Doom series has strayed significantly farther from the classics than SSam currently is. Back in the days of the first SSam games it used to be annoying when people called them the successors to Doom since they were also noticeably different, but the differences pale in comparison to how much Eternal changes the formula, imo. I don't really think comparing the games is too silly, I feel like SSam's depth is often underrated by people playing in coop or on lower difficulties than Serious. If you play it on Serious (and alone, so no respawns), you also have to keep choosing the right gun for the situation, move a lot, and maintain very sharp focus on the battlefield and your toolset on the same level as in Eternal.
  10. Antroid

    What did you think about Doom 2016/ Doom Eternal?

    Honestly it doesn't feel like much of a disagreement here. Assuming I interpret "has a place on the evolution of the genre" not as "leaves a permanent mark on all fps games going forward" but rather as "has a place in the landscape of different styles of FPS games". But then again, I completely stand by my calling it a deviation and a split branch of the design, I guess the word "gimmick" can sound a bit dismissive, but still. I could never consider it the main direction the genre should go because, well, as I said, it simply doesn't keep everything the genre used to offer, it takes some of the aspects of the genre and focuses on them alone. I would say the same about a series like SSam, since it also deviates from the classic formula by focusing more on crowd control and arenas, though it doesn't have many different mechanics beyond that, so to me it's a lesser deviation than Eternal. Another "split branch" would be stuff like bullet-weapon-based cover shooters, which is a more significant deviation than Eternal. Diversity in the genre is good, but I'll have a problem with it if things I dislike about Eternal become the new norm across all new FPS games. Different strokes and all that. SS4 on the hardest difficulty for me was a far more entertaning experience than Eternal (and not much easier). I also vastly prefer the SS soundtracks to nuDoom's music, and Eternal's identity crisis in terms of environments makes me rank it lower than most SS games in atmosphere.
  11. Antroid

    What did you think about Doom 2016/ Doom Eternal?

    It may depend on how low your bar for calling moving in 3d-ish levels "platforming" is :> I hesitate to qualify Chasm's tightrope walking as such, so really only that series of red pillars you run across comes to mind. IoS too, it's a movement-related challenge technically, but if you asked me I'd never call timing the rocket shot platforming. Personally I would be fine if it was like a split branch of FPS design, so long as it doesn't take over the idea of how all modern FPS should be. I would hate all new FPS games being confined to arenas, as well as go for the resupply off of infinite enemies using cooldown abilities approach to resource management. They can be fun and they were fun in the nuDooms but it also feels like a deviation or a gimmick instead of a straight up evolution of the genre since it nullifies many of its elements that used to exist. Also, when it comes to emphasis on movement and using the right weapon for the right situation, as well as having mostly arena fights, I much prefer the serious sam series :>
  12. Antroid

    What did you think about Doom 2016/ Doom Eternal?

    It might be because while technically this is true, the old games barely ever required you to even run from one ledge onto another, and it was an element so insignificant that it never even came up when talking about aspects of Doom gameplay. It's turned up to one hundred and eleven in Eternal compared to anything we've ever had to do in IWADs, even in Chasm or Downtown or wherever else platforming surfaced a bit. And then there's the burning spinning chains that look identical to the classic SMB firebars... Also, I believe most other old shooters had significantly more platforming than Doom.
  13. Antroid

    What did you think about Doom 2016/ Doom Eternal?

    I'm entirely unconvinced that this is impossible to overcome. Navmeshes can be split and connected with good old navigation markers or waypoints or whatever you call them. Collision or level layout data can stay loaded completely independently of the art assets that take up the majority of memory. Enemy behavior can be vastly simplified outside of the player's immediate vicinity. If frickin' Stalker games, known for slavjank, can have enemies simulate navigating and fighting in levels that are completely unloaded (faction wars in Clear Sky), as well as keep the whole respectably big maps loaded well enough for enemies to walk around, pathfind, fight with roaming mutants (who also pathfind), etc, then modern games with bigger and more experienced teams behind them can do it to. I would happily sacrifice some of the excessive movement options enemies have such as climbing on every wall if that somehow makes the AI or the navigation data too complex. But still, they don't need to do all that far away from the player, so unloaded or irrelevant level chunks (excuse my minecraft-inspired terminology here) can very easily be represented with very simplified and primitive data that is just enough for enemies to, like, take the appropriate time to get from point A to point B. I'm more inclined to believe that they don't tend to do whole big levels with roaming enemies because it's a recipe for a much less laser-focused and harder to balance gameplay experience, not to mention likely slower and less flashy. Which is more than fine by me, personally, but they were clearly aiming for exciting action all the time and whatnot. Funnily enough, the platforming is where my opinion completely opposes 99% of the DE fanbase (and underwhelmedbase), because I am all in favor of the platforming, I loved it. My personal stance has always been that so long as you directly control a character in an environment, some degree of platforming is never out of place. And flying around really vast chasms felt pretty exciting. Though I wouldn't miss it if it was gone, as it's by no means something I'm hungry for in a Doom game. I think there are two other things that are very telling of their design approach. It's the tentacles (didn't Hugo literally say something like "hey man, we've got to put SOMETHING between the arenas, right?", and then tentacles were the best they could do for a while) and the stone imp (the most blatant and desperate attempt to force the usage of a tool that they'd designed but people didn't favor).
  14. Antroid

    What did you think about Doom 2016/ Doom Eternal?

    I have a very weird relationship with 2016 and especially Eternal. I really enjoy playing them, but I don't agree with most of their design choices and hope no future FPS games copy them, and especially that Eternal does not serve as a template for the "evolution" of the genre. Mechanically, the dozen or so cooldown-based abilities all feel like gimmicks to me. I don't like having them. I don't like having canned animation finishers. I don't like having to farm small mobs for resources, a system which necessitates the small mobs being infinite, making killing them pointless and not needed most of the time (I can't tell you how refreshing it is after Eternal to play a shooter where the trash mobs stay dead). I don't like having to resupply from enemies in the middle of the fight instead of finding resources in the world and making do with whatever you have. I don't like enemies having arbitrary optimal ways to deal with them with one particular tool that don't come naturally from how all the mechanics work (for example, grenades vs cacodemons, or auto shotgun vs stone imps). It all feels like it's desperately piling on more and more things for you to do and keep track of because the basic shooting, dodging and moving is not fun and challenging enough by itself. I don't like levels being structured like strings of small deathmatch arenas that lock you in and get flooded with handicapped bots. I want more open levels allowing for different approaches, running away (risking to bring the horde with you and get overwhelmed by alerting more and more monsters), having to look around to find all your resources, exploration, etc. Basically, I feel like Eternal tried its hardest to take one particular type of situation from the original games (the kind of frantic situation you get into when you spring an ambush and the room gets filled with a bunch of monsters) and distill it and make the whole game out of it alone. It unfortunately sacrifices all other elements that added up to a much more balanced experience. And to be honest, a lot of how Eternal tries to force you into the so-called "doom dance" feels like a total mess of design choices that got so overtuned it ended up more or less working. 2016 is much closer to a classic shooter, but it has already taken a few steps towards Eternal, ruining some of its mechanics (chainsaw to resupply ammo -> no longer limited by what ammo you find -> you can use the SSG for the whole game; etc). I much prefer the atmosphere and overall tone of 2016 too. Eternal's lore completely came apart at the seams, ruined lots of things (by retconning stuff or overexplaining everything), and was presented in really clunky ways. I don't want origins of Hell and Heaven, I don't want a planet of fantasy metal badasses, I don't want the player character to be a superhuman powered by angel machines. I also don't want to location-hop so much that it destroys any cohesive vibe and identity the game could have had (which 2016 is much more successful at IMO). Would have preferred a more coherent progression of environments. Basically, they're very fun games but to me they represent a complete deviation and dead end of the series' evolution and FPS design in general and I hope nobody else decides to follow them. I hope future classic-style FPS games try to evolve the classic FPS formula in a more natural way, instead of mangling it and rebuilding it into some sort of frankenstein monster. The mishmash of mechanics and design choices ended up creating a gameplay exprience that is challenging and fun, but very limited and missing a lot of what the classic FPS games usually have. I prefer 2016 in nearly every way, and I had a blast playing both games, but they are my least favorite Doom games, and I would much rather play, say, Quake 1 with Arcane Dimensions or Serious Sam 4 or Ion Fury or something.
  15. Hey @Edward850 when are ya gonna fix the level 5 opening room turrets and bug health spawning tubes around the last areas? :>
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