DOOM Gameplay Demo (E3 2015)

Looks more like a mix of Doom3 with Quake1 (too brown'ish, almost no Red colors, not so scary enviroment)
Still not the Doom i want, but... nice try.
 
its nothing like old doom. at all.

Yeah, I'm kinda getting the same vibe too. The footage just doesn't feel like Doom, but rather just some generic FPS Doom clone game. Too few monsters which aren't distinctive enough, and why are most of them just standing around waiting to be killed? In Doom the monsters came after you and hunted you down. Although the graphics look pretty enough the gameplay just looks uninspired from that footage, it looks like it plays too slowly to be a Doom game. A bit too brown too, holy shit Doom had colors damnit, and darkness, and strobe lights.

Maybe it will look better later on, but right now I'm not excited for this. :(
 
That looks really promising . The weapons needs a bit more feedback and it will be great.

The immediate visual feed back when a weapon was equipped for the first time was fantastic (sliding the pump on the shotgun, or poppin in new shells to the SSG), but the apparent range at which they were effective seemed off (I also think the guy playing missed with a majority of pellets in most shots).

The SG in doom was actually a great medium to long range weapon due to its consistent horizontal, fan-like spread. In here it kinda looked random. That could be a symptom of them having an AR like weapon though and them wanting to balance the SG against it.

The SSG was always unwiedly at medium range, especially if you consider how much auto aim doom II had.
 
Shoddy and generic Hahahaha!

MtZ9N.gif

The "generic" part kills me. I read that term to refer the gameplay shown a lot today.

Isn't actually the opposite of generic?

How many FPS with a straight run and shoot gameplay killing demons and strafing have been released in the last 5 years? and in the last 10?


Now, games where you craft shit, level up and gain loot in some way? Now, that's the new generic. Get with the times people.
 
A couple of weeks ago the Fallout 4 trailer is shown. I was quite hyped after seeing this. I visit Neogaf and realise the error of my ways.

Doom footage: Again, it looks pretty good and has stoked some interest for me.

I come on here and suddenly I have to question how easily pleased I must be with a pitifully poor measurement for quality. I guess it helps in other ways.
 
Let's be clear here: Dark and gritty Doom is not out of character. As noted, the original game had plenty of jump scares and used lighting as ways to amplify the dread factor. Furthermore, the design document was rather close in spirit to films like Aliens.

What is interesting is that the technical limitations of the era worked in its favour. Having a smaller colour palette meant that you could spot your enemies from afar and develop your fighting strategy on the fly depending on their class. The same also apply to their attacks, which were very easy to identify (balls of fire, missiles, blobs of green plasma, radiant orbs of blue energy).

None of this seems to be present in DOOM. But what I find more worrying is that the game is abandoning its maze-like design in favour of something more realistic (I'm not ready to claim it's also more linear), with a visuals-pushed path instead of one relying on exploration. They also make me worry about the game's mechanics. One of the most misunderstood things about OG Doom is that the game was ALL about choke points, not checkpoints. This is one of the reasons why Doom 3 was such a monumental failure, specially next to smaller games such as Serious Sam, which encapsulated Doom's essence better than any other game despite its gaudy looks.

Here's a fantastic article about why classic Doom mechanics still work fantastically well despite the game's evident age.
 
I don't know, I'm freaking excited for this.

-Health/armor bars = check.
-Demons = check.
-Hell = check.
-Gratuitous amounts of gore = check.
-Techno/metal music = check.
-Some of the guns we've come to love = check.

Sounds like a doom game to me.

You forgot the most important thing.

Doom door sounds, dude.

Doom door sounds.

This game looks great. Perhaps not as great as classic doom1/2, but a lot better than Doom3.
 
The more i watch the high quality upload on youtube, the more i like it. It does look promising indeed. Needs some things tweaked or rather, it needs some options, especially for the HUD.
Also, i can imagine infighting between demons to be quite fun.
 
Cyberdemon looks like something from the Zerg from Starcraft... doesn't feel like a demon or satanic/hellish. That said, it isn't too terrible
 
Looked really good to me. With so many fps games focused on big scripted setpieces it's refreshing to see a shooter which isn't ashamed of just being big dumb fun.

Also the music (which seems to be dynamic) is freaking sweet
 
This looks like the first real 'next gen' version of an old game. I'm very ok with that.
I like what I see too.

I also feel like they have taken extra steps to remain faithful and respectful toward the original game too. They could have just slapped some shit together like Doom 3, but this one has a distinct Doom 2 vibe.
 
There are tons of monster closets in doom. In fact the level "The Pit" in doom 2 has one filled with mancubi.
There are SO many monster closets. The sound of opening the door followed by all of the monsters activating was part of the charm. It's like "oh shit" whenever it happens.

doom 2 was full of rooms of 50 enemies, like the courtyard, and it was great.
This kind of goes with what I was talking about (huge variations in what people love about Doom). Maps like "The Courtyard (map18)" are the ones I dislike the most. When I replay Doom 2 I pretty much skip the whole middle section of the game (starting with map12). It's when they were trying to make "realistic" maps and lots of open spaces and I didn't find it all that fun.
 
The game looks so slow and the enemies are hard to distinguish one from another in comparison to the original games. Aside from that it looks quite interesting, I want to see what people will do with the level editor.
 
Let's be clear here: Dark and gritty Doom is not out of character. As noted, the original game had plenty of jump scares and used lighting as ways to amplify the dread factor. Furthermore, the design document was rather close in spirit to films like Aliens.

What is interesting is that the technical limitations of the era worked in its favour. Having a smaller colour palette meant that you could spot your enemies from afar and develop your fighting strategy on the fly depending on their class. The same also apply to their attacks, which were very easy to identify (balls of fire, missiles, blobs of green plasma, radiant orbs of blue energy).

None of this seems to be present in DOOM. But what I find more worrying is that the game is abandoning its maze-like design in favour of something more realistic (I'm not ready to claim it's also more linear), with a visuals-pushed path instead of one relying on exploration. They also make me worry about the game's mechanics. One of the most misunderstood things about OG Doom is that the game was ALL about choke points, not checkpoints. This is one of the reasons why Doom 3 was such a monumental failure, specially next to smaller games such as Serious Sam, which encapsulated Doom's essence better than any other game despite its gaudy looks.

Here's a fantastic article about why classic Doom mechanics still work fantastically well despite the game's evident age.

I hear you on this, and while I'm not sure this DOOM will share the same philosophy in its level design, the tools Id are providing the community pretty much guarantee we'll have plenty of user made content that does. That in itself is exciting.
 
Serious Sam is NOT Doom!

If you want Serious Sam, play Serious Sam but keep that shit out of Doom. Doom was never about this!! It's not just a series of rooms filled with 50 monsters.

dark10x pls.

Serious Sam was a resounding success because it is one of the few games that understood Doom Mechanics, which are mostly based around choke points, spotting enemies from afar and dodging shit every few steps.

Sure, the game indulged in throwing massive amounts of enemies at the player, but most indoor levels were surprisingly Doom-like, specially those with slower enemies.

I hear you on this, and while I'm not sure this DOOM will share the same philosophy in its level design, the tools Id are providing the community pretty much guarantee we'll have plenty of user made content that does. That in itself is exciting.

For that I'm content, but I've been waiting for a new, proper Doom single player experience for over two decades and it looks like id is not up to the task. Mods may be fun, but they sure can't replace a proper big budget production, specially if both engine and assets have not been developed to provide that kind of experience from the ground.
 
There are SO many monster closets. The sound of opening the door followed by all of the monsters activating was part of the charm. It's like "oh shit" whenever it happens.


This kind of goes with what I was talking about (huge variations in what people love about Doom). Maps like "The Courtyard (map18)" are the ones I dislike the most. When I replay Doom 2 I pretty much skip the whole middle section of the game (starting with map12). It's when they were trying to make "realistic" maps and lots of open spaces and I didn't find it all that fun.

did you never run round a doom level to unleash all the monsters, and herd them into seething mass of hell creatures in the middle, and they they all started a huge hilarious fight amongst themselves. i can still hear that gnawing grinding sound as they all savage each other. one of my favourite parts of doom
 
are you serious? brutal doom wont run without doom wads. its a mod. of doom.

Yes, it's a mod. A mod isn't the original game. A mode *gasp* change stuff.

It's like a person saying that Skyrim characters are pretty good... while it's that way because he has installed 30 mods of new character models and textures.


In our case, Brutal Doom gameplay is different of the real Doom gameplay. Same as playing a custom WAD, they all can have different gameplays. One can be almost a survival experience with little ammo and health, others can be a fragfest with 2000 enemies...
 
Watched the gameplay video and .. I'm not convinced. There's no music at all. It feel like a Serious Sam more than a Doom. I'll maybe pass or wait for a huge sale.
 
This is another great article on how a lot of people see Doom.


It's not a brutal ironic gorefest, it's a first person chess problem, where the pieces are your guns and the enemies. Even stuff like dumb slaughtermap WADs actually rely on the player understanding prioritizing the right enemies to kill and manipulating infighting and the level layouts.


On higher difficulties, yeah.


On lower levels it is the power fantasy that other people see in Doom.
 
This is another great article on how a lot of people see Doom.


It's not a brutal ironic gorefest, it's a first person chess problem, where the pieces are your guns and the enemies. Even stuff like dumb slaughtermap WADs actually rely on the player understanding prioritizing the right enemies to kill and manipulating infighting, the 100% predictable enemy behavior, and the level layouts.

This is still the best article about Doom, and goes on to explain concepts and ideas that make it so good. Concepts and ideas I don't see in this new Doom(yet).

Doom is not about shotguns and demons. Its not Mars techbases and occult wallpaper. If it was, Doom 3 wouldn't have came and gone like a irrelevant fart in the wind.

And Brutal Doom is trash, created by a trash person.
 
Even stuff like dumb slaughtermap WADs actually rely on the player understanding prioritizing the right enemies to kill and manipulating infighting, the 100% predictable enemy behavior, and the level layouts.

Yeah, many people still fail to understand that Doom is all about crowd control.

You strafe like a motherfucker, praying to the dark gods so the smaller demons kill themselves, while engaging the big bad in there. It's usually that or making sure you pick up the BFG laying somewhere so you can take a dozen of imps with a single shot after herding them to the closest choke point like a Border Collie.
 
This looks Doom with a fresh coat of paint on it, which is what I am assuming Doom fans want.

The criticism seems to be more about people who aren't into the Doom concept more than anything.
 
This is still the best article about Doom, and goes on to explain concepts and ideas that make it so good. Concepts and ideas I don't see in this new Doom(yet).

Doom is not about shotguns and demons. Its not Mars techbases and occult wallpaper. If it was, Doom 3 wouldn't have came and gone like a irrelevant fart in the wind.

And Brutal Doom is trash, created by a trash person.

That's not what Carmack thinks though.

edit: oh I see the article starts with that hah
 
This is another great article on how a lot of people see Doom.


It's not a brutal ironic gorefest, it's a first person chess problem, where the pieces are your guns and the enemies. Even stuff like dumb slaughtermap WADs actually rely on the player understanding prioritizing the right enemies to kill and manipulating infighting, the 100% predictable enemy behavior, and the level layouts.

Yeah I never played it like this. Let's not aggrandise it.
 
This looks Doom with a fresh coat of paint on it, which is what I am assuming Doom fans want.

The criticism seems to be more about people who aren't into the Doom concept more than anything.

If you pay attention, you'll notice that many people wary of the new game are actually addressing the huge differences in mechanics and level design.

The only thing that rings true to the original game is the name and setting. Doom is much more than just carnage.
 
dark10x pls.

Serious Sam was a resounding success because it is one of the few games that understood Doom Mechanics, which are mostly based around choke points, spotting enemies from afar and dodging shit every few steps.

Sure, the game indulged in throwing massive amounts of enemies at the player, but most indoor levels were surprisingly Doom-like, specially those with slower enemies.
Serious Sam controls well but its weakness lies in level design. Doom wasn't just a series of empty rooms in the same way that Sam is. All it had was the combat - levels themselves were awful.

Doom is one of my favorites of all time but I actually kind of dislike Serious Sam. Not a fan at all. I don't feel they are that similar on the whole.

did you never run round a doom level to unleash all the monsters, and herd them into seething mass of hell creatures in the middle, and they they all started a huge hilarious fight amongst themselves. i can still hear that gnawing grinding sound as they all savage each other. one of my favourite parts of doom
Honestly, I never really did that. I enjoyed how monsters fought one another (something they very briefly show happening in this new footage) but I never herded them around like that. Sounds kind of interesting, though, I must admit.
 
i might get slaughtered for this, but the serious sam games are how to do this type of thing, way more interesting than this type of doom. SS3 starts slowly but by the end you are fighting literally 50+ enemies at a time, mowing down crowds with huge weapons. this version of doom is exactly like doom3, killing boring generic imps 3 at a time.

Uh.. You clearly didn't play Doom 3. It was more of a wannabe horror game. There's no horror at all about this, it was pure action once things started and I might be wrong, but doom was never about 50+ enemies at once ;)

If you want SS4 this is the wrong thread.
 
He means that Brutal Doom changes a lot of the game in ways that are for the worse; it's not really a true representation of Doom gameplay.

how do you think so though? i mean brutal doom adds finishers, but theyre just cosmetic, and piles of blood..but again..cosmetic. it doesnt modify the gameplay all that much, apart from alt firing weapons, gore and gibs, its still doom. brutal doom IS doom for me now, its great.
 
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