DOOM Gameplay Demo (E3 2015)

Honestly, what bugs me about the graphics is the brown post pro. Everything is brown again. I'd have gone for stronger, crazier colors - the Cacodemon should be RED and IN YOUR FACE.

I don't get why everything has to be color corrected to brown all the time - Doom with crazier colors would've at least looked very different than all the other FPS games on the market.

Just a thought, but maybe they are Pain Elementals? Those were brown...

I'm probably looking at this through rose-colored glasses, though. I think it looks fantastic (I haven't been able to watch all the content yet, though), and it's really what I wanted out of the next Doom game. The only thing I hope for is plenty of time actually IN hell. My favorite part of the original doom was Episode 3, where you actually spent time IN hell, on the surface and in the castles/evil churches. It was crazy.
 
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.

Yep, exactly, well said. I haven't played an FPS since Doom 1 that captured that same gameplay feeling, and these are the reasons why. To be honest, the original Halo came the closest for me, Halo had that sense of exploration that Doom had that so many other FPS games just lack. It also had the good and distinct enemy variety that required you to change strategies on the fly quickly, and inter-monster slaughters as well. Quake 1 & 2 were close as well.


This footage though doesn't show any of that style or design, it looks much closer to Doom 3 than Doom 1.
 
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.

its a good ammo conserver in high difficulty, just line up a baron and a cacodemon and let them fight it out. i used to like to set different creatures against each other and see who would win. back in more carefree days before office jobs and adult life.
 
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.

I'm also seeing a lot of people that remember a Doom game that never was. This game is a whole lot more like Doom than people are giving it credit for.
 
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.

i beat doom 3 twice, its a real slog, the expansion pack was much tighter. i do want SS4 too but i want a doom with more than 5 enemies at once.
 
I'm not going to lie, I'm still somewhat mad at people not giving Quake 2 the props it deserves. The multiplayer portion of the game was one of the best ever, but the single player campaign remains incredibly enjoyable.
 
Just a thought, but maybe they are Pain Elementals? Those were brown...

I'm probably looking at this through rose-colored glasses, though. I think it looks fantastic (I haven't been able to watch all the content yet, though), and it's really what I wanted out of the next Doom game. The only thing I hope for is plenty of time actually IN hell. My favorite part of the original doom was Episode 3, where you actually spent time IN hell, on the surface and in the castles/evil churches. It was crazy.

They do look more like pain elementals.
 
I'm not going to like, I'm still somewhat mad at people not giving Quake 2 the props it deserves. The multiplayer portion of the game was one of the best ever, but the single player campaign remains incredibly enjoyable.

I love me some Q2. Played through the single player campaign multiple times, and spent hundreds upon hundreds of hours in multiplayer. Q2 Rocket Arena still hasn't been surpassed IMO.
 
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.

I find a lot of the time that if you enjoy something for what it is then stay away from or ignore the opinions of the internet. It seriously taints my opinion at times.

However, I'm not really a fan of the Doom brand and aside from visuals I don't find this footage particularly interesting. I can't see that stuff like executions or chainsaw scripted kills are really going to appeal to fans of the original. And the enemies look really samey and indistinct.
 
I enjoyed Doom 3 but this is a lot better, feels like a blend of classic doom and a few modern things like ledge grabs and double jumps.

I can tell that I will enjoy it already.
 
Those who are not satisfied - do you think it essentially boils down to the lack of Romero magic? :p

yes, amongst other things.

it's like if street figher 2 and mortal kombat were the same game on release, and here we are getting a reboot 25 years later that promises to have all the crushing gore and brutality of street kombat with no understand of the nuance of the underlying systems which made it a great fighting game.
 
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.

Finishers are terrible; I hate the shaking screen and cracked glass bullshit effects; replacing the pistol with an assault rifle with ADS and having to reload the regular shotgun is just dumb; most of the extra enemy behaviors don't add anything except annoyances (jumping imps? why?); the modified enemy damage, enemy health and projectile speeds all seem arbitrary; why would you turn the BFG into a rocket launcher, that's not how it worked; he finally got rid of this in v.20, I hear, but in past versions the enemies screaming on the ground were obnoxious as all fuck.

Maybe v.20 fixed all of this, but from what I've heard it's still busted on some sourceports like GZDoom.


I just don't think it's Doom. It's a dude arbitrarily changing a lot of Doom to make it "more Doom" and it doesn't really mesh well with the original game's design and philosophy. That's fine, but it's not the "true modern Doom 2.0" that people tout it as, at all. At least stuff like Project MSX or Demonsteele are honest that they're practically new games in the Doom engine.
 
yes, amongst other things.

it's like if street figher 2 and mortal kombat were the same game on release, and here we are getting a reboot 25 years later that promises to have all the crushing gore and brutality of street kombat with no understand of the nuance of the underlying systems which made it a great fighting game.

Beyond the melee finishers, I think it is kinda hard to make sweeping statements about how the monsters, guns, and levels interact to create the gameplay.

We saw two smaller areas, and I am quite unsure how the levels are laid out given what I saw.
 
I'm not going to like, I'm still somewhat mad at people not giving Quake 2 the props it deserves. The multiplayer portion of the game was one of the best ever, but the single player campaign remains incredibly enjoyable.
So much respect and props for this comment. I agree with you, wholeheartedly. It was one of my first true online PC game experiences, and I'm glad. It gave me exposure to mods, player models, skins, sound packs, and custom maps. The amount of time I put into it was surreal. Back to the new DOOM, I'm definitely feeling like people aren't giving it the credit it deserves. We saw quite a bit of gameplay, but difficulty plays a huge part. Not to mention I'm sure quite a bit of it was scripted to a certain degree. As of late a lot of threads have made me feel pretty old considering I seem to be on board for a lot of stuff that people are heavily criticizing. To each their own I suppose.

I wonder how long it'll take before people start creating some classic DOOM and Quake 1/2/3 maps. Q2DM1 please!
 
Basically the original DOOM is like this but in first person:

527939_10151023280552943_819499073_n.jpg

edit: for the unfamiliar, the game above is Alien Breed (Team17, 1991, Amiga) - except that's a screenshot of the iOS port...
 
First two gameplay trailers were a bit too slow for my taste, even if it got a bit better in the second part of the second one. The 'gameplay' trailer looked boss, though, I'll definitely keep an eye on this.
 
Finishers are terrible; I hate the shaking screen and cracked glass bullshit effects; replacing the pistol with an assault rifle with ADS and having to reload the regular shotgun is just dumb; most of the extra enemy behaviors don't add anything except annoyances (jumping imps? why?); the modified enemy damage, enemy health and projectile speeds all seem arbitrary; why would you turn the BFG into a rocket launcher, that's not how it worked; he finally got rid of this in v.20, I hear, but in past versions the enemies screaming on the ground were obnoxious as all fuck.

Maybe v.20 fixed all of this, but from what I've heard it's still busted on some sourceports like GZDoom.


I just don't think it's Doom. It's a dude arbitrarily changing a lot of Doom to make it "more Doom" and it doesn't really mesh well with the original game's design and philosophy. That's fine, but it's not the "true modern Doom 2.0" that people tout it as, at all. At least stuff like Project MSX or Demonsteele are honest that they're practically new games in the Doom engine.

yeah, i take some of your points. i liked the downed enemies (stolen from duke3d), i liked the jumping imps (nice twist just when you think you know it all). hated reloading shotgun, reloading is not doom to me, and dont care much for removing the pistol. so thats fair enough. i still think the trade off is worth it though, its more positive than negative.
 
I'm not going to like, I'm still somewhat mad at people not giving Quake 2 the props it deserves. The multiplayer portion of the game was one of the best ever, but the single player campaign remains incredibly enjoyable.
I disagree with you about Serious Sam being like doom (it is in its movement, definitely), but I deifnitely think Quake 2 gets "no respect". I do enjoy the lovecraftian stuff more than the strogg though.
 
I think id has got something really solid here with the combat. Nothing mindblowing, but I don't think that's the aim.

Now I'd like to see the more tense and atmospheric moments that Doom is also known for. Flickering lights, pulsing lights, long dark hallways.
 
Damn. I watched the first two demos and, like many of you, felt pretty bored. I didn't really play Doom back in the day, so I looked up some videos as a reminder, and just wow... They don't get it at all. Even watching the early levels of OG Doom was so much more satisfying than what I imagine playing the new game will be.
 
Looks like Doom to me! Trailer was a bit over the top with baddies (and thus got a little boring after a while) but wasn't Doom over the top anyway?

Visually looks great, is this idTech 5 as it's an engine i've never liked?
 
I think Funky Papa's article says it better: DOOM is a first person twin stick shooter, and that in no small part is due to its level editor being 2D and top down.

That's an interesting way to look at it. Especially if you are a purist who doesn't play with freelook on. Everything basically occurs on a 2D plane because the game will auto aim for on the vertical axis.

Also, I think the people who are clamoring for faster are wrong as well. Doom wasn't about going balls to the walls fast, and doing so will get you killed on harder difficulties because of just how much damage shotgunners and chaingunners can do, despite their fragility. Yes, the Doom guy did move very quickly, but that didn't mean the whole game was non-stop movement and circle strafing.
 
Looks like Doom to me! Trailer was a bit over the top with baddies (and thus got a little boring after a while) but wasn't Doom over the top anyway?

Visually looks great, is this idTech 5 as it's an engine i've never liked?

It's idTech 6, not sure how it is similar to 5 though

Edit: Beaten like an Imp in front of the Doomguy with a berserk pack
 
This is probably a trivial point, but it greatly annoyed me when the enemy models would remain immaculate no matter how much you shoot them... up until the moment they die, at which point they crumple into a pile of gore.

The Mancubus was egregious with this. Here we have a towering mass of soft flesh, and your bullets/rockets don't even physically mark the damn thing.
If your game is gory, and you have a fat enemy, it follows that shooting the guy would result in chunks of fat flying everywhere, as you gradually bore through his flabby exterior. You want a visual record of what you did to this creature, so you can look at its corpse with a sense of accomplishment.
 
Wow, that looked impressive.
It seems loaded with blood, action and noise, just as I expected. Those demos truly made me want to play it.
 
The Bad:
- Slow as fuck
- Most of the enemies they showed looked too similar
- Melee finishers
- Enemies spewing out fluorescent ammo all over the place like ammunition pinatas. Even weirder when it's an imp not carrying a gun
- The glow effect when enemies are ready for yet another scripted melee finish

Overall. Meh.

I agree with everything. Especially the bolded. But I'd like to add the fact that hell looks like a boring, brown canyon. Zzzzzzz.

Sadly, I'll still probably get it because I like mindless first person shooters...
 
As far as pre-order bonuses go they've got to go with a John Romero designed level. Something like that, surely.

Ah, it'll probably just be a gun, who am I kidding.
 
Damn. I watched the first two demos and, like many of you, felt pretty bored. I didn't really play Doom back in the day, so I looked up some videos as a reminder, and just wow... They don't get it at all. Even watching the early levels of OG Doom was so much more satisfying than what I imagine playing the new game will be.
A big part of Doom 1/2's appeal were the great levels. It was fun to explore them. The two areas they showed in last night's demo didn't scream "interesting" to me. But then again they were purposefully crawling through for dramatic effect so the audience could get a good look at the surrounding detail.

No matter what the game, you have to have interesting spaces to play in.
 
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 failed playing Doom on harder difficult levels (when I was young) because I thought I had to kill literally everything...
 
Never really played a Doom game before, I intend to play through the first at some point. I thought that looked really fun and crazy though, I'd be willing to give it a try.
 
Player movement looks very floaty; perhaps it's the lack of gun sway. Also, what’s with all shown gun textures and models looking very bland?
 
Never really played a Doom game before, I intend to play through the first at some point. I thought that looked really fun and crazy though, I'd be willing to give it a try.

I recommend playing the shareware Doom 1 on ZDoom first, they're free and Knee Deep in Dead episode is a great entry (well, it's THE entry) to the Doom franchise.
 
Put me in the more optimistic and interested camp for this. I'm a bit surprised actually. It looked pretty good.

It was clearly being played with a control pad which I feel hurts all demos for games like this, so I'm not going to write off movement speed. The actual character speed looked fine actually, it's the weird stop-and-shoot control play and analogue pacing that fucked with the sense of momentum. Some of the audio and effects need work to improve weapon feedback, but I really liked the chunky music.

I don't know. It certainly doesn't look like it's breaking down new walls of gameplay but I don't want it to. I'll be very happy with a well designed, satisfying run-and-gun shooter that can keep the encounters fun, challenging, and balanced.

At this point my only glaring worry is the executions. And I can tell the dev team doesn't want them to be too intrusive as they're animated surprisingly fast compared to other games. Seems to me they don't want them to break the flow of gameplay. But I kind of feel that by nature of existence they do.

Much like a platformer I feel run-and-gun shooters that are so very reliant on feedback of hits and character movement within encounters you can never really know how satisfying it all is until you play it yourself. And so I'm really keen to...play it myself.
 
Top Bottom