DOOM Gameplay Demo (E3 2015)

My one suggestion, and please feel free to steal this with no obligation to compensate me at any point: just go ahead and make the super shotgun really strong. Don't worry about weapon balance, it doesn't matter. Everyone wants to use the super shotgun. They'll use other weapons for laughs or on hard mode if the ammo is sparse. If they don't, no biggy. Doom is about more than shotguns and demons, despite what a very important person once said. But shotguns and demons are a big part of what makes DOOM worthwhile, and the super shotgun is the quintessential shotgun. Give it a bit more punch.
 
There is a pinky demon @ 54 in the gameplay trailer uncloaked. it runs past and its kinda hard to see.

0WfLZ86.png
Okay, that's goddamn perfect. Wish we saw more of it.

EDIT: LOL, you fooled me. That ain't in the trailer.
 
Nothing at all in this game reminds me of Doom. It reminds me a bit of Halo and a bit of Quake 4 with even more sci-fi elements (as if Halo or Quake 4 wasn't too much already) but there is nothing here to even come close having the sinister atmosphere of Doom.
 
My one suggestion, and please feel free to steal this with no obligation to compensate me at any point: just go ahead and make the super shotgun really strong. Don't worry about weapon balance, it doesn't matter. Everyone wants to use the super shotgun. They'll use other weapons for laughs or on hard mode if the ammo is sparse. If they don't, no biggy. Doom is about more than shotguns and demons, despite what a very important person once said. But shotguns and demons are a big part of what makes DOOM worthwhile, and the super shotgun is the quintessential shotgun. Give it a bit more punch.

In the hell level he gibs a couple of imps at close range with one shot, and kills a revenant in two. I don't think it's necessarily possible to speculate on the power of the super shotgun right now. I was always a regular shotgun guy anyway, something about the boom click-click.

The chaingun looked cool though.
 
So...so far GAF wants:

-More pink demons
-Shotguns to kill everything in one shot
-more enemies even though "we don't like horde modes..."
 
Finally saw some other people finally bringing up dooms iconically fantastic level design that is completely absent here. And of course they were all completely ignored in favour of low hanging fruit.

This is exactly the kind of cynical corporate crap I would expect from a company directed by the likes of Trump management, and Harry Sloan.

This isnt doom, its a doom clone from a corporation that managed to aquire the name of the ip. All the flash and cosmetic bullshit that someone on the outside would glean from a glance at the game. And none of the substance.
 
Was this actual gameplay??...didnt move like it was being controlled with a mouse...or to a less extent with a game pad. The look around moment was too smooth and looked like it was just gliding along...i call BS on it being actual gameplay footage
 
Was this actual gameplay??...didnt move like it was being controlled with a mouse...or to a less extent with a game pad. The look around moment was too smooth and looked like it was just gliding along...i call BS on it being actual gameplay footage
Yeah the whole movement looked like it was prebaked there, not actually played. Or if it was played, the controls seem way off and there doesn't seem to be consistent control in the game at all. It's way different in the multiplayer demo than the single player stuff.
 
Was this actual gameplay??...didnt move like it was being controlled with a mouse...or to a less extent with a game pad. The look around moment was too smooth and looked like it was just gliding along...i call BS on it being actual gameplay footage

What you think *that* was CGI? They should fire their CGI company then if that's the best they can do.
 
Was this actual gameplay??...didnt move like it was being controlled with a mouse...or to a less extent with a game pad. The look around moment was too smooth and looked like it was just gliding along...i call BS on it being actual gameplay footage

I think you have a valid point, the movement in the demos seems completely off, like you say, pre-canned. But it's probably the actual game engine and game scenarios, probably just recorded/pre-canned to show off the game without errors on stage.
 
Finally saw some other people finally bringing up dooms iconically fantastic level design that is completely absent here. And of course they were all completely ignored in favour of low hanging fruit.
How in the hell can you judge level design from this? The actual maps presented in the demo are complex and potentially interesting. We know nothing about how they are connected at a larger level.

This simply isn't something that can be discussed in any real fashion yet.
 
It's not CGI, just a recorded video with the game's asset showing how the game will look and feel.

Think of the Last of Us gameplay reveal but being recorded insteaded.

Do you guys really think the demons will be waiting to get cutdown by chainsaw? :P
 
How in the hell can you judge level design from this? The actual maps presented in the demo are complex and potentially interesting. We know nothing about how they are connected at a larger level.

This simply isn't something that can be discussed in any real fashion yet.

I noticed that on the first part of the demo there were a lot of walkways / bridges that the player can see (that look walkable). I think these levels are a bit better than people are thinking.
 
So...so far GAF wants:

-More pink demons
-Shotguns to kill everything in one shot
-more enemies even though "we don't like horde modes..."

My want list:
  • Headbobbing instead of iceskating! DOOM famously invented that!
  • Coop the campaign! DOOM invented that too!
  • More than ~4 enemies on screen at once. Doesn't need to be 50. 10 will do.
  • Bit less use of the brown brush in the colorgrading and monster colors please,
  • Proper slicy, dicy procedural demon goo and gibs instead of precanned QTE finishing moves.
  • BONUS: Environmental destruction
 
From what I can tell people don't know what they want, they do know that they don't like anything they get though.

There's not likely to be a consensus on what a 'proper' Doom reboot is likely to be. We can all pretty much agree it has to fast, have X Y and Z guns, and feature the monsters we like, but how that all comes together, and how the moment-to-moment gameplay works, I doubt it's possible to please everyone on that front.

There are some people, rare as they are, that think Doom 3 was a good direction for the series, after all.

What they have seems to be a mix of Doom 3 (visuals), Brutal Doom (the melee mechanics), and Doom 2 "stuff." It's definitely more centered around the action than Doom 3 was, and the visuals are significantly better than Doom 3. The melee executions need to be a mechanic that are used more sparingly (only way to get health would work -- as it turns the move into a comeback move that can keep the flow/pace moving forward instead of backward).

I'd like to see the impact of the weapons do more, the sounds on the plasma gun to be massively enhanced, and the melee executions be purposeful and in the service of the 'forward momentum' they are trying for. I want to see the shaders changed so that you can still make the contextual executions, but not so visually ridiculous. It would be nice to have a bit more color in the enemies to differentiate them. The designs seem fine other than that, and the speed of the game seemed okay too in the second part of the demo.

Maybe they should just turn the melee mechanic into a resource that fills up occasionally. Have a meter or something so you can use it once, then have to kill a certain number of enemies to be able to do it again. That's the major complaint I have -- if it's not used in a smart way, it *will* become a chore after a while. I mean, does anyone who plays Brutal Doom actually use the mode that much when they pick it up? I did for a bit, but after a while I stopped because it didn't really give me anything.
 
I think the melee executions is going to be a risk and reward kind of thing. On easier modes it will be something that newbie players can do to get ammo, health and armor without risking to much where enemies aren't that aggressive. On the other hand when playing on brutal or harder mode it isn't something you want to do often since it will make you a sitting duck for very aggressive enemies.

So you will have to think twice when facing a horde of demons and you are low on health. Try to kill them all and melee the last one with low health or try to melee one directly and get more health to battle?
 
The first few seconds of the gameplay look amazing. The lighting is insane.

Overall, the game seems to play much like Painkiller or Serious Sam. Hard to be mad about it though since the type of game we are seeing, regardless of it "feeling" like Doom, are few and far between. I'd take this over CoD any day.

That being said, the designs of the smaller monsters do seem a bit indistinguishable from one another.
 
I actually quite enjoyed Doom 3 as a horror game but agree that it was so far departed from the first 2 that it almost felt like a spin off or another game entirely. This looks to me ridiculously similiar, I mean it's much faster and there IS definitely a lot more going on at once, they've certainly tried to address the slow pace. But graphically, what's going on here?

Can someone explain, was Doom 3 SO FAR ahead of it's time that it still looks comparable to this or has this had a load of sacrifices to get to that magic 1080p60? I mean it's obviously improved, you wouldn't confuse it with D3 for a second, but fuck me it's not a million miles away. Wow.
 
The first few seconds of the gameplay look amazing. The lighting is insane.

Anyone think the screenshots that have been released are really lacking in post-processing / lighting seen in the gameplay trailer(s)? Could just be the inherent difference between seeing it in action (which looks great), and a still frame, but they look like they are totally different quality-wise.

Bucket-o-roadkill said:
Can someone explain, was Doom 3 SO FAR ahead of it's time that it still looks comparable to this or has this had a load of sacrifices to get to that magic 1080p60? I mean it's obviously improved, you wouldn't confuse it with D3 for a second, but fuck me it's not a million miles away. Wow.

More to do with general art design, I feel, though like I said the screenshots seem more in line with Doom 3 (some plasticky stuff; overdone specular highlights, etc). Doom 3 hid a lot of it's less-than-stellar visual seams with the (at the time great) unified lighting model. With the lights on, things didn't look so hot. Seems like here they are enjoying having the lights on, pretty much all the time -- a nice change. Looks like what you'd imagine Doom 3 might look like if the lights were on, but not really, if you know what I mean.
 
I actually quite enjoyed Doom 3 as a horror game but agree that it was so far departed from the first 2 that it almost felt like a spin off or another game entirely. This looks to me ridiculously similiar, I mean it's much faster and there IS definitely a lot more going on at once, they've certainly tried to address the slow pace. But graphically, what's going on here?

Can someone explain, was Doom 3 SO FAR ahead of it's time that it still looks comparable to this or has this had a load of sacrifices to get to that magic 1080p60? I mean it's obviously improved, you wouldn't confuse it with D3 for a second, but fuck me it's not a million miles away. Wow.

I quite enjoyed Doom 3 as well, but yes, it was a very different game.

It did look good for its time, but not really close to this. The areas were pretty small and the lighting was moody, which helped.
 
Done!

[tweet]https://twitter.com/EnigmaNemesis/status/610570504387325952[/tweet]
I wonder what they'll say!

It really looks so very brown and muted when put next to each other like that. Must say, I much prefer the 'corrected' version, everything is much clearer and more visible.
 
One unfortunate thing about the cacodemons, the red cacodemons that is, is that i always think of them as "flying tomatoes" and laugh at them. Can't take them seriously.

Still prefer flying tomatoes to flying... nuts?
 
Somehow i doubt the devs will listen though.

I figure that the current graphics and style is perfectly serviceable but more original-like color palette certainly would be nice as the shopped screencap demonstrates.
 
Somehow i doubt the devs will listen though.

Maybe so. But, on the other hand, they were ballsy enough to restart development altogether when they thought things weren't right -- this wouldn't require a reset of any kind, probably just some shader/material magic. I think it'd be doable.
 
Yeah no, just watched through all three videos from start to end. Not feeling it much I´m sorry to say, would people be as interested if it where Super Alien Mega Hunting Turbo Edition 5? Perhaps more. They should just give us a pretty straightforward geometric level with clearly defined monsters - color corrected of course - a fucking awesome double barrel shotgun, infinite ammo and let rip
 
Somehow i doubt the devs will listen though.

I figure that the current graphics and style is perfectly serviceable but more original-like color palette certainly would be nice as the shopped screencap demonstrates.

Doesn't hurt to let them know how you feel, constructive feedback is allways good. If they listen or not is up to them.
 
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