DOOM Gameplay Demo (E3 2015)

That was pretty cool. With that said, OG Doom was NEVER that fucking fast.

Still, I think that id could have thrown a few more retro sounds besides the door opening one. I miss the imps croaking and the badass sound of the plasma rifle.

Yup, the sound fx is definitely lacking in the footage they showed. Hopefully, they can improve upon it once the title is released. We still have a long way to go, so here's hoping they get improved.
 
Corrected:
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Original:
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Hope the game can be modded with ease

Yeah, NOW it looks like doom. Also has the added benefit of making stuff pop out and making the environment a bit easier to read.
 
I am drooling uncontrollably seeing this. The sound effects of that plasma rifle, the otherworldly groans of the demons, that SSG!! Has anyone tweeted this video and the color-corrected screenshots to id and Bethesda yet?

Sound design, color palette, and pacing. That's all you need to make Doom SO much better.

I don't use Twitter, but yeah, somebody needs to tweet this to Bethesda, stat! And yeah, this video, more so than anything else in my opinion, clearly demonstrates how sound fx/design is extremely integral to a game.
 
I think I'd rather play Brutal Doom to be honest. It'd be sad if they can't make a better game than the mod they're clearly inspired by.
 
For those of you saying there's only a few enemies on screen at once, I see eight enemies in this screen alone (and there's probably more in the back area):

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No, the speed is fine. You guys are seriously high on nostalgia if you think the game is slow. The player was just moving slowly, plus the fact that the first part of the demo was a bunch of small corridors. The speed looks just fine in the hell section which is much more open.

That sped up video just looks stupid. Imo, what Bethesda needs to do is take out the piss filter, make the skies contrast well with the rest of the environment, saturate the enemies so they stand out and add more kick to weapon sound effects. The rest looks good.
 
I see nothing but productive criticism with solutions and that is fantastic!! That is how fans of a game should be. Someone must definitely inform id or whoever the devs are. Colour correction, sound, speed, the enemies amount, mechanics adjustments, tell them everything for it is fundament for game successas thegame they got now is under expectation.
 
And dear developers, you may be proud of your HUD...but sorry, this does not feel like a Doom game (imo). Tactical Scope ? lol
Nothing wrong with that as long as it's restricted to a small number of weapons or is not required by the gameplay itself.

Still, long range engagements with lots of strafing were amazingly fun and I'll miss them dearly if id forgot about them.
 
Honestly, from the looks of it the pinky and the ravenant may be the only enemies that I find genuinely great looking (the mancubus is not bad, but I'd rather have the old, grosser one).

I hope we can get a clearer shot of the pinky sooner than later.
 
The sped up footage does *not* look good lol. I don't think I'd want to play the game at that speed -- more and more I think what they have in terms of playing speed, going by the second demo, is perfectly fine.
 
I'll be interested to see what the secondary "fire" function is for the chainsaw. I noticed the number six in the bottom right corner when it was equipped in the Tech Base demo. Maybe it's nothing, but it looked like a possible ammo counter. The number wasn't dropping during use though.

I've been playing the original Doom games since I was a child in the early 90's, and still play them on a weekly basis to this day. As someone who enjoys Doom that much I have to say that I liked what I saw in the demo videos (four times each) for the most part. My concerns (enemy design, color palette, level linearity, and speed) have been hit on my many people so I won't beat a dead horse. Despite those reservations I'm still excited for this. So few of these style of FPS have been released since the 90's that I'll salivate over any of them, let alone a Doom game.

I do hope they tune up the shotgun a bit more. It's range seems to be piss poor compared to what it used to be in the originals. There needs to be a use for the shotgun that makes it viable throughout the game, and different enough from the SSG that you'll want to use it in different situations. A tighter spread, and higher rate of fire would make it a more versatile weapon while still not making it the only weapon you'd ever equip.

The Heavy Assault Rifle and Chaingun seem to occupy a pretty similar space as well. I'm thinking the HAR's scope and lower rate of fire will make it a better long distance choice. The Chaingun should shred up close, while the HAR is better at picking off enemies at range without resorting to putting a Sniper Rifle or Railgun type weapon into the game. Very, very interested to see how they balance these weapons.

The beauty of Doom to me is it's sense of balance. Switching weapons around regularly to suit the enemy, or group of enemies you're tackling.

Hoping they remove the piss filter, although I doubt they will. Looking at the recolored images makes my heart hurt.
 
+1 for the color correction.

I couldn't quite put my finger on what was so disappointing with the demo. I'm glad someone else could.
 
This is not just convincing and much more gameplay-friendly, this makes the original screenshot look like crap.

It reminds me of the piss filter that some companies liked so much 4-5 years ago (Deux Ex, Fallout 3, Codemaster titles).
id as always is a bit behind times, as now all these companies have left behind those techniques and have more balanced palette.
 
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