DOOM Gameplay Demo (E3 2015)

Any bets for when they'll start yoinking players for the Alpha pool? I'm guessing Halloween (because Satan).

Two months ago Id Software said the alpha would come "soon", but they also said there wouldn't be much news in the coming months so the team could put their heads down and work on the game. So some conflicting messaging there.

All in all, I think the alpha won't come until early next year.
 
Two months ago Id Software said the alpha would come "soon", but they also said there wouldn't be much news in the coming months so the team could put their heads down and work on the game. So some conflicting messaging there.

All in all, I think the alpha won't come until early next year.

Yeah, it DID require some heavy optimization. Assuming that the E3 demo was running on an Xbox One, if they are planning on a locked 60FPS refresh at 1920x1080 (or hell, even if they're gonna have dynamic horizontal resolution like in W: TNO) they've got a ways to go as I saw that demo dip down into the 25 FPS range at points (the UAC section seemed to sit right around 40-45 FPS with one dip down to the low 20's and the hell section seemed to hover around 30-40 FPS with the same lowest. I only saw it hit around 60 with heavy action once or twice.) However, since the game is targeted for a launch between March and May of 2016 and the beta is supposed to be before then, I wouldn't put it past that the alpha is slated for this year (even though October is currently really freaking Beta-heavy with Rainbow Six, Warhammer Vermintide, and Star Wars Battlefront all happening at the same time).
 
I like what I'm hearing more and more about this. My first impression with all the QTE kill animations was "great, so they just pulled from Brutal Doom instead of, you know, Doom" but everything I've heard since has kind of assuaged my fears.
 
They will unfortunately always demo it on a controller. And the pivot, and camera turning that a controller offers would make even quake 1 look slow.

https://youtu.be/3fG58Cso3ls?t=10s Pay attention to the off-screen footage behind them. I'm assuming that most of them are using KB/M since they're on PCs. I'm not sure if the FOV is increased from the E3 presentation (it certainly appears so; playing a FPS with a 60-70 FOV on a PC monitor with a KB/M is a lot more nauseating than playing with the same setup at a 90 FOV), but it DOES look significantly faster than even the Hell gameplay.
 
As I recall, impressions from Fazz (and other pro quake players) was that it is indeed slower than Call of Duty. He seemed pretty disappointed.

Also you can't strafe jump, but that's gonna be a complaint with most FPS :P
 
As I recall, impressions from Fazz (and other pro quake players) was that it is indeed slower than Call of Duty. He seemed pretty disappointed.

Also you can't strafe jump, but that's gonna be a complaint with most FPS :P

Slower than Call of Duty? As in movement-speed wise or time-to-kill? Because if it's time-to-kill, that's fine. I always thought that the TTK in Quake and CoD were WAY too freaking fast.
 
If you watch the Hell gameplay and compare it to Black Ops 3 gameplay, it does seem like Black Ops 3 is just as fast, if not a little faster. Black Ops 3 has a sprint button and Doom 4 doesn't, so movement is faster in Doom 4 while shooting. You can't sprint and shoot at the same time in Black Ops 3.

But with that said, I don't think super fast speed matters very much. The combat is still designed for fluid motion and you're still faster than the enemies. Combat will work how fans want it to work. Everything just won't be quite as fast.

And I don't see how you can make a console shooter any faster without sacrificing control when using a controller. I've played fast console shooters and I always have to stop in order to aim.
 
If you watch the Hell gameplay and compare it to Black Ops 3 gameplay, it does seem like Black Ops 3 is just as fast, if not a little faster. Black Ops 3 has a sprint button and Doom 4 doesn't, so movement is faster in Doom 4 while shooting. You can't sprint and shoot at the same time in Black Ops 3.

But with that said, I don't think super fast speed matters very much. The combat is still designed for fluid motion and you're still faster than the enemies. Combat will work how fans want it to work. Everything just won't be quite as fast.

Black Ops 3

DOOM Hell

And I don't see how you can make a console shooter any faster without sacrificing control when using a controller. I've played fast console shooters and I always have to stop in order to aim.

Very heavy aim-assist is basically the only solution to that issue.
 
And I don't see how you can make a console shooter any faster without sacrificing control when using a controller. I've played fast console shooters and I always have to stop in order to aim.

I definitely think that plays quite a lot into this game`s balance decisions at the end of the day.

It makes me wonder what nightmare or ultraviolence difficulties willbe like. 2x as fast monsters would be crazy cool to see in a modern game.
 
I definitely think that plays quite a lot into this game`s balance decisions at the end of the day.

It makes me wonder what nightmare or ultraviolence difficulties willbe like. 2x as fast monsters would be crazy cool to see in a modern game.

In one interview, one of the id guys said that nightmare was "one hit and your dead."
 
It makes me wonder what nightmare or ultraviolence difficulties willbe like. 2x as fast monsters would be crazy cool to see in a modern game.

I doubt the monsters would get any faster, since the player would also need to become faster to keep the core gameplay formula intact. And I doubt the enemy count would increase either, due to performance issues.

As Smurf said, the enemies will probably just do more damage. I personally hope the higher difficulties don't increase the enemy HP. That's a huge pet peeve of mine, since it simply makes the game more repetitive.
 
I definitely think that plays quite a lot into this game`s balance decisions at the end of the day.

It makes me wonder what nightmare or ultraviolence difficulties willbe like. 2x as fast monsters would be crazy cool to see in a modern game.

Some of the challenge rooms in the Last Light Redux are almost imposible on a controller because the turn speed is so slow. Not that that's a purely controller limitation, the max turn speed in Metro is about half of what most FPS I play on console are.
 
In one interview, one of the id guys said that nightmare was "one hit and your dead."
Lets hope it scales like Ixion suggestss.
I doubt the monsters would get any faster, since the player would also need to become faster to keep the core gameplay formula intact. And I doubt the enemy count would increase either, due to performance issues.

As Smurf said, the enemies will probably just do more damage. I personally hope the higher difficulties don't increase the enemy HP. That's a huge pet peeve of mine, since it simply makes the game more repetitive.
Yeah, sponge enemies would be terrible and completely anti doom.
Some of the challenge rooms in the Last Light Redux are almost imposible on a controller because the turn speed is so slow. Not that that's a purely controller limitation, the max turn speed in Metro is about half of what most FPS I play on console are.
If it makes you feel any better, those challenge rooms are fucking brutal on PC even with the turn speed being much much higher.
 
How much of the id Tech 666 code do you think Sousa nicked from the CryEngine? The renderer seems very similar to Crysis 3's (with the added benefits that PBR ads), but it also seems a hell of a lot better optimized than CryEngine (good luck getting Crysis 3 to run on the Xbox One at 1080/60).
 
How much of the id Tech 666 code do you think Sousa nicked from the CryEngine? The renderer seems very similar to Crysis 3's (with the added benefits that PBR ads), but it also seems a hell of a lot better optimized than CryEngine (good luck getting Crysis 3 to run on the Xbox One at 1080/60).
I really do not think the console versions will run or look like the pc version they showed so far.

It definitely shares a lot of visual effects that cryengine has though!
 
I'm a bit concerned about enemy movement. Both imps and Hell Knights move around and lunge at you, especially imps. It was like that in Doom 3 already, I think they did that because of the shock factor of a demon getting in your face. I always disliked the dynamic though. Pinkies already serve that purpose. Problem with it is that enemies that approach you like that demand priority. You can't just dodge them and be done with it until the next attack, because they'll be right behind you. You'll have to dodge, focus on the enemy, and kill or reposition (useless with fast imps, you'll have to kill them). If a lot of enemies start to demand your priority it's going to become a nuisance, since you'll have no choice but to focus on these enemies, regardless of what else is going on. So I'm curious to see how that will work out here, with the imps especially.
 
I'm a bit concerned about enemy movement. Both imps and Hell Knights move around and lunge at you, especially imps. It was like that in Doom 3 already, I think they did that because of the shock factor of a demon getting in your face. I always disliked the dynamic though. Pinkies already serve that purpose. Problem with it is that enemies that approach you like that demand priority. You can't just dodge them and be done with it until the next attack, because they'll be right behind you. You'll have to dodge, focus on the enemy, and kill or reposition (useless with fast imps, you'll have to kill them). If a lot of enemies start to demand your priority it's going to become a nuisance, since you'll have no choice but to focus on these enemies, regardless of what else is going on. So I'm curious to see how that will work out here, with the imps especially.

Well, this whole game seems to be designed purely to keep you moving, and having enemies that like to get right up in your face is a very easy way to do that. At least the imps are 00 buckshot fodder hungry for some shotgun shell-flavored pancakes. The Hell Knights, on the other hand, only seem to want to go "HULK SMASH!" when you're right up next to them. I'm rather curious to see how they're going to handle the level design since having a lot of secrets and alternate passages also encourages constant movement.
 
I expect it to have a similar dynamic res implementation as Rage.
That would be a good idea... if the game is as dark and lower contrast like it currently is... it would not even be that noticable.

I wonder if it will maintain obmb in the console versions. obmb + 60fps... Mmm
 
That would be a good idea... if the game is as dark and lower contrast like it currently is... it would not even be that noticable.

I wonder if it will maintain obmb in the console versions. obmb + 60fps... Mmm
I sure hope so

Battlefront maintaining the motion blur on consoles adds so much.
 
Rewatched the UAC gameplay chainsaw section. Good pair of headphones (I.E. STUDIO quality; AKG K240s and the like) + LOOOOOOUD = Audio orgasm.
 
I read in an interview that when id rebuilt DOOM 4 into what we saw at Quakecon 2014/E3 2015, they took RAGE and doubled it's movement speed. So I went into the console and typed in "pm_runspeed 560" (default is 280) just to see how it would work. Nooooooow I understand why the girl playing it was constantly stopping; Good god, trying to move that fast and aim on a gamepad at 65-70 FOV is damn-near IMPOSSIBLE. When the levels are wide and open (even the standard hallways in the UAC gameplay were about 2.5X wider than your standard hallway in RAGE), it feels great and fluid, but when you're in a tight and confined space (I.E., 80% of the combat sections), you're moving WAAAY too fast for your own good.
 
Anyone get any confirmation emails yet?

I didn't realize this was a thing until just now, and now I'm going to be watching my mail like crazy. It says that for digital console owners of Wolfenstein, it's tied to your account so you don't have to do anything but wait for an email.
 
I redeemed my beta code again a couple days ago and it gave me an "Alpha Voucher". I know other people on here said they weren't able to redeem their code a second time, so I wonder if my initial redemption didn't go through? I don't remember ever getting a confirmation email.

I redeemed it through the PS4 the first time, but this time I did it through the PSN website.
 
What is turning me off as a longterm Doom fan now that some time has passed since the reveal:

- finisher kills should only be in beserker mode not all the time
- the monsters dont look like doom monsters
- monsters have the wrong color
- sound effects are not good and to much like doom 3 -- looking at you plasma gun
- gunplay dosnt convince me yet
- chess gameplay of doom 1 & 2 intact?
- deus ex piss filter
- monsters dont fight themselves
- weapons dont look doom like

I agree with everything
 
What is turning me off as a longterm Doom fan now that some time has passed since the reveal:

- finisher kills should only be in beserker mode not all the time
- the monsters dont look like doom monsters
- monsters have the wrong color
- sound effects are not good and to much like doom 3 -- looking at you plasma gun
- gunplay dosnt convince me yet
- chess gameplay of doom 1 & 2 intact?
- deus ex piss filter
- monsters dont fight themselves
- weapons dont look doom like

You took the thoughts out of my brain.

However, I did read there is in-fighting, or did I imagine that?
 
I'm trying to find if I was ever given a code to do the beta/alpha thing. I think I was given one, and I thought I registered, but I don't remember.
 
Top Bottom