Still no information if it will be compatible with Rift or PSVR
The fact that they apparently use a controller almost exclusively makes me sick to my stomach.
I love my Halo, but a fast paced shooter needs a mouse for unlocked potential. This almost certainly means that it's being designed with a controller in the forefront of their minds. This means that it won't play like classic doom.
I hope I'm wrong.
That's a really good point. Both the original games on keyboard and modern shooters on controllers are mainly limited by a fixed turning speed, but if both were designed with that in mind, it shouldn't be a problem at all. I know I played plenty of Doom with both the original keyboard controls and modern mouselook controls and they never really felt diminished either way.Well technically, classic Doom was designed with only keyboard in mind. Mouse look didn't come until much later.
Well technically, classic Doom was designed with only keyboard in mind. Mouse look didn't come until much later.
I think Wolfenstein: The New Order played fantastically on the PC and that game was designed from the ground up to be played well with a controller.
I like you. You have restored some faith.
HOWEVER, there was no vertical aiming, which helped tremendously.
I just can't help but shake the feeling this game is going to be a massive let down to Doom fans over the years.
I think it's pretty obvious that it won't be compatible with either.
Honestly, I'm more worried about the shotguns than anything. It just doesn't feel like Doom to me unless I can snipe enemies with my shotgun across the map lol. I guess the hard part would be properly balancing its use for multiplayer.
Speak for yourself. As a longtime Doom fan I'm stoked. Game looks sick.I like you. You have restored some faith.
HOWEVER, there was no vertical aiming, which helped tremendously.
I just can't help but shake the feeling this game is going to be a massive let down to Doom fans over the years.
Speak for yourself. As a longtime Doom fan I'm stoked. Game looks sick.
Honestly, I'm more worried about the shotguns than anything. It just doesn't feel like Doom to me unless I can snipe enemies with my shotgun across the map lol. I guess the hard part would be properly balancing its use for multiplayer.
Shotgun spread in the Foundry gameplay was from a MUCH older build; spread has tightened since then (shown in the SnapMap footage)
Is one of them possibly in motion while the other is standing still?
Spreads are static; I can confirm this from the Alpha.
Thank God.
Plus, having dynamic weapon spread goes against id's mantra of "Don't stop moving" as having a spread that widens the longer you fire or as you move is designed to slow the player down to gain a higher accuracy.
But why? Doom 3 has it. Also, it will be awesome
Doom 3 was a experiment. It's not like you can buy a Doom 3 VR Edition on Steam right now.
And in general, don't expect games like Doom for PSVR, the demands on the hardware that will VR requires on consoles will limit the shit out of what those games will be able to do.
And designing a shooter for VR would mean doing it for the ground up, and this is a traditional "Look at it on your TV" shooter, which is what it has always been.
Plus, if it was VR. EIther Oculus, Sony or Valve would have screamed it loudly, demonstrating a actual real game for their headsets.
Everyone at iD plays DOOM with a controller
That's... upsetting.
That's... upsetting.
But why? Doom 3 has it. Also, it will be awesome
New writeup over at GI about the id visit and a fairly in-depth trip report of a hands on single player session. Not too much new info here, though they do mention a shotgun guy that carries a shield also. I think it's the first enemy discussed or shown that won't be projectile based?
Also, SOME holdouts at id apparently still use KB+M to play. Satan bless their souls.
That's... upsetting.
I don't really have anything against controllers in itself (besides lamenting how the genre at large switched to being designed around its accuracy limitations), but I'm always thrown off by seeing these games played/demoed with them. The camera movement is so unnaturally stiff and rigid that it becomes really off-putting.
Vanilla Doom supports horizontal-axis mouselook, and has since the beginning. Romero's even stated he designed his maps (eg: pretty much all of Knee-Deep in the Dead) using mouse & keyboard controls not terribly unlike WASD/mouselook.Well technically, classic Doom was designed with only keyboard in mind. Mouse look didn't come until much later.
I don't really have anything against controllers in itself (besides lamenting how the genre at large switched to being designed around its accuracy limitations), but I'm always thrown off by seeing these games played/demoed with them. The camera movement is so unnaturally stiff and rigid that it becomes really off-putting.
Vanilla Doom supports horizontal-axis mouselook, and has since the beginning. Romero's even stated he designed his maps (eg: pretty much all of Knee-Deep in the Dead) using mouse & keyboard controls not terribly unlike WASD/mouselook.
Granted, vanilla Doom also has mousemove on the vertical axis, which is annoying as hell and rather unlikable, but that's what NOVERT.COM is for, obviously! (...the ".COM" being an old DOS driver extension, not a URL. The link posted there is to idgames/.)
Image of the Baron Of Hell posted in an article. Haven't seen this mentioned here yet I think?
New writeup over at GI about the id visit and a fairly in-depth trip report of a hands on single player session. Not too much new info here, though they do mention a shotgun guy that carries a shield also. I think it's the first enemy discussed or shown that won't be projectile based?
Also, SOME holdouts at id apparently still use KB+M to play. Satan bless their souls.
With the movement speed defaulted to sprinting, I almost feel like a parkour runner navigating the sea of demons. The marines actions are fluid and fast-paced."
The combat feels great at this point, showing a nice level of polish and balancing along with the satisfying carnage. Doom is still Doom at its heart, but it also feels like a new experience in the first-person shooter category. I question if it will have the legs to support a full campaign, but the small slice I played was an absolute blast.
Is there a good reason (greedy, financial, whatever) for not releasing mod tools?
Or is the console excuse not actually an excuse, but a good reason?
-Ms. Donna is still the Office Manager at iD, which I didn't know. I remember reading about her in Masters of Doom. She was hired way back in the Wolfenstein days. I think she might be the longest tenured iD employee...
Yeah, this is her at id as of her 20th Anniversary at the company in 2014 (so not Wolfenstein-era, but DOOM II onwards).
Wasn't one of the Doom 1 tracks named after her (Donna to the Rescue)?
Even though he was playing with a controller, i have a bit of faith that the movement will feel good and fluid.
Is there a good reason (greedy, financial, whatever) for not releasing mod tools?
Or is the console excuse not actually an excuse, but a good reason?
I think most people who played the Alpha will confirm that, including myself. I played on PS4 and I loved the feel of the game. Not only did the shooting and movement feel smooth, but the environments also looked smooth, and of course the 60 FPS frame-rate helps a lot as well. "Smooth", "sleek", etc. Those are good words to describe the game.
The strengths of the SnapMap strategy are pretty obvious:
- PC modding doesn't benefit console users at all, which is the largest user base of the game. SnapMap benefits everyone.
- All SnapMap creations are instantly available to everyone (when shared). No downloads required.
- And of course, using SnapMap is far easier than using whatever mod tools iD would put out.
SnapMap won't allow for complete creativity like proper mod tools, but that's the only weakness. It's a big weakness, no doubt, but I'm guessing iD feels the benefits outweigh that. Not to mention SnapMap will be something pretty unique, and could have a lot of potential. I can't think anything quite like it on the market right now. Even Halo's "Forge" mode is a lot different.
I think another part of it was that the released mod tools for RAGE came too little too late and were cumbersome to use.
[*] Plans to offer "sliders and multi-sampling options" for PC players. Only time in the article PC is mentioned specifically.
I still think it is a lame-o "pc is an afterthought" kind of move. Nothing is preventing them from having snap map and mod tools released down the line, well, other than crass expectations of the bottom dollar. Don't get me wrong though, I am super excited for doom, but it is incredibly disappointing to see id fall further and further away from its original core. idtech games used to push technological boundaries and always had mod tools: those mod tools have defined the games after a certain point. Rage of course changed all that :/I think most people who played the Alpha will confirm that, including myself. I played on PS4 and I loved the feel of the game. Not only did the shooting and movement feel smooth, but the environments also looked smooth, and of course the 60 FPS frame-rate helps a lot as well. "Smooth", "sleek", etc. Those are good words to describe the game.
The strengths of the SnapMap strategy are pretty obvious:
- PC modding doesn't benefit console users at all, which is the largest user base of the game. SnapMap benefits everyone.
- All SnapMap creations are instantly available to everyone (when shared). No downloads required.
- And of course, using SnapMap is far easier than using whatever mod tools iD would put out.
SnapMap won't allow for complete creativity like proper mod tools, but that's the only weakness. It's a big weakness, no doubt, but I'm guessing iD feels the benefits outweigh that. Not to mention SnapMap will be something pretty unique, and could have a lot of potential. I can't think of anything quite like it on the market right now. Even Halo's "Forge" mode is a lot different.
That situation IMO should not have bearing in a rational way as to why doom 4 should not get mod tools. Mega Textures and id false promises and mismanagement floundered that more than the idea of mod tools per se.I think another part of it was that the released mod tools for RAGE came too little too late and were cumbersome to use.
(and then the red/yellow/blue doors start to appear, but it seems they might just be optional).
Probably id. Zenimax doesn't really mind modding their games, and actively encourages their creation - at least, going by their two biggest franchises at current, Fallout and The Elder Scrolls.I am not sure if I should blame Zenimax or id, or the horrible combination of the two together.