DOOM Gameplay Demo (E3 2015)

Anyone know how Digital Foundry does their frame rate analysis? I wanna see where the frame rate of that demo was sitting at and it doesn't look like they're doing an analysis of that demo any time soon.

(And I'd REALLY rather not sit down with VLC Media player and count all 80,000 frames of the first demo all fucking day).
 
Gamersyde has some new screens and it seems like some of the art design suggestions are being taken into account. The Revenant doesn't have pupils any more as far as I can tell and color grading in the space station also seems toned down a bit.

image_doom-29004-3000_0006.jpg

image_doom-29004-3000_0007.jpg


More here:
http://www.gamersyde.com/news_new_screenshots_of_doom-16856_en.html
 
Gamersyde has some new screens and it seems like some of the art design suggestions are being taken into account. The Revenant doesn't have pupils any more as far as I can tell and color grading in the space station also seems toned down a bit.

There's no filter though. The game just has strong dynamic lighting. That hell picture isn't under the yellow sky and that factory picture isn't near lava.

If people are worried the game will be yellow all the time, then don't be.
 
So... loadouts and 2 weapon max in multiplayer. Movement is slower than Quake.

Some multiplayer footage
https://www.youtube.com/watch?v=peMIym95WNU

German interview of someone who played the multiplayer
https://www.youtube.com/watch?v=fBEfv37_k0E

Is there no Quakecon thread? I'd expected one first page, but nothing.

Loadouts and two weapons though, bleh - I'll be sorely disappointed if there are no 'traditional' style Duel, FFA, and CTF modes. Doesn't seem like there's strafejumping either, have any players tried?
 
There's no filter though. The game just has strong dynamic lighting. That hell picture isn't under the yellow sky and that factory picture isn't near lava.

If people are worried the game will be yellow all the time, then don't be.
Yeah people who were complaining about a filter were using the wrong word, it's a color cast / strongly colored lighting.

My peeve when it comes to color is that the enemies are not distinct from the background. The dark / one-tone lighting and greyishly textured enemies, plus the imp and hell knight looking alike makes for enemies that blend away too much. Personally, I like it better when enemies pop, then you can track them better in your peripheral vision.
 
Still not a huge fan of the enemy design, but at least the Cyberdemon actually looks threatening in that shot.

I still think it looks too Warcraft-ish. Doom can be cartoony at times, but that particular character seems too out of place for my liking, specially given that the Cyberdemon was such a classic and threatening design. Unlike imps, pinkies and cacodemons, it was one of those enemies that only needed minute alterations.

lEz98hG.gif


I also find curious how the new Imps (?) look a lot like the shrunken down, less menacing version of Doom 3's Hell Knights.

YB6n2ZA.jpg


Which was another classic design utterly butchered along the Cacodemon, the Commando and the horrendously mediocre Mancubus. Interesting enough, Doom 3 featured some very interesting original enemies that I wouldn't mind coming back, such as the Cherub and the Trite.

d1f0wV3.jpg
MDkelZd.jpg
 
Doom 3 featured some very interesting original enemies that I wouldn't mind coming back, such as the Cherub and the Trite.

d1f0wV3.jpg
MDkelZd.jpg

That Cherub scared the heck out of me first time you came across it when I first played Doom 3. All you kept hearing were these cries "ma ma..ma ma..." and that blood curdling cry they make when you killed one.
 
Think the Doom 3 hell knight design is itself a classic. Very menacing and powerful, a fitting upper class monster.

I prefer the classic design because demons are inherently better, but the Doom 3 version had tons of presence. You knew you were about to get a right pummeling as soon as they showed up. I wouldn't mind DOOM using both designs, to be honest.
 
What do people think of the finishing/execution moves they showed in the demo?

For me, the enemies in Doom were always to be feared. Even the regular grunts.

Having finishing moves that also give you invulnerability while performing them dilutes any fear I have of the enemies. It's a power fantasy ability when for me Doom should always be about feeling completely vulnerable and isolated against far superior foes.

I really hope we can disable them on higher difficulties.
 
I still think it looks too Warcraft-ish. Doom can be cartoony at times, but that particular character seems too out of place for my liking, specially given that the Cyberdemon was such a classic and threatening design. Unlike imps, pinkies and cacodemons, it was one of those enemies that only needed minute alterations.

lEz98hG.gif


I also find curious how the new Imps (?) look a lot like the shrunken down, less menacing version of Doom 3's Hell Knights.

YB6n2ZA.jpg


Which was another classic design utterly butchered along the Cacodemon, the Commando and the horrendously mediocre Mancubus. Interesting enough, Doom 3 featured some very interesting original enemies that I wouldn't mind coming back, such as the Cherub and the Trite.

d1f0wV3.jpg
MDkelZd.jpg

Don't get me wrong, I still hate half of the designs. They seem intent on going OTT rather than keeping the realistic look of the creepy originals. The Barons of Hell from Doom 3 is such a terrible enemy redesign.

Lets take creepy goat-men and make them... whatever the hell that is.
 
I still believe that enemies should be more popping in terms of colour, but whatever.


That's the new BFG.

Actually, I think this may be that "Static Cannon" gun I've been hearing about; it charges it's shots by the player's movement and standing still drains the battery rapidly.
 
actually, that's about as fast as Quake 1/2's walking speed (e.g. NOT holding down Shift or whatever you have sprint bound to).
Huh? Why would you not have always run on? If that's the walk speed then that's fine, and you're right. Hm, I think I'm a bit skeptical of that, would be great if true though.
 
Been playing Brutal Doom with doom 2 wad..beat that. Played doom 64 for pc remake beat that. I am ready for the new doom, It looks amazing to me.

These new screens give me hope that diff levels will be diff colors and not all orange.
 
Gamersyde has some new screens and it seems like some of the art design suggestions are being taken into account. The Revenant doesn't have pupils any more as far as I can tell and color grading in the space station also seems toned down a bit.

image_doom-29004-3000_0006.jpg

image_doom-29004-3000_0007.jpg


More here:
http://www.gamersyde.com/news_new_screenshots_of_doom-16856_en.html

That looks AMAZING!!!!

Also, if I recall correctly, new DOOM's Revenant never had pupils.

As for running speed, I think it's fine as it is.

Solid controls are far more important than fast movement. Shadow Warrior is very fast, but I don't feel I'm in control. The controls in that game are too freaking slippery.
 
Don't get me wrong, I still hate half of the designs. They seem intent on going OTT rather than keeping the realistic look of the creepy originals. The Barons of Hell from Doom 3 is such a terrible enemy redesign.

Lets take creepy goat-men and make them... whatever the hell that is.

Wat

The BoH in D3 is fuckin BADASS. Love its design. But yeah, those screenshots are a huge improvement
 
It looks like a Catacomb...

Do you expect lush foliage deep in the bowels of hell?

Maybe not lush foliage, but I'd be more interested in seeing a more colorful hell like in the Dooms of yore.


Obviously the lighting would have to change a bit, but as it is, that screenshot just looks like a dungeon from Skyrim. I guess I like the idea of hell having creepy monolithic structures of an unearthly nature, rather than looking like generic ruins.
 
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