DOOM Gameplay Demo (E3 2015)

I think accusing Doom of having art or a style in the first place is pushing it

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I'm not the only one to notice this, but the regular shotgun looks horrible, and it just comes off as a neutered SSG. The balance between the SG (narrow, focused) and the SSG (wide, spread out) in the originals was really well done.
 
I'm not the only one to notice this, but the regular shotgun looks horrible, and it just comes off as a neutered SSG. The balance between the SG (narrow, focused) and the SSG (wide, spread out) in the originals was really well done.

I thought the same. I wonder about how powerful the pistol is, because the normal shotty feels both surprisingly weak and slow. Really slow.
 
whats wrong with that?

You have that old double shotgun that for me does not fit with the techy transparent hud. It needs to be more "real world style" if that makes sense. I played hundreds if not thousend of different maps of the old Doom games, maybe I'm too nitpicking. But 1 thing I'm totally sure about ....the colors are wrong.
 
Sàmban;168365307 said:
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.

Bingo.
 
To be fair as soon as the Doom shotgun stopped looking like a Tomy scan it was all over.
The shotgun looks pretty cool to me, actually. Sound could use some work. But I think the more sci-fi look for the shotgun is a good contrast for the super shotgun. Makes it stand out even more with its old-fashioned look.


The automatic machine gun looks rather boring, however.

Edit: You know, they should've just called it DOOM 4 and not advertise it as DOOM-back-to-its-roots. I think that's one of the reasons I was able to enjoy DOOM 3 more than I perhaps should; it was pretty much advertised (around here, that is) as a new way of playing with the franchise. Whereas DOOM(4) was heavily advertised and marketed as 'DOOM like you know it'.
 
I had no idea that Mick Gordon was in charge of the score. That's actually pretty cool. He did a brilliant job with Killer Instinct. I hope somebody at id told him to aim for that old school Doom feeling.
 
You have that old double shotgun that for me does not fit with the techy transparent hud. It needs to be more "real world style" if that makes sense. I played hundreds if not thousend of different maps of the old Doom games, maybe I'm too nitpicking. But 1 thing I'm totally sure about ....the colors are wrong.

i agree the colors can be improved (although i dont mind em now), but that scope shoulnt be a problem, it works like a halo scope i bet
 
New article from GameSpot:

During Bethesda's E3 briefing Sunday night, a developer played through a section of the new Doom with relative ease (watch the demo below). But make no mistake: Doom will offer a major challenge.

That's according to id Software executive producer Marty Stratton, who talked about the game's difficulty during a presentation today on the E3 2015 show floor.

"I've seen people and even had people say, 'Oh, that looks easy.' That is not easy. The game is a challenging game, it's like [the original Doom] in that respect," Stratton said.

He went on to say that the Bethesda developer who performed the demo during the company's conference Sunday evening was a total expert at the game.

This, in part, explains why Doom didn't look very challenging. Stratton added that Bethesda holds internal competitions to determine which specific developer is best at a particular area of the game when deciding who gets to demo it.

Stratton further explained that the new Doom has open areas that don't force you to take on bad guys in any specific way. Enemies move through the environment all on their own (by jumping, flying, and climbing), using the traversal system from another id Software action game, Rage.

"There was no trickery," Stratton said about the E3 demo. "Even in moments that kind of feel like, 'Oh, that might have been scripted.' Enemies can move through the environment in really unique ways."

Art director Hugo Martin added, "No two people play through it the same."
 
Loved every second and this is my most rewatched trailer from this E3. The color correction is a shame and I'd bet that a lot of the lighting considerations are built around it. Game would probably be too bright at this point if they removed the filters.
 
After reading a bit in the thread, i realize that maybe the developers DON'T want this to be anything like the old DOOM. I also doubt any of the old DOOM staff is there. They just want to make the next generic brown shooter for the masses and use the ip name because it's an extra selling point.

I mean, i can't believe that some random forum and youtube members can make the game look and feel so much more like DOOM using simple fixes, compared to what the developers themselves are doing. They can't be THAT clueless. It has to be on purpose.
 
I also doubt any of the old DOOM staff is there.

I think artist Kevin Cloud is the only id member who worked on the original Doom that's still with the company. He was the project lead of the leaked version from a few weeks back. Who knows if he's involved with this version?
 
After reading a bit in the thread, i realize that maybe the developers DON'T want this to be anything like the old DOOM. I also doubt any of the old DOOM staff is there. They just want to make the next generic brown shooter for the masses and use the ip name because it's an extra selling point.

I mean, i can't believe that some random forum and youtube members can make the game look and feel so much more like DOOM using simple fixes, compared to what the developers themselves are doing. They can't be THAT clueless. It has to be on purpose.

This reminds me of the whinging over Diablo 3 graphics, expect in the other direction.
 
After reading a bit in the thread, i realize that maybe the developers DON'T want this to be anything like the old DOOM. I also doubt any of the old DOOM staff is there. They just want to make the next generic brown shooter for the masses and use the ip name because it's an extra selling point.

I mean, i can't believe that some random forum and youtube members can make the game look and feel so much more like DOOM using simple fixes, compared to what the developers themselves are doing. They can't be THAT clueless. It has to be on purpose.

E3 interviews were saying otherwise as they were praising themselves for drawing from the originals for their inspiration.

The color correction can go a LONG way for this punching the nostalgia bug right in the face.
 
So any word when the damn Beta starts? I've already redeemed my code on german PSN store. That was probably a mistake or wasn't it? *sigh*
 
After reading a bit in the thread, i realize that maybe the developers DON'T want this to be anything like the old DOOM. I also doubt any of the old DOOM staff is there. They just want to make the next generic brown shooter for the masses and use the ip name because it's an extra selling point.

I mean, i can't believe that some random forum and youtube members can make the game look and feel so much more like DOOM using simple fixes, compared to what the developers themselves are doing. They can't be THAT clueless. It has to be on purpose.

Hyperbole to the max, man,

Generic compared to what? Definitely not all these military shooters with ads and sprinting and all this other garbage that have made up like 99% of major shooters in the past decade.
 
Cyberdemon looked lame as hell, overdesigned and too "cool" in the face area, Doom enemies need to be disgusting, not "cool" and the generic roar animation made me SMH.
 
Cyberdemon looked lame as hell, overdesigned and too "cool" in the face area, Doom enemies need to be disgusting, not "cool" and the generic roar animation made me SMH.

honestly it looks like Blizzard designed it, im getting very Diablo 3 vibes off of it
 
I went OTT with my initial criticism as I only saw the first two lava facility demos.

That Hell SP footage looked awesome though, so I am eager to see more or that in high quality.
 
Here's something I found posted on Doomworld this morning, courtesy of TheWizard:

http://i.imgur.com/F1jHvYP.jpg

Sorry for the lack of direct image. Couldn't seem to thumbnail it, so I just posted the URL.

This lends a lot of credence to the idea that the Baron retains the traditional horned demon style from Doom 1 and 2. Which would mean the Knight will look l more like it's Doom 3 iteration as we've already seen.
 
Just watched the demo. That looked phenomenal. I really really liked what I saw. The cheers when he picked up the shotgun were golden. Day 1 for me.
 
Cyberdemon looked lame as hell, overdesigned and too "cool" in the face area, Doom enemies need to be disgusting, not "cool" and the generic roar animation made me SMH.

Fully agreed. They should take a hard look at the originals. Tech infused flesh-ripped goat skulls and all that crazy evil shit, not Hollywood demons.
 
Does anyone really like the doom3/4 design of the hell knights? It's completely lackluster for me. Just a drab gray carapace. Doesn't resemble anything hellish at all, more alien. Everything looks more alien like actually. Except for the revenant I guess.

I guess between Q4 and D3 they've shown not to care much about the originals and just made different games with the same name. Really wish they did it like Nintendo, stick to the gameplay mechanics for that respective IP. Imagine if you got a sequel to a movie with a completely different style and tone. Could be a good movie, but it would still be freaking disappointing, because you want that sequel. Been teased with it, only to get something different. Gave up my hopes for getting an actual sequel after D3 and this is not winning me back.
 
Does anyone really like the doom3/4 design of the hell knights? It's completely lackluster for me. Just a drab gray carapace. Doesn't resemble anything hellish at all, more alien. Everything looks more alien like actually. Except for the revenant I guess.

I guess between Q4 and D3 they've shown not to care much about the originals and just made different games with the same name. Really wish they did it like Nintendo, stick to the gameplay mechanics for that respective IP. Imagine if you got a sequel to a movie with a completely different style and tone. Could be a good movie, but it would still be freaking disappointing, because you want that sequel. Been teased with it, only to get something different. Gave up my hopes for getting an actual sequel after D3 and this is not winning me back.
I actually like the DooM 3 design for them. however I think they should have been a new enemy instead of a replacement for the Barons.
 
And everything ive been saying 100% confirmed.

Goodbye DOOM of intelligent game design legend.

Hello doom for morons.

What does that article confirm besides being hard and having dynamic enemy behavior?

If you're referring to level design, it's too early to judge. If you watch the mars base gameplay video again, you'll see the player pass by 6 or 7 branching paths. The game won't have level design as complex as classic Doom, but there's a good chance the levels will have a decent amount of exploration.
 

The devs are of course free to comment on how many spectators thought the game looked easy, but if they're trying to tell us it only looked that way because the demoer was an expert at the game then that's a bad mark. If that's high level modern Doom play then maybe there is an issue with the game.
 
The devs are of course free to comment on how many spectators thought the game looked easy, but if they're trying to tell us it only looked that way because the demoer was an expert at the game then that's a bad mark. If that's high level modern Doom play then maybe there is an issue with the game.

The player would have died a few different times if god mode was turned off, so I agree that he wasn't exactly an expert. That response didn't make much sense.
 
There are many interpretations of what elements make a Doom game... I don't think cartoony color is it.
It's more about being able to discern enemies from the background. It's present in almost every game, it's best noticeable in side-scrollers where the background is always lighter/darker than the foreground. It's essential for twitch shooting. Personally I prefer a more crazy, unrealistic style to invoke a sense of dread and otherworldliness. But the color cast and the demon design really mostly make them look more common / 'realistic'.
 
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