DOOM Gameplay Demo (E3 2015)

The recipe for a good DOOM GAME
.A lot of villians at screen on the same time (doom is not a survival horror game like Dead Space)
.A lot of weapons
.Awesome Soundtrack
.And KEYS. plz, the game needs keys and labrynths.
without that is just another generic fps.
 
I GOT MY CODE!

EDIT: It's not actually a code if you're on Steam; it adds the game to your library and automatically downloads on Oct. 23.

Also, apparently the NDA is VERY strict; No sharing information or posting screenshots/videos of the footage. Bummer.
 
The recipe for a good DOOM GAME
.A lot of villians at screen on the same time (doom is not a survival horror game like Dead Space)
.A lot of weapons
.Awesome Soundtrack
.And KEYS. plz, the game needs keys and labrynths.
without that is just another generic fps.

That's a recipe for an OLD Doom game. Won't work in 2015.
 
The recipe for a good DOOM GAME
.A lot of villians at screen on the same time (doom is not a survival horror game like Dead Space)
.A lot of weapons
.Awesome Soundtrack
.And KEYS. plz, the game needs keys and labrynths.
without that is just another generic fps.

Alas, it's a bit more complex than that.

For example, Painkiller and Serious Sam have lots of enemies on screen at the same time and the pace is totally different than the old Doom games.
 
Also, boring, simple maps.
Unfortunately this can't be avoided. AAA games are made for average joes today and these guys don't like the idea of being lost for more than 0.5 seconds. Or having to use their navigation skills, god forbid. The Doom level design is being dead for a long time now and will stay dead until someone decides to make a game that is not intended to sell to every single living being on planet Earth, including animals.
 
Scripted executions kill the "doom of old" feel.

Also, boring, simple maps.

They showed off a whopping total of two levels with completely styles (one was your standard corridor level and the other was just an open gladiatorial area); I hardly think it's fair to judge ALL the levels now off of those.
 
Because Dead Simple was interesting and complex.
Because all the other maps were as simple as Dead Simple, right?

Also kinda ironic how even the name of the map went over your head.

Because naming a map "Dead Simple" doesn't make it look like it's probably simpler than the rest of the maps.
 
Because all the other maps were as simple as Dead Simple, right?

Also kinda ironic how even the name of the map went over your head.

Because naming a map "Dead Simple" doesn't make it look like it's probably simpler than the rest of the maps.

If you just go for the straight path, the first few levels per episode are VERY linear. Each first level has a standard horseshoe shape to let the player get their bearings and get the hang of the mechanics. If Wolfenstein: TNO is anything to go buy, they're gonna have health and armor upgrades every so often and secret paths are a VERY good way (and very DOOM way) of hiding those. Even DOOM 1 made the first secrets rather obvious to show the player "hey, dipshit, this is a hidden thing, there's gonna be more of them" by making this wall obviously a different texture to the rest or showing a hole that you can't get to yet, then you pass a threshold, hear a sound, go to investigate it and low and behold, there's a hidden thing.
 
If you just go for the straight path, the first few levels per episode are VERY linear. Each first level has a standard horseshoe shape to let the player get their bearings and get the hang of the mechanics. If Wolfenstein: TNO is anything to go buy, they're gonna have health and armor upgrades every so often and secret paths are a VERY good way (and very DOOM way) of hiding those. Even DOOM 1 made the first secrets rather obvious to show the player "hey, dipshit, this is a hidden thing, there's gonna be more of them" by making this wall obviously a different texture to the rest or showing a hole that you can't get to yet, then you pass a threshold, hear a sound, go to investigate it and low and behold, there's a hidden thing.
The difference in Doom/Quake 1 level design is that there is no visible "path". You are just thrown into a map and you have to explore around and "solve" it by finding the exit (or the secret one if available). It's like a separate objective along with killing monsters and staying alive.

I doubt any modern FPS will ever be like that again, especially mainstream AAA that caters to the lowest common denominator so they can sell more than 10 million copies. I made a topic about this recently and it's concluded that this type of design is different than what we get today and also pretty much dead.

http://www.neogaf.com/forum/showthread.php?t=1115482&highlight=
 
PC System Requirements have been posted.

WHAT ARE THE RECOMMENDED PC SYSTEM SPECIFICATIONS?

Minimum Spec (720p)

64-bit Windows 7/Windows 8.1
Intel Core i5 @ 3.3 GHz or better / AMD FX-8350 @ 4.0 GHz or better
8 GB RAM
NVIDIA GeForce GTX 660 (2GB VRAM) / AMD Radeon HD 7870 (2GB VRAM)
6GB HDD space
Steam account
High speed internet connection
Recommended Spec (1080p)

64-bit Windows 7/Windows 8.1
Intel Core i7 @ 3.4GHz or better / AMD FX-8350 @ 4.0GHz or better
8GB RAM
NVIDIA GeForce GTX 780 (3GB or more VRAM) / AMD Radeon R9 280 (3GB or more VRAM)
6GB HDD space
Steam account
High speed internet connection
 
The difference in Doom/Quake 1 level design is that there is no visible "path". You are just thrown into a map and you have to explore around and "solve" it by finding the exit (or the secret one if available). It's like a separate objective along with killing monsters and staying alive.

I doubt any modern FPS will ever be like that again, especially mainstream AAA that caters to the lowest common denominator so they can sell more than 10 million copies. I made a topic about this recently and it's concluded that this type of design is different than what we get today and also pretty much dead.

http://www.neogaf.com/forum/showthread.php?t=1115482&highlight=

The classic Doom labyrinthian level design definitely won't be there, but Marty Stratton said there's going to be a good amount of player choice on where to explore, so I wouldn't worry about the game being a brain dead straight line.

Marty Stratton said:
...you can go anywhere in that area, you could jump down onto those catwalks, you could go up… so it is very Doom I/Doom II-esque in terms of that non-linearity within areas. Trying to figure out, ‘How do I get to that next area?’ Well, there’s a bunch of different places I can go.”

Link

Marty Stratton said:
...the game features a good bit of exploration. Your health doesn't regenerate, so you're always looking for different resources, whether its armor, ammo, or health....The double jumping mechanic you mentioned plays a large role in the combat and also the exploration. We put the player in some harrowing situations, and also hope they look for secrets. Those moments are nice pace breakers. We try not to do it too much. The level we showed at E3 and last year's QuakeCon, we've taken a couple of different paths through that area for both of those shows. When you walk out there and see that vast expanse, you can go wherever you want. In the E3 demo, we went to the left, but you can jump off and explore those lower areas. The game is open in a lot of areas. Even in the course of combat, you may find yourself exploring as you try to take down an enemy or look for a health pack.

Link
 
The classic Doom labyrinthian level design definitely won't be there, but Marty Stratton said there's going to be a good amount of player choice on where to explore, so I wouldn't worry about the game being a brain dead straight line.



Link


The level we showed at E3 and last year's QuakeCon, we've taken a couple of different paths through that area for both of those shows. When you walk out there and see that vast expanse, you can go wherever you want.
Link

Can anyone who was at QuakeCon 2014 confirm this?
 
Because all the other maps were as simple as Dead Simple, right?

Also kinda ironic how even the name of the map went over your head.

Because naming a map "Dead Simple" doesn't make it look like it's probably simpler than the rest of the maps.

It doesn't matter if they were as simple or not as most of modern FPS (yes, COD including) do have more complex and interesting levels than both Doom games had back in the day. This is simply stemming from how far the h/w went and how much money are pumped into these designs right now. Doom(s) had several really good levels but on average they were rather simple. This is part of the reason why a Doom like game today would not work - everyone will say that its levels "aren't living up to original Doom" again while in reality they won't be on par even with the latest Battlefield title.

The issue with new Doom is that it's actually very hard to build a modern game which will somehow remind you of the original as the original was tied to the tech of its time much more than most people understand.
 
It doesn't matter if they were as simple or not as most of modern FPS (yes, COD including) do have more complex and interesting levels than both Doom games had back in the day
I really can't see how this is true. I can only guess that our definition of complexity is vastly different.
 
It doesn't matter if they were as simple or not as most of modern FPS (yes, COD including) do have more complex and interesting levels than both Doom games had back in the day. This is simply stemming from how far the h/w went and how much money are pumped into these designs right now. Doom(s) had several really good levels but on average they were rather simple. This is part of the reason why a Doom like game today would not work - everyone will say that its levels "aren't living up to original Doom" again while in reality they won't be on par even with the latest Battlefield title.

The issue with new Doom is that it's actually very hard to build a modern game which will somehow remind you of the original as the original was tied to the tech of its time much more than most people understand.

Visual complexity =/= actual complexity. I don't find a highly-detailed street-way with road blocks everywhere leading me down a straight path to be very interesting nor do I find just throwing you into a sandbox area to be interesting either (I've always felt that to be the lazy-man's way of making the levels bigger).
 
I still didn't get my Xbox One code even though I played Wolf in it's first week and redeemed the code either within the week or much later, I forgot when exactly but I redeemed it unless the code is for something else entirely.
 
I still didn't get my Xbox One code even though I played Wolf in it's first week and redeemed the code either within the week or much later, I forgot when exactly but I redeemed it unless the code is for something else entirely.
The code you redeemed is for the beta. This is the alpha. I believe you need to sign up for that on the official site.
 
Once I saw & heard the Quake 3 Arena power-ups, I was so excited, but the gameplay just seems so sloowww
Indeed. Seems like they're trying to balance the gameplay between controller and mouse+kb, to prevent mouse+kb from owning everything like in Q3 on dreamcast. Don't think the MP is going to be something for me with that speed.
 
Maybe Doom 3 made me cynical but this didn't really help my fears any.

Main things that worried me:

1. it was pretty slow for someone who was bragging about it being fast

2. it seems to be more painkiller "fight room of enemies, move on" then having any doom exploration. The hand opening the door sort of suggested there might be a key system? but I'm not real confident.

3. I didn't like the enemy design. The enemies didn't look nearly as distinctive as they did in OG doom.

4. All those executions

These are all the things I thought as well. I really love that running back and forth trying to figure out where to go in the original doom 1/2.

The enemies are all just grey and so hard to make out, I don't know why they're so insistent on not using colours like the enemies from classic doom! I don't mind the executions though, because I've been playing brutal doom, just keep it balanced so you can't execute when they have full health.
 
Well damn, you gotta get on that. Here's a 13 minute video of all the campaign gameplay footage we have:

Badass DOOM gameplay

AWWWYIIIIIIIIIIIISSSSSSSSSSS

That chainsaw.

THAT CHAINSAW.

I love everything I see. :D

I'm sure it must be annoying for developers to hear this request so often, but I'd love to see one of the original Doom maps visualized in this engine. It would look amazing.
 
I'm sure it must be annoying for developers to hear this request so often, but I'd love to see one of the original Doom maps visualized in this engine. It would look amazing.

There was an insider who leaked some info about Doom and Fallout 4 earlier this year and all of it was correct from what I remember. Anywho, one of his leaks was that iD would be releasing the original Doom maps as DLC. So that could very well happen.
 
There was an insider who leaked some info about Doom earlier this year and all of it was correct from what I remember. Anywho, one of his leaks was that iD would be releasing the original Doom maps as DLC. So that could very well happen.

robocop.gif
 
HOLY SHIT this looks amazing.

Too bad I'll play it on PS4 and it'll be nowhere close to that visually. There's no way consoles can have all those effects and framerate, unfortunately. :(

It's an id Game that they want to get to run at 1080/60 on all systems; it's probably gonna look really close (only difference between PC and console versions of RAGE was the 1280x720 framebuffer plus MSAA and a "detail filter" which just added random noise on top of the textures to make them look more detailed than they already were[n't]).
 
It's an id Game that they want to get to run at 1080/60 on all systems; it's probably gonna look really close (only difference between PC and console versions of RAGE was the 1280x720 framebuffer plus MSAA and a "detail filter" which just added random noise on top of the textures to make them look more detailed than they already were[n't]).

Nah, there will be rather large graphical distances between the versions beyond just resolution and msaa. Especially if the alpha is to go by.
 
It's an id Game that they want to get to run at 1080/60 on all systems; it's probably gonna look really close (only difference between PC and console versions of RAGE was the 1280x720 framebuffer plus MSAA and a "detail filter" which just added random noise on top of the textures to make them look more detailed than they already were[n't]).

I seriously doubt that.
Nah, there will be rather large graphical distances between the versions beyond just resolution and msaa. Especially if the alpha is to go by.
What platforms were the alpha on?
 
There was an insider who leaked some info about Doom and Fallout 4 earlier this year and all of it was correct from what I remember. Anywho, one of his leaks was that iD would be releasing the original Doom maps as DLC. So that could very well happen.

Need Quake maps. That DM6.
 
Nah, there will be rather large graphical distances between the versions beyond just resolution and msaa. Especially if the alpha is to go by.

What platforms were the alpha on?

I played the Alpha on PS4, and without getting into detail...I never thought "Damn, this looks worse than the videos I've been watching". I think the console versions will end up looking fine.

The multiplayer video shows footage from all three platforms, and it's hard for me to notice much of a difference anywhere. Granted, it's a YouTube video.
 
I played the Alpha on PS4, and without getting into detail...I never thought "Damn, this looks worse than the videos I've been watching". I think the console versions will end up looking fine.

The multiplayer video shows footage from all three platforms, and it's hard for me to notice much of a difference anywhere. Granted, it's a YouTube video.

Yeah, I could not for the life of me tell which footage was from which platform unless the button prompts showed up (and even then I NEVER saw DS4 button icons).
 
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