Is there anyone here that didn't like Wolfenstein The New Order and that is loving this Doom?
Is there anyone here that didn't like Wolfenstein The New Order and that is loving this Doom?
BFG, it's the only way lol
Get better = improve your suit, get more runes, get new guns and mods, get more Argent power ups. And get better at the game because you understand it better as you progress in it. Some of the later fights make the earlier ones that gave you difficulty seem petty in comparison because the game keeps turning it up to 11.Actually what happens is you level your way out of it.
If the UN mode cheevo was set to let you arbitrarily choose a level to snag it in instead of forcing you to do the first I would imagine most people would easily net it if they picked Argent D'nur over The UAC.
Having access to the BFG and the Chainsaw alone makes most encounters a joke, no matter how big the mob actually is. Then you add in stuff like upgraded super shotty, upgraded rail gun, runes, etc. and yeah...not to mention like every big fight later has a power up drop in it that once you upgrade power enough will let you drill through 90% of a mob like they're swiss cheese.
I really don't think anyone can make the case that "you just get better" is acceptable as a complete answer. For those of you that really think this is true please do something for me: try out the classic doom levels on UN and Nightmare after beating those difficulties.
Is there anyone here that didn't like Wolfenstein The New Order and that is loving this Doom?
Is there anyone here that didn't like Wolfenstein The New Order and that is loving this Doom?
I see a lot of people mentioning Painkiller. If I enjoyed this, is Painkiller worth a go? It's only £6 on GOG, and it'll probably run on my laptop OK.
Is there anyone here that didn't like Wolfenstein The New Order and that is loving this Doom?
I don't exactly "dislike" The New Order, but I did stealth through as much of it as possible to avoid the shooty parts. The new Doom's shooty parts are pretty darn great (just don't expect it to feel anything like Doom).Is there anyone here that didn't like Wolfenstein The New Order and that is loving this Doom?
Awkward high fiveI liked Wolfenstein but it outstayed its welcome a little by the end.and gave me motion sickness
Painkiller is like DOOM without any of the brains or polish. It's just room after room of brain dead mooks and satisfying gunplay.
I personally haven't been able to complete it. It's too one-note.
How come this isnt more like the classic doom where enemies could really be anywhere? Having trap doors open with a few imps behind or or opening a door not knowing what to expect?
Encounters feel to scripted and setup arena style here. It's absolutely 100% inferior to creating a sense of place and sense of danger compared to classic doom
Can't understand why they went this route
How come this isnt more like the classic doom where enemies could really be anywhere? Having trap doors open with a few imps behind or or opening a door not knowing what to expect?
Encounters feel to scripted and setup arena style here. It's absolutely 100% inferior to creating a sense of place and sense of danger compared to classic doom
Can't understand why they went this route
Finished the game last night. These are my impressions:
Pros:
- The game spares you no time and immediately throws you into the action.
- No steep learning curve, allowing for easy player accessibility.
- The visuals are a treat for the eyes.
- Weapon sounds are great, particularly the gauss cannon.
- A lot of verticality during fights.
- The optionality of utilizing power-ups and runes, especially the latter as they are extremely unique in altering gameplay experience.
- Enemy design is unique, disturbing and beautiful.
Cons:
- Game is simply very fun to play.
- Music is poor and unmemorable outside of the heightened tune that kicks in during gun fights and particularly at the end when you're ascending on the elevator after destroying
the coolants in Vega Central Processing.
- Overdone vertical segments and areas, which I listed as a pro, is also a con. Some were also very symmetrical in their design.
- Can't believe I'll say this, but not enough horizontal maps.
- No grand scale maps (i.e., Doom's E2M8: Tower of Babel, E2M4: Deimos Lab, & Doom 2's Downtown, Suburbs, etc.).
- NO SURPRISE ATTACKS! This one really irks me because it's the sudden opening of corridors after activating a switch, the immediate onslaught of enemies behind a door and the general surprises that the old games have that this one completely lacks.
- Hell was not interesting beyond the first level. Mars succeeded in being spookier and grimmer than Hell.
- The major bosses were poorly constructed and generally uninteresting to fight.
- First half of the game felt more unique and was magnitudes better than the last half; by the second half the game began to feel formulaic and sometimes contrived.
- The constant communication with the AI does not make me feel vulnerable or alone, which is quite the opposite of how I felt in the older games. At least the protagonist is silent. *sigh*
- Lack of cautiousness when moving forward. I understand that you are supposed to feel like an empowered badass, but at no point did I feel hesitant when arriving at a new destination or recognizing that an event was about to occur, because the game had already informed me for hours prior that there are very few to no surprise attacks waiting in the dark that I should be worried about.
My biggest issue with the game has to be map verticality. I think maps focused on vertical ascension far too much, thereby breaking any tension during fights. The ability to see hordes of enemies on a flat plane in the older games is what created feelings of anxiety; instead, verticality in this game broke that feeling because I could not clearly see how many enemies in total I was dealing with, sort of like the proverb 'out of sight, out of mind'. The music cluing me in as to when all enemies were eliminated also didn't help with this aspect.
Overall, I'd give the game an 8.5/10. I think it's great but map design and music could use improvement.
How come this isnt more like the classic doom where enemies could really be anywhere? Having trap doors open with a few imps behind or or opening a door not knowing what to expect?
Encounters feel to scripted and setup arena style here. It's absolutely 100% inferior to creating a sense of place and sense of danger compared to classic doom
Can't understand why they went this route
Is there any way to hide the objective markers on your compass, but keep the secret indicator power?
Is there a logic to how much health drops randomly or from Glory kills or is it purely RNG? Seems like there is a fair bit of luck involved in some of the bigger fights.
You mean the rumble in the controller when you're next to a secret? That stays, even if you turn off HUD options.
That was a big complaint of mine as well. It was too scripted. You can argue that enemy placement in older games was also scripted, but not like this. You always knew where and when to expect enemies. I didn't like that.
It's unfortunate because while I did have a lot of fun with the game, I'm definitely not replaying it. It's not interesting enough and its maps are too fucking boring for me.
I guess I'll have to wait until Doom 5 to see if they address these major issues. Until then I'll be playing the superior Doom 1 and 2.
I think of it lot of the level design structure has to do with modern checkpoints. In classic Doom, there just wasn't any automatic checkpoints. If you died, you went back to the start of the level. The player was in control of the checkpoints by use of the quicksave system. Now if you were trying to mimic a modern game's checkpoint system, then yeah you'd have stuff like a checpoint after every keycard or every obviously major battle. But a lot of levels its not so obvious where that would be. Is after this hallway full of shotgunners, or clearing out this half of the building, or getting past this trap of chaingunners, or etc etc
Also, maybe you dont want to checkpoint? Cuz maybe you beat an encounter, but you used up all your ammo like a dummy and you have 19 health? Maybe you want to reload to a different save and try it again. Maybe you wanna try adifferent battle first. Maybe you want to preserve some of the supples on the right side of the map so when the big fight in the lab happens, you can come back and restock up on rockets for the big finale.
There's a level of player agency that, quite frankly, isn't suited to modern AAA console action games. So, like Uncharted and its ilk of broadly accessible AAA action games, all the big action scenes are divided into very obvious sections so there can be obvious checkpoints before and after every battle. There's little need for backtracking, or reloading, or thinking about what the right amount of savescumming is.
tl;dr: They had to go this route because of modern action game standards of game design.
You always knew when and where to expect enemies in the original Dooms, they're identically placed every time you play - unless you wake one up and it starts roaming the level. Do you mean you know where to expect them on the first play through?
I didn't have a problem with the arena bits myself, and on replaying the levels there are more non-arena enemies wandering about than I remember. I really hope we get more SP content for this it seems perfectly capable of supporting enemy placement and level design in line with the classic games within its current mechanics. It's a shame there isn't proper mod/map support, but I guess as I'm playing on PS4 I'd be unlikely to benefit from that anyway.
Dude I know! I died like ten times on UV trying to strategize when to use my precious BFG shots, chainsaw and then how to alternate between the best weapons for the job. It requires a ton of focus. But I felt like a champ after that. Little did I know even harder trials awaited.this fucking section where you're on top of a train is so fudjdjfhhahahsbsjjdhdg
That fight is tough as nails. I recommend using your BFG on the two Barons at the start, then the Cacodemons and Pinkies, and then the Mancubi. Try to do this while sticking to the high ground. Ideally you'll go in with two or three charges, and then you can scoop up two or three more from the arena itself. Also remember to use your chainsaw. And don't forget there are health packs on the right side of the arena (when you're looking in the direction the train traveled). And you can one-shot the distant Cacodemon at the start with the Gauss Cannon's Siege Mode.this fucking section where you're on top of a train is so fudjdjfhhahahsbsjjdhdg
Kind of incredible that as good as this game is... it's might not quite measure up to the ancient Doom.
It's really fun tho I going to play some now.
Kind of incredible that as good as this game is... it's might not quite measure up to the ancient Doom.
Sigh, I encountered bug on lvl4 [Argent Facility]. One door is stuck and won't open [I can hear the sound of it opening]. ~_~
https://abload.de/img/img_20160524_1951328ejj9.jpg
https://abload.de/img/img_20160524_1951421tkkb.jpg
So, on Level 9 there's a challenge to kill a Hell Baron with a Death From Above Glory Kill. Is there a trick to this? I've played through the level twice, and I just can't get it. I jump up and am looking down, but I still can't seem to get it.
In one of the rooms there is a jump booster (yellow colored steam). At the end of the combat you will face a Baron then. Equip the runes that keep enemies dazed longer, and extends the distance of glory kills. Daze the baron by the yellow jump booster, jump on the booster, and instantly come down for a glory kill.
Ah, okay. First level challenge that's really been a pain in the ass for me.
Kind of incredible that as good as this game is... it's might not quite measure up to the ancient Doom.
It's really fun tho I going to play some now.
I thought the same thing but it opens later on.
Edit: Oh ok your missing one of the argent terminals. destroy it and the door unlocks
Good job Bethesda!
It definitely doesn't, but there aren't many games where you could even think to compare them. Especially these days. Imo it took too long for lesser enemies to die quick enough, and the Possessed (that don't attack) should have been more plentiful and more dangerous.
Nightmare requiring OHKOs to have a lick of difficulty just shows that the movement options, while good, is too much for the enemies to handle. Either make the game play this way from the beginning and build up to it, or don't have it. The earlier parts of e1 are my favourite, but in this they're only fun with upgrades.
The original Doom is basically a perfectly designed game. So even if the new DOOM doesn't measure up in every way, that doesn't mean it's bad. Equaling or surpassing the original Doom would mean a new GOAT as far as I'm concerned, which is a pretty high bar. lol
I would argue that the new DOOM has superior moment-to-moment combat, while the original Doom has superior level design/structure overall (that's not to say either game is poor in those aspects). Everything else is roughly a wash.
I think OG Doom is seminal, so it's gonna be tough to EVER top that. I suppose it would be one of the greatest and certainly one of the most influential of all time.
Difficult (but not impossible) to see that happening now.