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DOOM Eternal - the sequel to the 2016 reboot - now with The Ancient Gods DLC

Bigg Boss

Arcane
Joined
Sep 23, 2012
Messages
7,528
At least they are taking it to "Heaven" I guess. Gzdoom is pretty much the Doom we deserve.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.eurogamer.net/articles/...tch-timings-multiplayer-and-a-whiff-of-heaven

The big Doom Eternal interview: Switch timings, multiplayer and a whiff of Heaven
"Playing as a demon is a very different experience."

Yesterday I sat down with Doom Eternal duo Marty Stratton (executive producer) and Hugo Martin (creative director) and rattled through a list of questions I had about the freshly unveiled game.

Excitingly, there's a suggestion Doom Eternal may take us up to Heaven as well as down to Hell. That bluey-grey fantastic city we flew through in the trailer? That could be it - that could be Heaven.

id Software is also working on a new kind of multiplayer experience in addition to the Souls-like Invasions - where players play demons in other people's games - for the game, and id is making it internally.

But it's still early, and there's still no whiff of a release date - not a "2019" or anything. Whether that means Doom Eternal is far away, or whether it means id Software and Bethesda are holding their cards close for a surprise-it's-nearly-here release date reveal at some point, I don't know.

Will the game launch on Switch at the same time as PC, PS4 and Xbox One?

Marty Stratton: "That's the plan right now; we'll see. We're still a way away from launching but we have made the decision to make Switch a, what we call internally, 'first class citizen'."

So you're developing it internally?

Marty Stratton: No. We're actually working with Panic Button again, but before, we made the game and then we brought it to Switch, and now we are making the game with Switch in mind. It's nice to know the platforms we want to hit up front.

Graphically it sounds like you're doing even more with Eternal but you said it will run at 60 frames per second - on Switch as well?

Marty Stratton: We don't run at 60 on Switch. Doom 2016 didn't run at 60 on Switch, it ran at 30, and really it was no sacrifice to the experience.

But on all the other platforms it will run at 60?

Marty Stratton: Yeah - that's always the goal. The engine has an interesting way of flexing. It flexes around 60 fps. Sometimes game engines flex around other metrics but for us we try to set the line at always trying to maintain 60.

Will we have to wait longer than 2019 for it?

Marty Stratton: Not getting into the release date yet, but we're doing well - the game is really coming along.

(Onto the bitty questions...) The sword we saw the Doom Slayer ignite, or whatever you want to call it, at the end of the gameplay footage - are we going to be wielding that?

Hugo Martin: Yeah, that's why we...

Marty Stratton: That would the greatest downer ever if that's how we ended that presentation and then you don't get to use that!

Is it going to be a weapon we can only use in a scripted-kind of boss battle, or can we use it whenever?

Hugo Martin: I can only say you'll end up using it in a satisfying way. I can't go into details about how you'll use it because that would be giving away too much, but you'll certainly be able to use it. It is a Crucible, and there is a Crucible at the end of 2016 - Samuel pulls it out - so yes... It'll be satisfying.

The hellish cityscape we saw in the demo was one of the Hell on Earth levels. What was the bluey grey-ey fantasy city level?

Hugo Martin: What do you think it is? We don't want to say. You will learn what that place is when you play Doom Eternal, and the answer to that question is really compelling. I will say this: it's not Hell. That blueish place is not Hell.

Oh shit! Is it... the opposite?

Hugo Martin: I dunno [and I think I see a smile as he shrugs]. You've just gotta play the game. We hope the question of 'Where am I?' and 'What's going on here?' is what drives people to dig into the story.

Seeing the new environments was lovely because Doom 2016 had what felt like two main environment types [they both nod]. How many different environments are there?

Hugo Martin: A good amount. That's one of the things we're most excited about -

Marty Stratton: It's one of the pillars.

Hugo Martin: Because it's true: last time you only went to Mars and Hell, so we'll take you to more places than that this time.

Marty Stratton: And widely varied - hopefully that's what people saw. This isn't just a subtle difference. People will be as excited about where they're going next in the game as they were in 2016 about what they were going to fight next.

The dash-evade, is that new?

Hugo Martin: Yeah that wasn't in the game last time. The dash can go in any direction.

And the climbing - can you climb any wall?

Hugo Martin Only - similar to an Uncharted or a Tomb Raider - walls that have that material on it. That will indicate clearly to the player 'this is something you can attach to'.

Because it looked like, with the dash, the climbing, the meat hook grapple and the returning double-jump all working together, you've given the player much more movement freedom. You can cover huge chunks of level.

Hugo Martin: That was the goal.

And it looks like the levels have stretched vertically as a result.

Hugo Martin: Yeah - more drama, you know what I mean? A bigger experience. You're absolutely right: the amount of ground the player can cover when combining what we call 'traversal combos' is going to make everything you do feel more epic, more thrilling.

Marty Stratton: Even the way you can combine them. What we showed yesterday was, in that second playthrough, he left that pain elemental floating there on purpose so he could use it as a grapple point, because you can only grapple to demons. It's a lot of new fun decisions that you're making while you're playing the game.

The multiplayer Invasions were fascinating. How do you opt in and out of them?

Hugo Martin: There'll be more details on this later but the main thing is it allows you to experience the 'Doom dance' with your friends. It also doesn't compromise the Doom experience; you're able to play with your friends but not at the expense of the game where it doesn't feel like Doom any more.

But if someone comes into your game and wrecks you, what happens?

Hugo Martin: TBD on all that stuff. We'll definitely be covering more of that later. There's so many cool things about it. The main thing is it will make any area of your game thrilling. When you walk down a hallway in a game in between a large combat, and there's a few zombies, it's no big deal. When you walk down that hallway and you know, because it says right there, there's a hunting party inside your game, now the walk down that hallway is going to be pretty thrilling because where are they hiding? Where are they? All of that stuff makes it - for both people, the invader and invadee - really compelling.

Marty Stratton: The accessibility and approachability of it is a big focus of ours - really, really important to us. We want it to be a feature people don't want to turn off unless they're really specifically doing something that requires perfection - a perfect run or something like that. As far as invading: playing as a demon is a very different experience. It's super-fun to play as part of the Doom game of chess game but as a different piece on the board. We want people to very easily have it right there at their fingertips and they can bounce between any experience just as easy as they can play the campaign.

Was the Blood Punch ability a rune?

Hugo Martin: It falls into that category. Whether or not we call them 'runes' again is TBD but basically it's a rune ability. It's not a power-up. Power-ups will still be a part of Doom - so Berserk and all those great things - but this is a rune ability that, same as last time, you will activate and you will have it until you deactivate it. That was just a showcase of one of them.

Will the character progression elements like weapon upgrades and suit upgrades return for Doom Eternal?

Hugo Martin: It'll be freshened up and feel like a nicer experience.

Marty Stratton: Refined is probably the best way to think of it. A lot of those things worked but there were things, as we played more, and as we watched people play, we were like, 'Let's tighten this up,' or, 'Let's make this a little more accessible to people.'

Runes were one of those things. We didn't see as many players [using them]. Several times it was like 'you just missed probably the most fun rune in the game' because it was tucked away and then you had to do a challenge to get it. We're trying to make that a little bit more within arms' reach.

Another thing we saw in the footage was what looked like a wrist-mounted flamethrower and rocket launcher -

Hugo Martin and Marty Stratton together: Shoulder-mounted!

Like Predator! Is that something you have available from the get-go?

Hugo Martin: Yeah. Just like in Doom you get it pretty early. If not from the get-go, certainly within the first level. It's meant so you can now dispatch equipment, like grenades and what not, without having to bring your gun down.

Marty Stratton: In Doom 2016 you couldn't shoot while you were [cycling through guns]. Now you can do those things in combination, and there's a gameplay benefit. Using the flamethrower as an example: when guys are on fire, when you shoot them armour pops out, like popcorn, so you get a game benefit and an awesome visual spectacle.

So the flamethrower is new, the rocket launcher is redesigned, and all the other guns we saw looked overhauled from Doom 2016. Are any of the guns returning as they were?

Marty Stratton: No. Archetypally they're all similar, because in Doom you've got to have a shotgun, you've got to have a plasma rifle, you've got to have a rocket launcher, but all of them have been completely redone.

And are there eight guns plus BFG and chainsaw, as in Doom 2016?

Hugo Martin: We wouldn't be giving away anything by saying 'yes' because you could see the slots on the weapon wheel, so yes.

Marty Stratton: But mods... Archetypally guns are very familiar, but mods: some familiar, some totally new.

Is multiplayer coming back?

Hugo Martin: Yes.

Marty Stratton: But not as... We're approaching the whole social side of playing Doom a bit differently. The Invasion is one of the ways you can play the Doom dance in a social way, but we are also working on a PvP component, but not the way we did it last time.

No deathmatch?

Marty Stratton: Yeah - a new approach to it. We'll be talking about it a lot more further down the road but it is a much more Doom-centric experience and we're developing it internally this time.

The Doom dance with your friends is a really big thing for us. We wanted to make sure everybody understood, first and foremost, we're taking the campaign and the Doom Slayer and giving a completely blown-out-the-top version of everything they love, but the social side, as people will see when we start to talk about that, is a really big thing for us."
 

Jezal_k23

Guest
The way it ruins the gameplay is only part of the reason. The retardation behind the idea is extremely grating in itself. It's eye rolling inducing. The idea you are supposed to feel cool and awesome for performing that shit makes me cringe to no end.

I don't get it. Isn't that the exact way you feel while playing the original Doom games? Who even cares what you're supposed to feel anyway?
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,552
Of course you don't get it, because you are fucking retard.

Looks like i dropped in some alternative reality when the "fun" aspect of playing games isn't doing shit anymore, but it's LARPing now. As long as the game gives you some kind of animated visual feedback you can pretend you are doing all of this cool shit instead of, say, actually doing any cool shit. Welcome to modern gayming i guess.
 

Jezal_k23

Guest
I just find it weird that we're no longer discussing mechanics but rather feelings. Feelings you're supposed to have. What the fuck...
 

Bigg Boss

Arcane
Joined
Sep 23, 2012
Messages
7,528
I just find it weird that we're no longer discussing mechanics but rather feelings. Feelings you're supposed to have. What the fuck...

Doom 1 and 2 did not make you FEEL like you were some unkillable God. The NuDoom does. There.

Retarded?

*runs scan*

Ok, you like Wolfenstein II so you are a dumbass. Fuck off.
 
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Durandal

Arcane
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Messages
2,117
Location
New Eden
My team has the sexiest and deadliest waifus you can recruit.
I'll only agree that having yourself locked into the .005 second long glory kill animation can be shitty but that's why you don't spam it like crazy, you do a quick area assessment to determine whether or not it's safe to do so, you have to be smart about it.
I don't think the game ever makes it clear that you're supposed to be smart about it. On any difficulty lower than (Ultra-)Nightmare, it's practically always safe to do because any ensuing damage can be tanked on top of there being a lot less active attacks at once, so it's not like the actual supposed risk in using it is ever hammered in in even the intermediate difficulties.

If it truly wanted you to be smart about it, it would never make you invincible while performing a Glory Kill. Where's the logic in making you invincible for the duration of a move you're supposedly supposed to assess the situation before actually performing the move? Moreover, if Glory Kills are really intended to be risky to use because of the slight amount of time they make you vulnerable (considering you're effectively blind for the duration), what's the logic in introducing a Rune which speeds Glory Kills up and ends up making them much safer to use? Seems like that would ruin the supposed risk 'n reward aspect. Almost everyone I've seen playing the game uses that Rune.

This is all setting aside the fact that the punishment for doing Glory Kills "wrongly" is getting hit by something you couldn't see or hear while having no control over your character, which isn't the type of shit that makes you think "the fault lies with me".
 

Deakul

Augur
Joined
Feb 21, 2011
Messages
417
Location
Taxachusetts
Again, that's where executive functioning comes in and you figure out that "hey this leaves me vulnerable for a hot second after I do it, maybe I should be smarter about when to do GKs."

And wow, an upgrade actually improves the usability of the skill? Whaaaaaaaaaaaaaaat?
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,527
The way it ruins the gameplay is only part of the reason. The retardation behind the idea is extremely grating in itself. It's eye rolling inducing. The idea you are supposed to feel cool and awesome for performing that shit makes me cringe to no end.

Yup. "Performing". a.k.a pressing the awesome button and watching kewl shit happen. Modern gameplay design in a nutshell.
 

RoSoDude

Arcane
Joined
Oct 1, 2016
Messages
730
And wow, an upgrade actually improves the usability of the skill? Whaaaaaaaaaaaaaaat?

The upgrades in Doom 4 are boring as hell, though. They scarcely influence your overall playstyle and you always have tons of points to spare. I didn't even bother with easter egg hunting or any of the stupid challenge objectives (perform X type of kill on Y enemy) and I still got damn near everything, except a few of the weapon mod trees. It comes off as filler content, to give a superficial layer of customization and a dripfeed of player reward to go along with the RPG-lite elements of every other action game these days. They could be cut down drastically, perhaps to a few weapon mods/character perks and some linear upgrades similar to the old ammo backpacks and the game would barely be any different. Hence Durandal 's comment that the doubled speed could be enabled by default.
 

Durandal

Arcane
Joined
May 13, 2015
Messages
2,117
Location
New Eden
My team has the sexiest and deadliest waifus you can recruit.
Again, that's where executive functioning comes in and you figure out that "hey this leaves me vulnerable for a hot second after I do it, maybe I should be smarter about when to do GKs."

And wow, an upgrade actually improves the usability of the skill? Whaaaaaaaaaaaaaaat?

But if the crux is in knowing when to use GKs, why are you made invincible during the animation thereof? When starting out the game for the first time I'd get the impression that it's always safe to use it because I get i-frames for doing so. Seems to me that the message would have come across more clearly if you weren't made invincible for the duration of the animation for seemingly no reason, if having to know when to use GKs is what the gameplay is intentionally designed around.

If they are, then the Savagery rune serves to make Glory Killing much easier than originally intended, which begs the question whether Glory Killing had more thought put behind it in terms of when you should use it. If Glory Killing can be considered so central to the gameplay, then this upgrade becomes near-essential because it makes GKs much safer to use. But when you have an upgrade which is so essential to begin with that it makes other upgrade choices irrelevant in comparison, why isn't the game designed with this upgrade in mind from the start if most people will always take it anyways? The upgrade doesn't expand the gameplay, it simply makes things easier and takes away from the supposedly intended challenge of knowing when to use GKs.

Verstuurd vanaf mijn GT-I9301I met Tapatalk
 
Self-Ejected

aweigh

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Messages
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DOOM: ETERNAL’S “MORTALLY-CHALLENGED” COMMENT HAS SJWS CALLING IT “GROSS” AND ANTI-IMMIGRATION
Posted on August 12, 2018, 11:00 pm By Billy D


(Last Updated On: August 12, 2018)
During the gameplay reveal of DOOM: Eternal at this year’s QuakeCon in Grapvine, Texas at the Gaylord Texan Resort & Convention Center, there was a comment during the demonstration about demon’s being “mortally challenged” and that didn’t set too well with Social Justice Warriors.

The 25 minute reveal can be viewed below, running on the id Tech 7 and featuring the ability to render geometrical vertices at ten times the rate of the id Tech 6 at a full 60fps… without drops.


There are a couple of gender-fluid Twitter users who likely removed “she” from their pronouns list after watching that video.

The comments about the demons, however, are made by a blue hologram that looks very similar to Cortana from Halo. Throughout the demonstration she mentions a number of comments that SJWs construed as “anti-SJW”, such as…

“My brothers and sisters, let’s help top make our friends transition into our world a comfortable one.



“[…] Remember: ‘Demon’ can be an offensive term, refer to them as ‘mortally challenged’.



“[…] Earth is the melting pot of the universe.”

These comments from the UAC hologram used as a reverse propaganda tool to keep humans from being terrified of the demon invasion.

Social Justice Warriors took offense to this, claiming that it was racist, anti-immigration, and a “gross”, “anti-SJW” “dog whistle”.

FunnyJunk has a collage of tweets from the perpetually outraged offendatrons working as the laities of Cultural Marxism under the clerical diaconate of the Intersectional Inquisition.





Twitter user Mombot also rolled out some screen captures of more perpetually offended people who were angry about the tongue-in-cheek comment made by the hologram in the DOOM: Eternal demonstration.




Best Mom Eva@mombot
https://twitter.com/mombot/status/1028469817643159552

Id Software made a joke at the expense of easily offended people.

Guess what happened next.

10:34 PM - Aug 11, 2018
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There are others still crowing about the comments on Twitter, terribly distraught at the idea that games can poke fun at culture without being tools of propaganda like MachineGames’ Wolfenstein 2.



tekumuto@tekumuto
https://twitter.com/tekumuto/status/1027967029133729792

didn’t expect the team at idsoftware to use Doom Eternal to explore themes of immigration but here we are

1:16 PM - Aug 10, 2018
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TooRandom@TooRandom4You
· Aug 12, 2018

Replying to @svbtext and 2 others
So then I'm guessing demons are the immigrants? Yes? Because that doesnt make any sense in the context of the game. Humans were using demonic energy to help solve an energy crisis and demons invaded once they found out that they were doing so. Sounds so similar to immigration now



white morpheus@svbtext

i’ll agree that the jokes don’t make sense in terms of the canon but they’re pretty clearly trying to make some weird jabs using the same kind of language that the right says “liberals” use regarding immigration, whether they’re ironic or not they don’t fit within doom’s story

7:14 PM - Aug 12, 2018
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Colonel Skrrtz@SenatorIvy
· Aug 11, 2018

Replying to @s_ridenour
Yeah it does feel tonedeaf for sure. I wish it and even the 2016 one had taken itself more seriously, ala Doom 3.



Krokodil Dundee@s_ridenour

IMHO Doom 2016 was fun and the irreverent tone was refreshing.

But “[whatever] challenged” and melting pot “jokes” are suuuuuuuper bad taste at a time when ICE has become the new gestapo and white supremacists are trying to stir up mass anti-immigration sentiment.

3:06 PM - Aug 11, 2018
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Windlass@MusketAnna
https://twitter.com/MusketAnna/status/1028294404023484416

I watched the gameplay for the new 'Doom' game and i can't be the only who noticed the very obvious anti-immigration rhetoric right? Juxtaposing political announcements like 'Earth is the melting pot of the Universe!' with images of a Hell blasted Earth, overrun by demons.

10:57 AM - Aug 11, 2018
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Windlass@MusketAnna
· Aug 11, 2018

Replying to @MusketAnna
There is no way that you can lampoon pro-immigration stances by putting them within a context of a genocidal, demonic invasion from Hell and read it as anything other than reactionary and racist.



Windlass@MusketAnna

This isn't projection or anything, 'immigrants are vicious, violent, animalistic and will destroy society' is and has always been anti-immigrant rhetoric and seeing it in a huge, big budget, anticipated game likes this broadcatsed to an audience of tens of thousands is bad.

11:04 AM - Aug 11, 2018
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dumbass taur@gnarlyanimal
· Aug 11, 2018

i audibly said "that's so adorable" when i watched the doom eternal trailer and saw the cacodemon eat the grenade and it's butt poofed out

wh



dumbass taur@gnarlyanimal

anyways, i'm hyped about doom eternal still, but it's a muted hype because i can't ignore that dogwhistle-y immigration joke in the trailer

12:40 PM - Aug 11, 2018
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-`ˏ Cassie ˊˎ-@birdlegscass
https://twitter.com/birdlegscass/status/1028311386240294912

Wow I was actually pretty interested in Doom until they started pulling this anti-immigration bullshit

Go figure

12:05 PM - Aug 11, 2018
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Doom Eternal looks good but I hope they’ve adjusted the locked in arena combat stuff. It was too obvious what was about to happen. The bit with the NPCs is great. Some vaguely concerning satire using the language surrounding immigration and minorities for the demons.

— Dick Socrates (@DickSocrates) August 11, 2018



Some SJWs were actually aware of the effects that SJWism has had on gaming (which have all been negative and have caused multiple games to fail such as Battleborn and Agents of Mayhem, and even resulted in the closure of Boss Key Productions) but still claimed that they didn’t want anti-SJWism to make a comeback through big-budget games like DOOM: Eternal.


Stefan Beyron@StefanBeyron

https://twitter.com/StefanBeyron/status/1028313412403642369
Replying to @MusketAnna

I was really looking forward to this but now I am not sure if I can support the game in good conscience.
Some people say that SJW's and political correctness Have ruined gaming but I start to get the feeling that Doom eternal might be the first where the opposite is true.

12:13 PM - Aug 11, 2018
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Surprisingly, even SJWs recognize that anti-SJW sentiments are no longer allowed in Western media. They couldn’t even think of a game that contained anti-SJW sentiments, until someone pointed to Kingdom Come: Deliverance as an example of a developer who didn’t kowtow to the SJW influence.




James@jamquain
· Aug 11, 2018

Replying to @bad_at_anarchsm and 2 others
Are there any games that have come out that have been influenced by anti-sjw culture? It would make sense considering how much it's ruined gaming culture in general I just can't think of any examples of it in actual games.



Eel in Muck@Sphealingit22

You should check out Kingdom Come: Deliverance and the hooplah around it. Its creator is an openly anti muslim g@mer g8ter, and it shows in his work.

9:55 PM - Aug 11, 2018
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One Twitter user pointed out that everyone calling the satirical nature of the hologram’s comments “racist” and “anti-immigration” were just projecting, because it means that SJWs see foreigners as destructive, violent, demons.



Jeko@JekoJekoUEM
https://twitter.com/JekoJekoUEM/status/1028468221635186689

The point of the 'political correctness' stuff in Doom's demo footage is to show how modern immigration rhetoric could be adopted to justify a literal demonic invasion. It's funny and poignant.

If you see the jokes towards demons as being about actual PoC, that's kinda racist. pic.twitter.com/DEXbOPdxOz

10:28 PM - Aug 11, 2018
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(Thanks for the news tip Big Red)
 

Jezal_k23

Guest
It offended like 10 people. Hardly worth writing that article about it.
 

sparq_beam

Guest
The upgrades in Doom 4 are boring as hell, though. They scarcely influence your overall playstyle and you always have tons of points to spare.

The one upgrade I really liked was the air-bursting upgrade for the rocket launcher, because you could use that to damage the vulnerable rear of pinkies by timing it correctly. This is the kind of stuff that I wish there was more of and that actually makes good use of having a fully 3D world and enemies.
 

Big Wrangle

Guest
One Angry Gamer seems to be truly the highest quality of investigative, informative, game journalism of all-time.
 
Self-Ejected

theSavant

Self-Ejected
Joined
Oct 3, 2012
Messages
2,009
Oh, I totally missed that part with the Doom "Universe", and them showing a new environment...
... that thing which looks like a city of Gothic Cathedrales.

Wtf is this
rating_shit.png
? ... a 3rd "faction"? Necromancers? What's next? Elves? Is this Heroes of Might & Magic?

:deathclaw:
 

Master

Arbiter
Joined
Oct 19, 2016
Messages
1,160
Thats all part lf the new Doom Cinematic Universe (DCU). You have to read the novelization to fully grasp it.
 

Niklasgunner

Savant
Joined
Aug 6, 2017
Messages
153
Oh, I totally missed that part with the Doom "Universe", and them showing a new environment...
... that thing which looks like a city of Gothic Cathedrales.

Wtf is this
rating_shit.png
? ... a 3rd "faction"? Necromancers? What's next? Elves? Is this Heroes of Might & Magic?

Oh no, they are trying to have more environmental variety, how terrible
 

agentorange

Arcane
Patron
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Messages
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rpghq (cant read codex pms cuz of fag 2fa)
Codex 2012
The way it ruins the gameplay is only part of the reason. The retardation behind the idea is extremely grating in itself. It's eye rolling inducing. The idea you are supposed to feel cool and awesome for performing that shit makes me cringe to no end.

I don't get it. Isn't that the exact way you feel while playing the original Doom games? Who even cares what you're supposed to feel anyway?
This whole idea of the "epic super hero Doomguy," and all the various over the top and ironic badass pandering, is something that developed long after the fact and is more based on that one Doom comic book--the one that read like it was written by someone high on crack.

I link this video, and specifically the time-stamped part, whenever this discussion comes up, because it really elucidates what Doom was when it originally came out.



It was tense, it was atmospheric, it was scary. Sure it had the heavy metal visuals, because the developers just sincerely liked heavy metal at the time, and you were blasting away with a plasma gun, but these characteristics weren't overblown to the degree of being an absurd caricature of itself, completely eclipsing the real draw of Doom, which was that it was a meticulously and tightly crafted game on every level.
 
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warpig

Incel Resistance Leader
Manlet
Joined
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Messages
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lmaoing @ your life
Sure it had the heavy metal visuals, because the developers just sincerely liked heavy metal at the time, and you were blasting away with a plasma gun, but these characteristics weren't overblown to the degree of being an absurd caricature of itself, completely eclipsing the real draw of Doom, which was that it was a meticulously and tightly crafted game on every level.
Back then heavy metal wasn't considered something funny, meme-y etc. that people liked in an ironic "so bad it's good way". You either liked it or you didn't.
 

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