soulburner
Cipher
- Joined
- Sep 21, 2013
- Messages
- 848
If it makes me want to come back to it and continue - yes :D
Did I say that?Mick Gordons soundtrack is perfect for a videogame, I can't think of something cornier than an actual metal or rock soundtrack for a videogame.
Djent isn't real metal.
Doom 3 was console garbage.
It was really boring. But nobody really said that or acknowledged it. I remember telling Marty "nobody is playing the game, and I don't want to play the game, and you don't want to play the game"
Meathook, dash, every ability we gave to the player completely broke the game, in that, nothing could touch you. You could just meathook around and dash, the AI just looked slow. The racecar got faster but the track stayed the same size. It just made it too easy. So we had to make the racetrack, the chessboard a bit more sophisticated, a bit more agressive, a little bit more challenging to keep up with the racecar we had build. [...] The truth is when we showed it at quakecon, that was me playing [...] It was all a lie. I was playing in a way that meant to make it look cool and I was weapon switching and all these things, but the whole time I was like "The game needs to make you play this way". [...] But the way I really needed to play was to just walk up to everybody and point blank them with a double barrel shotgun.
There were some shortcomings with DOOM 2016 when we are being honest with ourselves [...] Even that Polygon footage, the thing is thats just a player playing the game. If that footage doesn't look great whose fault is that? Is that their fault or our fault? How come that that person was able to succeed playing that way, like with one gun and missing 80% of the time? The game should have killed that person. What we kinda noticed was that, if you were a skilled FPS player and you picked up DOOM 2016, you naturally fell into what we call the fun zone. You would be weapon switching, moving, glory killing and managing resources and doing all these things and it feels good. If you were not that good at FPS, there were too many unplanned for exploits [...] for example super shotgun, that was kinda the solution to everything. [...] So we really went through to shore that up, to hold the player accountable, to not let them out of the funzone. The fun zone is managing resources, its doing all these different things, thinking constantly, its using the right tools for the job, diving into progression, what you will see: shooting weakpoints, all these different things. And when they don't play that way, we kill them, pretty much
I've been on the "Doom 4 had boring level/encounter design and this is the fundamental problem" train for a long while, largely in response to the sentiment I saw online that it was a faithful revival of the old-school principles underylying the original games. That said, I did acknowledge there was some potential in the new formula -- the mobile imps, shield-bearing shotgun guys, bull rush Pinkies, and aggressive groundslamming Hellknights showed some promise in crafting more mechanically intricate combat, while the Mancubus, Revenant, and Cacodemon were all worthless husks of their former selves that felt stitched in without much thought to their adaption. I thought your previous critiques on the glory kill system and other aspects did a great deal to establish how the game failed to make much of its new style of gameplay, despite whatever good intentions they may have had.Actually acknowledging some of the faults of nuDoom and how throwing in new shit in Eternal didn't magically improve it
At the 15:53 mark Hugo Martin basically said:The Mancubus, for example. The last time, you could just walk rigth up to him with the super shotgun and shoot him in his chest to kill him. And while there were alot of cool different ways to kill, you didn't have to do any of those because the safest way as to simply use the super shotgun at close range. This time around, if you get close to him he'll quickly pound the ground with a AoE blast. We really polished the chess pieces. So what's his role, how do we define him? He's a Abrams tank. You can't just fucking walk up to an Abrams tank. Also when a tank trains his cannon on you, you should be nervous. So you don't wanna get into a toe-to-toe figth with the mancubus. You want use your agility, your long range weapon, you wanna stun him to try and create openings, which then you can take advantage of to hit him with your super shotgun or other powerful attacks.
Are they also gonna "fix" the level design?