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Forums - Gaming Discussion - DOOM details from Quakecon - get hyped

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http://www.doomworld.com/vb/doom-4-general/69416-doom-reveal-first-impressions/
Let's get right to the point. No questions were taken and very little was said. About 10 to 15 minutes were shown on a PC with someone playing live. The following are my observations, presented as objectively as I can manage:

Doom is a remake of the original and is set on Mars, though additional locations seem likely.

The two maps that were shown resemble Doom 3, but are much more expansive, open and busy.

The player's helmet provides overlayed information, replacing the static HUDs of the previous games.

Early on, the player rips the arm off a dead marine and uses his hand to access an otherwise restricted area.

The combat uniform looks very high tech and facilitates melee attacks, such as crushing an enemy's head.

Nearly all enemies shown appear to have cybernetic elements, though they are equally as organic.

The layouts encourage jumping, with the player leaping very high and gracefully.

Barrels create enormous explosions.

The first map had a geo-thermal theme, with lots of sparks and lava. The doors use the classic sound and eveven look the part. Cargo ships or possibly drones could be seen flying in the distance.

The second map featured a slightly hellish area that felt very Doom 64-ish, complete with hanging body parts.

Player movement ranges from creeping slow to very fast, less so than Doom 1 but way more than Doom 3.

The most human looking enemies looked very grotesque and used weapons that resembled light beams and possibly concentrated fire.

The chainsaw, pistol, shotgun, super shotty, rocket launcher and plasma rifle were shown. No sign of reloading or alt fire.

Enemies react to where they're hit. Many gibbed in a variety of ways depending on the weapon. The chainsaw in particular tore zombies down the middle in an extremely brutal and visceral manner, and it was different every time.

The revenant has a jet pack and killed the player by ripping his arms off and beating him to death.

The mancubus had an extremely gruesome death involving having a piece of its gut shoved down its throat.

Every weapon seemed to haves lot of power to it. The shotguns have a very good range.

Sound effects were punchy and meaty. The music combined dark ambient and indusrial. No sign of metal or guitars, period.

The overall visual style is very detailed and resembles all of the Dooms, with a lot of Doom 3 thrown in, but with far more going on.

The player can jump on top of enemies and perform brutal melee attacks.

As for comparisons to Brutal Doom, the blood and gore is very extreme, but appropriate within the context of the combat. The melee attacks never slow down gameplay and happen within the POV in the span of a couple of seconds.

Each enemy looks unique and the classics are recognized easily. The cyberdemon was shown at the end, but no combat ensued.

There is an implication that the monsters are UAC experiments gone wrong.

No sign of help from NPCs.

Graphics aren't groundbreaking, but does look much better than Rage and significantly better than TNO. Overall, they're true to the gritty industrial tendencies of the series, complimented by very moody use of light and shadow.

The game will have multiplayer and will appear on XBOX1, PS4 and PC with a promise of 1080p 60FPS.

http://www.doomworld.com/vb/doom-4-general/69416-doom-reveal-first-impressions/



@TheVoxelman on twitter

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Looking forward to this game, I've been a fan of Doom since the original.



A Lengthy Look At id Software's New Doom

The lights dropped in the main ballroom at Quakecon, leaving a lone spotlight on center stage, and cheering erupted. Moments earlier, Tim Willits bid farewell to the 50,000+ livestream viewers so that the eager attendees could get their first, exclusive look at id Software's re-imagining of the classic first person shooter - Doom. Marty Stratton, the executive producer at id, bounded on stage and described the studio's vision for Doom's long-overdue return, slated for PC, Xbox One, and PlayStation 4.

This new chapter in the series is a reboot of sorts that gets back to the classic roots of fast-paced action. "Doom is not about taking cover," Stratton said. "It's not about finding a place to hide to let your health regenerate. It's about fast, fluid combat, dodging projectiles, finding that next target and charging forward with nothing in your way of slaughtering that next demon."

The view screens in the ballroom came to life with images of Doom's history, showing pixelated versions from yesteryear, and the latest beasts to step into our flashlight beams.

Stratton detailed exactly what we could expect from the next chapter. "You'll see crazy demons. Unbelievable mechanical demons built through secret and corrupt UAC experiments. Demons like hell knights, the cyber demon, revenant, and many more. Whether these demons are something familiar or something totally new, each of them is designed to create a unique combat experience, regardless of whether you are fighting against it, killing it, or being killed by it."

After several more minutes of talking about the creative vision behind the new Doom - fast movement, lots of guns, and a sense of relentless assault - Stratton brought Steven Serafin onstage to demonstrate a playable build of the game. The lights dimmed again, leaving the room in almost complete darkness.

Laughter greeted the sight of a mouse cursor on a black screen, but quickly turned to hushed silence when the power armored protagonist slid a futuristic helmet on, bringing up the familiar HUD of health in the lower left and ammo in the lower right. Ominous music swelled, and an assault shotgun appeared in highly rendered gloves. In this silent airlock, our first look at id Tech 6 (jokingly called id Tech 666) was already an impressive showcase of lighting and atmospheric effects.

Leaving the safety zone, the marine entered a gigantic mining complex that is teeming with activity. Flying mining vehicles whizzed by to the backdrop of glowing magma falls. The atmosphere was more vibrant and brightly lit than expected, and had more of a traditional science fiction vibe to it. The shotgun the protagonist wielded holds these qualities as well, appearing more like something you would see from a Mass Effect game than Doom, but don't worry - the traditional double barreled shotgun makes an appearance as well. As the marine worked his way across high-bound walkways that hovered above the golden magma, signs of trouble became apparent, first with a splattering of blood on the ground, and then with what appeared to be an armless zombie trying to smash its way through a window nearby. And then we saw our first demons. They teleported onto the steel walkway in front of the marine. The effect of the teleport was visually stunning, almost looking like a dusty storm cloud before a demon crawled from its midst.

Then the chaos began. The first blast from the shotgun rumbled throughout the ballroom, drawing cheers from the crowd. The demons didn't stand a chance against its concussive force, and they tumbled and bounced off objects in the environment like pinballs. The impressive AI and staggering technology from id's Rage was on display here, and it looks damn good. But the guns weren't the star of this demo. The marines hands and feet stole the show. Injured demons were eliminated quickly with melee finishers that would fit right in with any Mortal Kombat game.

The demo quickly turned into a slaughter with demons getting shot up and then torn to shreds. Skulls were crushed, jaws were ripped in half, heads stomped from above, arms completely torn off, necks snapped, bodies kicked over railings, and in one memorable case, a heart ripped out of a giant demon's chest and punched down its own throat, where it then exploded.

Even the environment puzzles embrace gore. To open a locked door, the marine stumbles upon a palm recognition security device, but obviously can't use it. A quick scan around the room reveals a dead scientist leaning against a wall. Rather than carry the corpse to the scanner, the marine rips off one of the scientist's arms and places it on the scanner. The hand does the trick, and then slowly (and hilariously) slides off of the scanner.

After mutilating dozens more demons in ridiculous ways, the marine's progress was halted when a massive demon with a grinning skull face and a flaming jetpack flew through the window, kicked the marine to the ground, and beat him to death with his own arm.

Normally, this is where most demos would end, and the lights did come back up, but it was only so Stratton could ask the crowd if they wanted to see more. The answer was a collective roar of approval, and the lights dimmed once again.

Where the first presentation focused heavily on Doom's new vision for run-and-gun combat, the second slowed things down for a bit. We had a look at some of the new maneuverability in an area that appeared to be the outer portions of the UAC facility, with dirty clouds scudding through the dark, airless Martian atmosphere. Here we learn that the marine can double jump to reach higher ledges. Using this move, which appeared to be powered by a thruster of some sort, he quickly navigated a series of broken staircases. The functionality looked fluid, and a slightly mistimed jump was forgiven by the marine grabbing the staircase ledge and pulling himself up. There's certainly potential here for exploration, but both areas we saw were linear and there didn't appear to be much room for veering off of the beaten path.

After a few jumps, the marine reached a ravine. Serafin stopped dead in his tracks and switched over to the weapon wheel (slowing down game time to a crawl), to equip the chainsaw.

The crowd went berserk just seeing the chainsaw icon.

Needless to say, the chainsaw was not a clean way to go out for the demons meeting the business end of the weapon. Bodies were sliced in two every which way, giving all watching plenty of time to study the anatomy of demons. One demon even cowered in fear, holding his arms up over his head to try and block the attack, but his efforts proved fruitless. The chainsaw cut through his arms and then through his skull and body.

More frenetic fights followed, ending with a face to face encounter with a gigantic Hell Knight that faded the screen to black, but the overwhelming sense from the crowd was that this was a game about speed, heart pounding combat, and buckets of gore exploding from every possible method of demon slaying possible. Stratton said it earlier, but it wasn't until the lights came back up that people truly understood he meant the words.

"We're creating Doom to make you feel like a fast, improvisational, brutal killing machine."

The demo was impressive, delivering the feeling Doom through and through while not being afraid to embrace the latest in technology and gameplay from the generations of games the original inspired.

No release dates or multiplayer details were given, but Stratton did say that multiplayer will be a big part of the game and that they already have it up and running in their office.

http://www.gameinformer.com/b/news/archive/2014/07/17/a-lenghty-look-at-id-software_2700_s-new-doom.aspx



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

cant wait to try the beta!!



I don't like doom hence it's a bad game.



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m0ney said:
I don't like doom hence it's a bad game.

I disagree, so you ar' wrong.

In other words



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

Yeah! Gibbing! F. Ragdolls! We need more gibbing!



 

Face the future.. Gamecenter ID: nikkom_nl (oh no he didn't!!) 

Everyone get hyped!



Holy hell... I'm pretty sure this game is going to be much better than Doom 3!



                
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NIce cant wait for it!




hope 4 majora remake :D