Robert ninja wrote: » Looks like more of the 2016 game which I played briefly. I thought it was outright inferior to the original doom (especially with a couple of mods). I'm also guessing the map creator will have all those ridiculous design and console limitations again. Probably a solid FPS for the current desperate market but still far from anything that makes me even consider shelling out €60.
verycool wrote: » This looks like it's more of the same just modernised
verycool wrote: » For those saying it's like the 2016 version. That's like comparing Uncharted and Uncharted 2. You still limited to building on the same "world" with the same mechanics.[
Robert ninja wrote: » Sure it's more modern but that doesn't equal quality. It's modernised in ways that make it inferior to what the original doom was and has become due to community support and being open source. It's slower to an amazing degree. Armour is just a second lifebar instead of actual armour. Enemy count is extremely limited. Melee is a button to see an animation while there are mods that greatly expand melee and chainsaw use in gzdoom. Graphical fidelity new doom wins out sure... but at the same time my favourite mod project brutality may not have the fidelity but it has much, much better physics and gore. Blood will stick and stretch to an opening and closing door, drip from ceilings, splat upon your face which you can wipe off (visor mods), leave bloody footprints behind, have practically endless amounts of bullet holes, cartridges and corpses that never vanish. It's an amazing spectacle that is more entertaining and immersive. Larger selection of weapons and incredible amount of customisability in options menu with regards to enemy spawns, game rules etc Oh I've got nothing against more of the same as long as it's more of something good.
Deleted User wrote: » I didn't think it was possible to compare the first doom and doom 2016
verycool wrote: » Well I know I can't make you like it! But I loved the 2016 Doom so there's bias in my replies (
verycool wrote: » This is going to sound pretentious, but I think it's one of those titles that showing gameplay really doesn't do it justice.
verycool wrote: » You have to be holding the controller to truly get it.
Robert ninja wrote: » Good for ya. It's nice to have modern games that you can enjoy. They're far and few in between.
Robert ninja wrote: » Not pretentious at all I'd agree with that completely, which is why I encourage anyone to get into the other dimension that is the doom modding scene. I've played doom 2016 though. Not much of it since I thought it was boring and I went back to doom 1995 w/ mods, but I did play it.
Robert ninja wrote: » Mouse all the way :pac:
Robert ninja wrote: » Compared to doom, released as shareware, open source, indistinguishable from magic in how it ran on underpowered computers thanks to incredibly ambitious and skilled development. Its platform support is also second to none. I think USA's workplace productivity took a recorded dip due to the amount of people playing doom during work hours... it was that influential.
Robert ninja wrote: » Here's some footage I captured of my fave mod FYI in case anyone was curious https://youtu.be/wEvkJ9jM12Y?t=159
CatInABox wrote: » The number of enemies in Doom 2016 eventually ramps up pretty large, and when it does, then the genius of the melee kills starts to be apparent. It's not just a button to see an animation, it get strategic once the fights start getting tougher, as you've got to balance the risk/reward of it. Do you go for the glory kill, hoping that the projectiles that are inbound will hit while you're invulnerable, and that the health boost afterwards is worth it, or do you just shotgun it and hope that you can finish the fight on the sliver of health you've got left?
CatInABox wrote: » The number of enemies in Doom 2016 eventually ramps up pretty large
CatInABox wrote: » hen the genius of the melee kills starts to be apparent. It's not just a button to see an animation, it get strategic once the fights start getting tougher, as you've got to balance the risk/reward of it.
Robert ninja wrote: » Doom 2016's success, in my estimate was due to it being just a decent FPS in a saturated market of mediocrity, good soundtrack, straightforward violent action when everything else interrupts you every 5 minutes with a cutscene or pay F to pay respects nonsense. In vacuum or surrounded by modern FPS games, Doom 2016 is pretty good I'd say. But pretty good is shallow to the masterpiece of the original. There's the technical side of things too. Doom 2016 accomplishes practically nothing in terms of technology. Just another bloated requirements, console shooter with low FOV, targeting windows and the 2 big consoles. Compared to doom, released as shareware, open source, indistinguishable from magic in how it ran on underpowered computers thanks to incredibly ambitious and skilled development. Its platform support is also second to none. I think USA's workplace productivity took a recorded dip due to the amount of people playing doom during work hours... it was that influential.Here's some footage I captured of my fave mod FYI in case anyone was curious https://youtu.be/wEvkJ9jM12Y?t=159
Azza wrote: » Bloated requirements? Doom 2016 is considered very well optimized, many reviews online show this.
Azza wrote: » instead of random sprawls of maps interlaced with exploding barrels and and toxic slim streams that are suppose to represent factories or research labs
Azza wrote: » I reckon its a bit harsh to criticize a game for not reinventing the wheel technology wise. Do you criticize all modern games for this failing?
Azza wrote: » It wasn't actually true 3D, can't look up
Azza wrote: » 35fps and its a bit strange to complain about narrow field of view (which can be changed) when at the time of the original Dooms release we were stuck with 4:3 monitors
Robert ninja wrote: » For the current standards of the market, perhaps. But overall every modern AAA game has exorbitant requirements when compared to older games and the graphical leaps. Take Crysis 1's minimum requirements, the size of the maps, NPC count, graphical fidelity, and compare it a modern FPS. It doesn't add up. The requirements are like 1000% higher but the games don't look 1000% better, bigger or do anything particularly more interesting in processing. It's all just heavier technologies used inefficiently and for no good reason.
Robert ninja wrote: I think they're just made to be good levels, not represent anything particularity aside from textures and a few props. There's areas in Master levels, TNT that don't make a lick of sense in terms of reality but are good levels to fight and explore. That's that difference I guess between the development attitude of Doom and Doom 2016 - One was just trying to be the best game it could be, while the other takes representing more seriously. I don't play Doom for any kind of seriousness. That's just me, though.
Robert ninja wrote: If they share the exact same name, are the same IP and from the same company... yeah. I do in fact compare them to their previous releases. I don't compare every FPS to doom in its entirety, but I'll usually reference something back. As you said yourself, it pretty much invented FPS genre... and it's super old so it's not unfair to compare them. Most people would say it's unfair to the older game to compare it to modern games/standards, but we're actually discussing it as it being unfair to modern games to compare them to Doom. Just shows how well it really stands up Like how it's unfair to demons to fight Doomguy As for the technology side. They don't need to reinvent the wheel but most of the FPS (and games in general) released these days don't push anything except hardware requirements. They've either stagnated or even regressed in a lot of important ways. LAN removal, limited platforms, no mod support, DRM, no PIP. If Doom 2016 had any of this I probably wouldn't be so tough on it. Hell if it could be modded to the same degree as Doom then I think we could have mods that make it as good as it, much like there's Doom 2016 mods for doom
Robert ninja wrote: It wasn't actually true 3D, can't look up
Azza wrote: » do you actually know what Crysis and Doom 2016 look like when run on the minimum requirements or are you picturing max Crysis and max Doom 2016 settings in your head. Do you remember what frame rate and resolution Crysis 1 targeted at release versus the targeted resolution and frame rate of Doom 2016. I can tell you for sure that Crysis at release was realistically only targeting a 30FPS and a max resolution of 1280x1024 and that was at the 2nd highest graphics settings not the highest, the game highest settings where designed with GPU's that where yet to be released. Even with the highest end GPU released a few months after Crysis release you could not consistently achieve 30FPS, and instead have to depend on motion blur to keep things looking smooth in the 24-30+fps range
Azza wrote: » It is possible to hit that with Doom 2016 and its a better looking game
Azza wrote: » I don't know if you could say Doom 2016 looks 1000% better than Crysis, but then again I don't know how you could actually rate that and say a game looks 10x better than another, its all subjective. I'm also not sure if 2016 computer hardware is 10x better than 2007 hardware. Perhaps Doom 2016 is twice as good looking and runs 3 times faster?
Azza wrote: » Doom 2016 does not take it self seriously.
Azza wrote: » LAN removal and DRM are the result of piracy.
Azza wrote: » So I could understand (and still lament) why these features are gone.
Azza wrote: » I actually don't know what you mean by PIP.
Azza wrote: » Limited platforms?. That's just PC gaming elitism talk, if a game doesn't use 100% of all 4/ 8/16/32 CPU cores or all of 8/16/32GB of DDR4 or scale 100% across SLI/Crossfire X3 its not pushing the boundaries and should be criticized for such an offense
Azza wrote: » Oh wait that's right the PC platform on its own can't support AAA game development
Azza wrote: » The original Doom game engine is not actually truly 3D but uses binary space partitions to simulate 3D.
Robert ninja wrote: » For example modern FPS multiplayer games have some seriously low player limits for servers. Apparently despite decades since LAN FPS technology we just can't get past 6v6 on a server, we don't have the technology. Rediculous, right?
I'm talking about platforms like Windows and Playstation. Doom runs on practically anything you'd want it to run on and the original released with support for Linux, Mac, Windows and DOS (with even Android now I believe) Has tons of console versions too. How's Doom 2016's platform ambitions? Just standard ass cut and dry Windows 7-10(10 never ending now), PS4, XBO. "Who cares about the other ones?" That's the new attitude the corpse of ID has about these things.
Robert ninja wrote: Fully aware of what they look like and the issues around Crysis. I use crysis as example purely based on the fact that its minimum requirements in comparison to its looks/gameplay vs minimum requirements for modern titles is so very different. It might run meh but it runs. For modern titles the requirements are exponential but the graphical and gameplay advances are not. For doom specifically, comparing the sequels to the original, this is a huge regression from such a good start.
Robert ninja wrote: Also fully aware of this. Supreme Commander suffers from this and it's a shame. Crysis isn't a perfect game, again the only example I was using was its minimum requirements. However, it's not hard to make a better looking game when you've got decades on them, which is huge amounts of time in technology.
Robert ninja wrote: There's probably many places where we could measure it objectively (like texture resolution/mapping) but overall if it looks GOOD is indeed subjective. I would say a good screenshot of Crysis and other games that pushed the limits still impresses people today. While many big games from AAA publishers (bethesda's Falllout, Bioware's Mass Effect) can have screenshots that look very bad and like something out of an emulated upscaled N64 game at the worst of times.
Robert ninja wrote: Main point is that game graphics and ambitions have been much slower than their requirements. They don't look as better than older games as their requirements have from older games. That make sense? Hard to describe it I think. Oh well.
Robert ninja wrote: If you say so. I was only responding to the claim that levels in Doom don't make sense... when I don't think they have to make sense.
Robert ninja wrote: In the current day they're actually the result of 2 things. 1. Unethical companies who sell DRM and therefore market it with lies and misinformation about piracy (Denuvo arresting some lone hobby hacker in belgium recently)
Robert ninja wrote: 2. Publishers wanting to control everything about their game to an insane degree. To the point of cheats in single player games practically becoming illegal due to DLC replacing them, save scumming being removed and basic operations being offloaded to the cloud for the sole purpose of data collection and experience tailoring (Hitman :mad:). Any company not run by complete fools knows piracy isn't an issue for them but they may use it as an excuse to regress on features anyway.
Robert ninja wrote: That's not the only reason. There's just good ole laziness. For example modern FPS multiplayer games have some seriously low player limits for servers. Apparently despite decades since LAN FPS technology we just can't get past 6v6 on a server, we don't have the technology. Rediculous, right? Here's a video explaining this malarkey in more detail https://youtu.be/tS9vvF1V1Dc
Robert ninja wrote: Picture in picture. As seen in things like Swat 4, Supreme Commander which also had it in mutli monitor map overview tech which was awesome... or straight up just any game with split screen. But apparently Halo can't do that anymore because they just can't do it according to the head of xbox. Never mind hundreds of millions of euros they can play with and have the networking links to hire practically anyone they want for anything, nevermind the technology advantage over things like the nintendo 64 which could do 4 player split screen... they just can't get split screen in Halo on modern hardware because it's too fecking hard for them. Boo hoo am I right? There's always an excuse with these modern FPS games, one reason or another to regress further and further. You can accept their excuses or not. I don't.
Robert ninja wrote: Maybe you misunderstood or I didn't explain precisely what I meant, because I've got no idea what you're talking about with CPU cores n' such.
Robert ninja wrote: I'm talking about platforms like Windows and Playstation. Doom runs on practically anything you'd want it to run on and the original released with support for Linux, Mac, Windows and DOS (with even Android now I believe) Has tons of console versions too. How's Doom 2016's platform ambitions? Just standard ass cut and dry Windows 7-10(10 never ending now), PS4, XBO. "Who cares about the other ones?" That's the new attitude the corpse of ID has about these things.
Robert ninja wrote: Well getting slightly off topic, but I will call absolute BS on this. GOG said the same thing with witcher and then spent an insane amount of its budget (I think higher than its development budget) on marketing which was primarily for console. Games can target one system and be profitable, just name any successful console exclusive. There are AAA games that come out for single platforms and are successful, it can be done. It's all about how much they have to spend on development and how much money they can make back. Would Witcher 3 look different if 90% of its marketing budget was rerouted into a single platform only release? Definitely. Would it be better? Who can say for sure. But I'd wager a PC only release probably would've been a better designed experience, at least for my taste. ... or if they just released the damn modding tools they back-pedalled on.
Robert ninja wrote: You quoted yourself and are replying to yourself I think? Was that just a correction?
Azza wrote: » Would you mind linking to evidence that indicate CDPR spent more on marketing than on game development.
Azza wrote: » SupCom was multi monitor not PIP
Billy86 wrote: » I'd never even heard of any 'outrage' about this game. Farcical to say the least, but a good video.
J. Marston wrote: » I don't think I've ever even heard the term "SJW" in real life. You just hear it used by two tiny but annoyingly loud pockets of the internet.