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 Post subject: Doom Eternal
PostPosted: Fri Aug 10, 2018 22:47 
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Bad Girl

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Two words: shotgun grapple.

Fuck. Yeah.



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 Post subject: Re: Doom Eternal
PostPosted: Fri Aug 10, 2018 23:33 
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I still haven't finished the first one. Got stuck on the boss near the end and ran out of BFG ammo. Haven't been arsed to retread the entire level again.

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 Post subject: Re: Doom Eternal
PostPosted: Sat Aug 11, 2018 12:04 
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Lonewolves wrote:
I still haven't finished the first one.


:this:

I really must get around to that.

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 Post subject: Re: Doom Eternal
PostPosted: Sun Aug 12, 2018 12:23 
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I will be all over this like a cheap suit, DOOM is one of my top ten games ever.

Oddly enough I didn't like the original Doom or its sequels and never understood what the fuss was about, even when it was shiny and new. The new DOOM however I played through to completion three times over on all the difficulty levels.

If Doom Eternal is pretty much just more of the same, I'll be quite happy.

Deffo a PC purchase for me, I can't hack games like this with a pad even though I'd quite like to play it sat on the couch with awesome 5:1 surround sound.

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 Post subject: Re: Doom Eternal
PostPosted: Fri Aug 31, 2018 17:11 
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Rude Belittler

Joined: 30th Mar, 2008
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I'm slightly worried about bigger, more sprawling levels. I liked the tightly packed levels in Doom. And "It's more like the original Doom" arguments butter no parsnips...

Oh and I don't like the arm-knife.


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 Post subject: Re: Doom Eternal
PostPosted: Wed Jan 22, 2020 10:33 
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Bad Girl

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It’s got a ... urgh ... hub world.

It’s also got ... urgh ... more story.

These things look awful. But the combat looks about the same and some of the glory kills genuinely made me laugh. But more third person cut scenes? I mean, why the fuck? The one thing people loved about Doom 2016 was that we didn’t give two fucks about the story and the lore because it was just about the shooting.


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 Post subject: Re: Doom Eternal
PostPosted: Wed Jan 22, 2020 19:53 
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Fear not Mr Satsuma, they've got this.


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 Post subject: Re: Doom Eternal
PostPosted: Wed Jan 22, 2020 20:56 
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I’ll be needing an abridged version of that 55 minute video.


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 Post subject: Re: Doom Eternal
PostPosted: Wed Jan 22, 2020 21:33 
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I thought Doom was 2016 not 2017

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 Post subject: Re: Doom Eternal
PostPosted: Wed Jan 22, 2020 22:38 
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Satsuma wrote:
I’ll be needing an abridged version of that 55 minute video.


It's going to be awesome.

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 Post subject: Re: Doom Eternal
PostPosted: Thu Jan 23, 2020 1:18 
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Can you dig it?

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Satsuma wrote:
These things look awful. But the combat looks about the same and some of the glory kills genuinely made me laugh. But more third person cut scenes? I mean, why the fuck? The one thing people loved about Doom 2016 was that we didn’t give two fucks about the story and the lore because it was just about the shooting.


I quite liked some of the story, especially the background on leading up to the disaster in the facility. I enjoyed reading the codex entries too, but I'm glad they were optional and could be done at leisure.

When it got to the hellscapes was when I became less interested, and the gravelly voiced readings from those stones, talking all about the prophecy of the 'doomslayer' (or whatever it was called), seemed a little bit silly.

I'm not sure about these new third person cut scenes. I don't think it suits, and I don't like seeing the doomslayers face, just enough to make a forum post about it but not enough to do anything else, or to put me off the game.

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 Post subject: Re: Doom Eternal
PostPosted: Thu Jan 23, 2020 8:59 
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I rather liked how the demons were all scared of the Doomguy. I thought was ace.


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 Post subject: Re: Doom Eternal
PostPosted: Thu Jan 23, 2020 9:20 
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Sir Taxalot wrote:
Satsuma wrote:
These things look awful. But the combat looks about the same and some of the glory kills genuinely made me laugh. But more third person cut scenes? I mean, why the fuck? The one thing people loved about Doom 2016 was that we didn’t give two fucks about the story and the lore because it was just about the shooting.


I quite liked some of the story, especially the background on leading up to the disaster in the facility. I enjoyed reading the codex entries too, but I'm glad they were optional and could be done at leisure.

When it got to the hellscapes was when I became less interested, and the gravelly voiced readings from those stones, talking all about the prophecy of the 'doomslayer' (or whatever it was called), seemed a little bit silly.

I'm not sure about these new third person cut scenes. I don't think it suits, and I don't like seeing the doomslayers face, just enough to make a forum post about it but not enough to do anything else, or to put me off the game.


Hugo explicitly addresses all of this stuff in the podcast.

First of all they acknowledged that some of the Codex entries and story elements in DOOM 2016 were better than others, for DOOM ETERNAL they ruthlessly worked on only putting in stuff that worked, and was interesting and funny.

He also says words to the effect of 'Of course some people still won't give a shit, so hey, just press skip and you'll be murdering demons five seconds later'.

It's a long podcast but well, well worth a listen IMO. (I listened to it whilst I was cooking yesterday evening.)

One thing that's clear is that it's not going to be a DOOM 2016 retread, they realised early on in development that wouldn't be good enough.

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 Post subject: Re: Doom Eternal
PostPosted: Thu Jan 23, 2020 9:25 
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Joined: 27th Jun, 2008
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But people liked Doom 2 and that was basically a data disk


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 Post subject: Re: Doom Eternal
PostPosted: Thu Jan 23, 2020 9:31 
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DavPaz wrote:
But people liked Doom 2 and that was basically a data disk


Again, covered in the podcast.

Hugo covers this by saying that just doing DOOM 2016 again didn't feel right, the 'always push forward' mechanic wasn't going to carry a second game, but adding in cool new stuff on the DOOM 2016 template simply made Doomguy feel overpowered.

He talked about how the devs and people in the office weren't playing the game for fun, and they were worried.

And at that point they started doing a major reworking of their approach to the game.

Seriously, listen to the podcast when you get chance (commute, walk, in office on headphones, whatever?), it's a fascinating insight into game creation you don't often get, and remember Hugo is the Game Director so he's coming right from the centre of the entire project.

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 Post subject: Re: Doom Eternal
PostPosted: Thu Jan 23, 2020 10:13 
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Rude Belittler

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I loved the Doomguy's character. He is the most expressive silent protagonist we've ever had.


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 Post subject: Re: Doom Eternal
PostPosted: Thu Jan 23, 2020 10:29 
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Bad Girl

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I see the devs made their staff crunch pretty hard last year.

https://www.vg247.com/2020/01/21/doom-eternal-delay/

Nah, I’m not buying it now on ethical grounds now I know what they put their staff through. It’s about time we stood up and made our voice heard about the awful practices.


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 Post subject: Re: Doom Eternal
PostPosted: Thu Jan 23, 2020 10:32 
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Satsuma wrote:
I see the devs made their staff crunch pretty hard last year.

https://www.vg247.com/2020/01/21/doom-eternal-delay/

Nah, I’m not buying it now on ethical grounds now I know what they put their staff through. It’s about time we stood up and made our voice heard about the awful practices.

One man can make a difference

That man, is pie support

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 Post subject: Re: Doom Eternal
PostPosted: Thu Jan 23, 2020 10:37 
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Bad Girl

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I always support my local pie. UNTIL I GOT RIPPED.


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 Post subject: Re: Doom Eternal
PostPosted: Thu Jan 23, 2020 13:37 
SupaMod
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Good writeup of things we've been discussing here:

https://www.pcgamer.com/after-playing-d ... -we-didnt/

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 Post subject: Re: Doom Eternal
PostPosted: Thu Jan 23, 2020 22:36 
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Can you dig it?

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Doctor Glyndwr wrote:
I rather liked how the demons were all scared of the Doomguy. I thought was ace.


I liked the concept, yes, a monster for the mosters to be afraid of, but I felt the way it was presented through the deep voiced talky-stones was a bit hokey.

Hearthly wrote:
Hugo covers this by saying that just doing DOOM 2016 again didn't feel right, the 'always push forward' mechanic wasn't going to carry a second game, but adding in cool new stuff on the DOOM 2016 template simply made Doomguy feel overpowered.


I listened to some of it, and I got that bit. It was interesting but I just didn't fancy listening to it all, thanks for sharing it though. It was interesting that he mentioned that they realised it needed a change in direction when staff stopped playing it for fun. I've never really stopped to think how much attention goes into balancing things and how it can tip in the wrong way quite easily.

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