Following DOOM (2016) Page 4

  • Dirtbox 11 Sep 2015 09:44:03 91,337 posts
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    Post deleted
  • Duffking 11 Sep 2015 09:52:47 16,585 posts
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    Dirtbox wrote:
    Plus, I'm impossible to ignore.
    LA LA LA LA LA I CAN'T HEAR YOU
  • beastmaster 16 Oct 2015 00:15:50 20,451 posts
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    Closed Alpha sign-ups now open to Wolfenstein buyers
  • xero521 21 Oct 2015 12:43:41 467 posts
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    Yay got an alpha code in my inbox.
  • Malek86 27 Nov 2015 16:53:50 10,025 posts
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    Me too, says it starts on December 3rd.
  • Rodpad 4 Dec 2015 10:39:31 2,996 posts
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    So did people manage to nab Doom alpha codes late last night then?
  • Deleted user 4 December 2015 10:49:03
    Anybody played it yet?... Noticed it updating in Steam yesterday so looking forward to getting stuck in properly this weekend
  • Malek86 4 Dec 2015 11:09:28 10,025 posts
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    Played a couple matches on X1. Fun stuff, very old school with some modern touches. Also runs smooth.
  • SomaticSense 4 Dec 2015 11:18:37 15,062 posts
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    That sounds great :)

    That's all I ask of a Doom game. Make it Doomy or Quakey, but higher res! No complicated modern shit! Leave that to the the teenage pandering CoDs of the world.
  • Malek86 4 Dec 2015 11:33:01 10,025 posts
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    Like I said, there are still modern elements (such as loadouts). I think it's a pretty good compromise overall though.
  • challenge_hanukkah 4 Dec 2015 13:30:10 12,634 posts
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    I didn't think it was great.

    Very dated.
  • killersrquiet 4 Dec 2015 13:38:21 3,189 posts
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    Old school gameplay that ignores any modern codification. It actually reminded me more of Quake than Doom tbh, I didn't particularly like the rocket launcher being a default spawn weapon, felt a little unfair.

    And whoever designed the default controller layout needs a new job. R1 to change weapons?? Tut, tut.

    Decent enough so far and graphically its fine.
  • Vortex808 4 Dec 2015 13:42:18 13,757 posts
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    challenge_hanukkah wrote:
    I didn't think it was great.

    Very dated.
    Like the EG review though the recent Wolfenstein was dated? I loved that and have high hopes for this.
  • Malek86 4 Dec 2015 14:31:39 10,025 posts
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    @killersrquiet think they have balanced that by nerfing it a little. Sure it doesn't feel as powerful as always. Actually I'm having more fun blasting people with the Super Shotgun (though it could do with a very slightly faster reload time).
  • StrayBezza 4 Dec 2015 15:19:45 1,210 posts
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    I like it. Old skool is good.

    Don't think it will be very popular/populated post full release though.
  • SomaticSense 4 Dec 2015 15:36:47 15,062 posts
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    challenge_hanukkah wrote:
    I didn't think it was great.

    Very dated.
    That's all I want though. Wolfenstein was dated too, and I loved that.

    Doom is one of those properties that kind of should feel dated, in a positive sense :)
  • SomaticSense 4 Dec 2015 16:18:39 15,062 posts
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    Loadouts can piss off though.
  • minky-kong 4 Dec 2015 21:18:16 14,557 posts
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    Really enjoyed the games I just played. Feels very old school but picking a few of the better modern additions to adapt like clambering.
  • Deleted user 4 December 2015 22:56:03
    Didn't really take to the game I played earlier... Controls felt a bit clunky, some of which can probably be remedied with a bit of fine tuning of mouse sensitivity, but the general weight of the character just felt all weird... Like they couldn't decide between Q3 style zero acceleration and GoW style clunkiness.

    I also hate it because I didn't have clue wtf was going on when the demon runes dropped, yet everybody else seemed to be having a whale of a time! I'm sure I'll love that aspect after a bit more play though

    Edited by dfunked at 22:57:31 04-12-2015
  • Malek86 4 Dec 2015 22:58:23 10,025 posts
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    @SomaticSense without loadouts, you just end up with a bunch of people always fighting it out near the spot where the rocket launcher spawns.

    Loadouts are the modern solution, but I never understood why the older Quake and UT games never tried to at least implement randomized item spawning.

    Edited by Malek86 at 22:58:55 04-12-2015
  • Not-a-reviewer 5 Dec 2015 00:26:56 6,183 posts
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    Because you design the levels around those spawn points.
  • Duffking 5 Dec 2015 00:34:56 16,585 posts
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    It's also a big part of why halo 4s multiplayer was a bit crappy. Removing power weapons and adding load outs removed any sort of map control at all and made the game significantly less interesting.

    In a good quake map, if you put the rocket launcher somewhere, the entire surrounding area is designed around the fact a powerful weapons is there and people will want it. Then you spread other powerful weapons and power ups elsewhere to keep players moving about...
  • Malek86 5 Dec 2015 00:37:28 10,025 posts
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    Yeah, I can see those points about map control. But I think it works better for team deathmatch, where youcan make a coordinated effort. In free-for-all, it'd be just a mess (and it usually was).

    And free-for-all eventually declined, which sometimes I think was because the skill ceiling, including map control, was starting to get way too high. Didn't any of these games ever include random spawns? Even just as an option?

    Edited by Malek86 at 00:44:15 05-12-2015
  • Technoishmatt 5 Dec 2015 14:23:10 4,033 posts
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    I applied for a closed alpha code forgetting I would be getting one for having Wolfenstein.

    Anybody want my spare one?

    Alpha ends Sunday midnight EST.
  • Technoishmatt 5 Dec 2015 18:59:19 4,033 posts
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    Code is gone.
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