DooM

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Also, yt pwad reviews

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what does WAD even stand for anyway

Where’s All the Data?

i’m not kidding. id were a bunch of goobers

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Aw I kinda like that though it’s so human

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oh don’t get me wrong i love it

i just finished a pistol start/no quicksaves play through of the original 3 DOOM episodes and i’m going to try to finally finish 2 doing the same. It might be my favorite way to replay these games tbh, i found it really satisfying to work out the best routes to rebuild my weapon stockpile, which monsters to fight and which to avoid, the quickest path between keycards. Felt sort of like a mini Resident Evil game in each level actually

Also beat ep 4 of Quake for the first time, on normal. It’s not as good as the other episodes! Spawns suck! Played ep 1 on hard, again doing a shotgun start — boy they sure love to pull the ā€œAND NOW A SHAMBLER IS IN FRONT OF YOU!!ā€ trick a lot on hard lol. also just an unreasonable number of ogres. Quake is good but i get a little weary at just how tanky the monsters are. An ogre takes four fucking super shotgun blasts!

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last month i ended up playing through (at least some of) every doom game except 2016 cause idk where my copy of that is.

had a great time with 1/2/64.
made it about 70 minutes into doom 3 (a game i loved at release) before giving up, and made it 2 missions into doom: eternal before giving up on that one too.

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I like these tech base textures
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As the resident pico8 fan I should have shared this sooner!

It’s actually wild to me it can look that good with only 16 colors on screen total.

Hope they can find a way to get more oomph out of the sfx, though. It is pretty tricky to do in the pico8 sound editor! Not sure if it’s possible or not.

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I’ve been gone for a year. Can someone be so kind and sum up for me what the sb consensus was on Doom Eternal? To me it was the most disappointing video game of the year, for several reasons that were probably discussed to death already on here. Maybe I’m alone in my assessment though? Really curious.

Yeah I suck at scrolling and searching threads! I promise I won’t do this in other threads for stuff I missed

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you got it right, it’s having an esports coach strapped to your back insisting on his form incessantly

it’s one rut they drove deeper and deeper and figured they could grease it up enough to slide you through

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That cuts straight to the core of it, yeah… Even before I was able to realize that though I knew something was majorly fucked when I picked up a new gun for the first time and it was just this low effort Quake 3 pick up that unceremoniously lay on the ground somewhere. That’s when I knew. That’s when I knew it had happened to Doom. The old ā€œwe forgot every lesson we learned last time aroundā€

I thought that in Doom 2016 it was a conscious decision to make every weapon pick up an event. With a cool yet short and snappy animation and some environmental storytelling to it. Guess that was just a fluke, then, happy accident, never mind!

So much else wrong and actually I just realized I don’t even wanna talk about it because it makes me sad haha

Thanks for the reply though, appreciate ya

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for me it was when they introduce the Cacodemon and then before you fight them they tell you you can insta-stun them with explosives and you realize the game will actively punish you for doing anything else

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Oh god, yeah… The whole tutorialization process is a mess in itself/offensive and then the game design philosophy behind what you’re mentioning is even worse

I guess I was still in denial at that point and wanted the game to be good. So much.

maybe i’m just being a hater, and i’ve admittedly only played a couple hours of Doom 2016 or so (will play more whenever i upgrade my pc to something that can run newer games). but… just about everything about that game that made it successful seems like a bit of a fluke and a case of good timing to me. people weren’t expecting much at all from it and they ended up getting a lot more than they were expecting which i think is part of why it got the response it did. AAA game companies usually don’t show a great deal of self-awareness in general either, let alone enough to pull a game from the brink of disaster and redirect it into something that knows what its identity is. they found a way to work around a lot of their own deficiencies and make a game that works and is kinda in on the joke with players. that’s not to say it’s bad or anything like that. the game is a bit one-dimensional but it works perfectly for what it is. it just feels like it owes its success to a whole big confluence of different things. namely… a lot of lowered expectations in general for these kinds of games. lol.

so anyway i guess i’m not really surprised by the Doom Eternal backlash because of that. but i’m not an expert on these new games (or newer AAA games in general) or anything like that so it’s just the vibe i’ve gotten.

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Eternal has markedly worse design than 2016 in a few places – the most common complaint about excessively prescriptive and overcomplicated encounter design is actually that bad, but the presentation is also bizarrely heavy handed, the secret-hunting is turnkey, the weapons obsolete each other, the aesthetic tries to be more faithful to ā€œdoom historyā€ and also turns out worse…

it certainly looks and runs real well, and 2016 did succeed on low expectations, and eternal probably has better multi, but it’s, like, the bad kind of kaizo extrapolation

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Yeah, we danced around this but despite some deep flaws I think there’s something pretty novel in Doom 2016 centered on the very quick acquisition-to-shot-in-the-face time and the very capable enemy movement; between those two, it forces the player to look away from enemies and move past them while aiming quickly enough and that induces a frantic state; and the circular combat room designs and good enemy spread behavior prevent the back-shuffle non-cover FPS games all dealt with (or indulge).

And their very good pitch, ā€œwe understand what we got right in Doom 2016 and we’re leaning into thatā€, resulting in this? I’m flabbergasted

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