what does WAD even stand for anyway
Whereās All the Data?
iām not kidding. id were a bunch of goobers
Aw I kinda like that though itās so human
oh donāt get me wrong i love it
i just finished a pistol start/no quicksaves play through of the original 3 DOOM episodes and iām 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. Itās not as good as the other episodes! Spawns suck! Played ep 1 on hard, again doing a shotgun start ā boy they sure love to pull the āAND 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!
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.
I like these tech base textures
As the resident pico8 fan I should have shared this sooner!
Itās 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 itās possible or not.
Iāve 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 Iām alone in my assessment though? Really curious.
Yeah I suck at scrolling and searching threads! I promise I wonāt do this in other threads for stuff I missed
you got it right, itās having an esports coach strapped to your back insisting on his form incessantly
itās one rut they drove deeper and deeper and figured they could grease it up enough to slide you through
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. Thatās when I knew. Thatās when I knew it had happened to Doom. The old āwe 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 donāt even wanna talk about it because it makes me sad haha
Thanks for the reply though, appreciate ya
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
Oh god, yeah⦠The whole tutorialization process is a mess in itself/offensive and then the game design philosophy behind what youāre mentioning is even worse
I guess I was still in denial at that point and wanted the game to be good. So much.
maybe iām just being a hater, and iāve 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 werenāt 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 donāt 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. thatās not to say itās 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 iām not really surprised by the Doom Eternal backlash because of that. but iām not an expert on these new games (or newer AAA games in general) or anything like that so itās just the vibe iāve gotten.
Eternal has markedly worse design than 2016 in a few places ā 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 ādoom historyā and also turns out worseā¦
it certainly looks and runs real well, and 2016 did succeed on low expectations, and eternal probably has better multi, but itās, like, the bad kind of kaizo extrapolation
Yeah, we danced around this but despite some deep flaws I think thereās 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, āwe understand what we got right in Doom 2016 and weāre leaning into thatā, resulting in this? Iām flabbergasted