Tag Archives: doom 4

gzdoom 2016-06-15 23-07-39-08

What Doom Is Not

At the heart of the advocacy from id about Doom 4 is the repeated references to Doom’s DNA, to the validity of this addition to the franchise. Reviewers and YouTube personalities are keen to demonstrate a command of FPS proficiency, and thus latch on to this while citing various parts of Doom 4 as being just like the original. This is understandable as it does add weight to a positive review in the form of a pseudo endorsement. “This is awesome because it is a given that the original is awesome, and I vouch that this reminds me of it.” The problem is, they are speaking of Doom as a memory, which it doesn’t have to be.

Since its release in 1993, it has always been playable on mainstream devices (and less mainstream gaming platforms, like, pianos) thanks to the original executable, Doom95, and the source ports surrounding the 1999 release of the engine code. There is no need to appeal to childhood memories when it is just as accessible today as it was on release. But this does seem to be their foundation, and I am being generous here, as if it isn’t the fault of memory, then they have serious sensory issues to work out. The following is a short list of Doom 4 attributes that Doom does not share, yet so many reviews insist that it does. Continue reading

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Doom 4 Campaign Stream Thoughts

Bethesda and Twitch recently streamed an hour of the Doom 4 campaign, switching between a few different areas and showing quite a bit. I’ve got a variety of impressions from what was shown there.

This is borderline a stream of consciousness, I don’t have much good to say, and without that I often struggle to find a writing rhythm. I try to explain a little, and why I don’t like it.

The levels appear to function very much in the same vein as Painkiller, in that you progress from arena to arena, though there is a tiny bit more fighting in the between spaces – though those are mostly hallways. I didn’t notice if you are confined to the arena during the fight, but progress appears to be tethered to killing everyone in the area. The arenas themselves appear interesting, usually with three different combat heights and about a 40-60% overlap in pathways, and some connecting intermediary heights using geometry like crates, but the combat itself doesn’t seem to make much use of the third dimension. Monsters pursue you, and seem to favor close range attacks, in such a way that all of the fighting happens on the same level as you. I did see a little vertical combat where Cacodemons were involved, but not much. From what id has chosen to show, the combat is functionally a 2d affair, where you are concerned with what can walk to you.

On the subject of combat, it isn’t slow, but fast isn’t likely to come up either. It is a very even tempo, and one that will keep most people from getting bored. Due to the level design, it doesn’t seem the combat ever pushes you back to a previous area, or forward into further danger. It is all very… I don’t want to say scripted, but, foreseeable. The only real variance seems to be the meta layer the player can engage with, which is that of weapon upgrades, suit upgrades, and which runes they are using. Now they didn’t go into depth as to the various ways to get weapon upgrades, but it seems they can be tied to level challenges, and kiosks, and concerns unlocking found weapon mods. Suit upgrades appear to be based on finding tokens of a sort on a type of guard in the UAC? And runes are unlocked by completing isolated challenges, triggered by finding rune stations, and upgraded by using them in certain ways.
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