Tag Archives: doom 4

The Axes of Difficulty

As always, I am generally writing to and from the position of FPSes.

There are three axes for skill settings, broadly speaking, which can change (non-exclusively) to adjust the difficulty, they are:

  • Behavioral – Enemies gain or lose abilities, display different reaction times, change tactics, and vary in accuracy and prediction. A simple illustration of this is in the original Unreal where the combat capability of the monsters was modified by the difficulty level you selected.
    • Nightmare difficulty deserves a special note here, as it often increases monster attack speed, general aggressiveness, and may include elements such as respawning. Nightmare was created for Doom in a patch, a response to player complaints that Ultra-Violence was too easy. You may want to read my small article on┬áDuke Nukem 3d’s higher difficulties.
  • Economical – Health, armor, and ammo are more scarce, inventory may be limited. This can engender an anti-completionist attitude, or drive the secret hunter all the further.
  • Circumstantial – This one is a bit broader and can include changing level layouts, though less common due to technical and labor reasons, but more often involves Economical changes on top of enemy positioning, quantity, and composition changes. This method was commonly used in FPSes and can be seen extensively in Quake for the wide shifts in level density and battle complexity depending on the difficulty.

These increase the cognitive load on the player, asking him to factor in more at a time for decision making, thus asking the player to use their existing education about the game in a more strenuous form, while mentally juggling changing data points, which takes us back to the simple notion that learning is fun, when focused and applied. Continue reading

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

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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