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Doom4
Doom4 has been announced, id are looking for people, if you are that person, and are good at what you do, have a look.

http://www.idsoftware.com/

Doom4, discuss it or not.
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Yes a minority, that's fine. Only the chosen few have good taste :-P

Kidding aside its obv a project for a small indie team, not a AAA project.
Though these kind of projects have been known to end out paying out very nicely for said indie devs.

Isaac, super meat boy etc. Pretty sure those and other oldschool gameplay revival games brought new players to those "obsolete" genres. 
That's Food For Thoughts 
Is Doom by itself too simple to be a AAA game and offering the same experience as the original games? Is this a design style only for smaller/indie games? 
 
It did not stop Blizzard with SC2 did it ? :D
In truth I have not played SC2 so I dunno, I got the impression it was pretty close to SC1 though. 
Starcraft 
SC2 had less depth and a lower skill ceiling, hence the exodus of many pros. I don't see Legacy of the Void (final expansion) doing much for the game. SC2 is way past it's prime and may as well be considered dead. SC1, however, still endures. 
SC2 Rocked Enough Said. 
 
 
Doom 3's shortcomings do not excuse Doom 4's shortcomings. Though I give Doom 3 more grace simply because it sucked out of trying to do something different in Doom, intentionally. Doom 4 sucks while thinking it is being faithful, but they gave us a less interesting Painkiller meeting the blander portions of Diablo 3.

If they have more interesting gameplay, I've not seen it in any of their streams or Gamespot previews. 
SC2 Did Rock 
for about two minutes.

#1648

I would say it probably is. Even a straight doom re-skin wouldn't turn heads. One would have to make something with a bit more depth while still being simple and streamlined. You'd really have to cater to the core audience and risk disinterest of more casual players. Making something nostalgic for its own sake is not the right approach either, IMO. That's how you get games that are little more than caricatures of 90s games. Things like that simply won't last.

My personal vision of a modern take on a 90s shooter is not something I would expect to sell over a million copies. A game like that would likely be a financial loss for anything other than an indie studio. 
SC2 Rocked Me For About 200 Hours So Whatever Bitch. 
 
Only 200 Hours? 
 
 
SC2 Rocked Me For About 200 Hours

exactly. 
 
Ehh 
Nothing really jumped out as enticing. I couldn't tell that was "hard" mods either. 
Doom 3 Up Again 
https://www.twitch.tv/kingdime

<@onetruepurple> there is not a single redeemable feature of this game apparently 
Okay WHATEVER. 
That's an exceptionally good track record given the only other games that have got me on triple figure hours have been Guild Wars and Skyrim. And given I don't even like multiplayer the fact I got into SC2s at all says a lot about the quality of the game. 
Okay WHATEVER. 
That's an exceptionally good track record given the only other games that have got me on triple figure hours have been Guild Wars and Skyrim. And given I don't even like multiplayer the fact I got into SC2s at all says a lot about the quality of the game. 
I Hope That 
is hard skill at the beginning of the game, or there is a harder skill. Taking into account it looks to be played with a pad, the only parts that felt around Quake skill 2 in difficulty were between the first use of the grenade launcher and the discovery of the saw. Looks like the main problem is too much room to move and too 2D combats, coupled with the before mentioned case of the monster relying too much on melee attacks while being almost as slow as Quake's zombies most of the time, but its also true that the player knows too well where the barrels are are what is to be expected.
Well, we should be happy that is not an unfair thing like videogames with lots of hitscan weapons, which is something that should concern us much more than most things that have been complained in the thread about. I prefer higher difficulties being easier, than them being done hard by being stupidly unfair.

Overall, the campaign looks that is going to be decent while not being awesome, with no big flaws till now (i consider reliance on DMSP like combats and pi�ata loot medium sized issues and 2D combats a necessary evil for console users). Time will tell. 
 
That's the second level, so yeah, beginning of the game. But it looks like the difficulty is just some sort of damage scalar, as you can change the difficulty mid gameplay, and those fights really didn't look any different than the ones I saw in the same area which weren't played on Hard. The only real difference is he died at the end... And considering he had a direct bead at close range on the imp that killed him, with no immediate threats, and didn't fire... I'd wager he was trying to die to make it look tougher.

Or maybe the player is just really bad... He used a burst fire with the shotgun on a bottom tier enemy at range, and later on repeatedly used the explosive shot attack on single enemies, and the main attack on groups which were practically setup for the explosive shot...

It might be a tough game, I can't tell. Some of the fights in Hell (sorry, "Titan's Realm") looked a little more involved, but, having seen multiple playthroughs of that fight as well, no one ever touched the quad in the arena. They kept looking at it, and saving it for later.

And yeah, I'm yet to see anything that doesn't flow like an arena. That clip itself has the computer system locking down the area because of elevated "demonic presence", and it unlocks the area when there is no longer a demonic presence. Which goes back to normalizing the demons and making them a normal thing to the UAC, rather than a force of evil. 
 
Arenas a la painkiller would be occasionally acceptable if they were a question of getting to a well guarded switch or key in the room to open to the next step - giving speedrunners and 0% runs a chance of bypassing the monsters if desired.

Reeeaaally fucking stupid and needless to have clearing a room a condition for progressing in the level. 
 
I'm okay with it once in a while, but it seems like it is their primary method of delivering encounters. 
 
It certainly wasn't in the first E3 demo, or at least it didn't seem that way. (The second one was one big arena.) 
 
 
We didn't really see the end of those though. The base area was just going forward and shooting at 2-5 enemies as they climbed over the edge into the gameplay space. It ended iirc with a Revenant killing the player. The second portion was dropping down into a circular area where monsters climbed down to you, and then a Cyberdemon spawned and it ended.

The first was a winding hallway, with a brief interruption for some pickup canned animations and Tom Hall's finding the body to open the door note from the original design doc. The second was almost literally an arena.

I honestly wonder if the first section was actually made for that demo, it has setpiece presentation of weapon pickups that doesn't jive with their introductions in what we are seeing now. 
If Doom Is One Arena After Another 
I will be very disappointed. The overuse of arenas in HL2 is what keeps it from being a great game in my eyes.

Another thing I dislike are enemy bullet sponges. Shoot an imp three times to kill it? Fuck that. Shoot once and take out three imps, that's Doom! 
 
As I am currently playing Doom, an imp usually takes 1-2 shots. 
You're Right 
I failed to make the distinction between the shotgun and the SSG. 
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