Doom 4 in production at id Software! With Screenshot!

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Pharacon's picture
Location: Deep in the heart of Texas... Houston that is...

Thats right folks id is starting up on Doom 4, nothing really to talk about as it was just a blurb but man if they didn't beat to death doom. Lets hope they include the duct tape as a gun upgrade or something so you can see what your shooting at. More info at Shacknews

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It's nice to see they'll be taking full advantage of HD this time. Just look at the detail!

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I admit it, I chuckled.

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Tkyl's picture
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That screenshot looks awesome!! It has me so scared already!!

I know a lot of people complained about not being able to have a gun and the flashlight out at the same time, but I really enjoyed that aspect. For me it really added to the tension of the game. I would always carry the flashlight, and then switch to a weapon when I saw an enemy and fire at where he "should be".

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Man, no way my old machine will run that kind of detail at more than 5 fps.

Fedaykin98 wrote:

Good lord, I wouldn't have expected brilliance like that from that nemeslut Quintin Stone!

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kuddles's picture
Location: Ottawa, Ontario, Canada

I guess it was to be expected, but I really hope to god they do something more original with the gameplay. I don't care if it looks better than Crysis, I'm not playing a monster-in-the-closet shooter again.

Tkyl wrote:

I know a lot of people complained about not being able to have a gun and the flashlight out at the same time, but I really enjoyed that aspect. For me it really added to the tension of the game. I would always carry the flashlight, and then switch to a weapon when I saw an enemy and fire at where he "should be".

Frankly, people who complained about that were nuts. It was obviously a specific game mechanic that you couldn't have both at the same time. You're a space marine on Mars carrying 10 guns on your body full of ammo, but that doesn't stop you from running really fast over health kits to restore your health and killing demons from Hell singlehandedly since they can be harmed with regular bullets. But apparently no duct tape is so ridiculously unrealistic.

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Tkyl wrote:
That screenshot looks awesome!! It has me so scared already!!

I know a lot of people complained about not being able to have a gun and the flashlight out at the same time, but I really enjoyed that aspect. For me it really added to the tension of the game. I would always carry the flashlight, and then switch to a weapon when I saw an enemy and fire at where he "should be".

Logically, being in a very, very dark place should be a viable gaming experience... but it's not. When we're really in total or even partial darkness we're using most of our senses to navigate, most importantly touch, which is something games still can't really replicate. So until we've got force-feedback bodysuits, dark games aren't tense, just frustrating.

NOTE: This is not a doodle bug.

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I read the Shacknews blurb and the biggest thing I took away was "Wow, 13th QuakeCon coming up? Damn!"

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LobsterMobster wrote:
Tkyl wrote:
That screenshot looks awesome!! It has me so scared already!!

I know a lot of people complained about not being able to have a gun and the flashlight out at the same time, but I really enjoyed that aspect. For me it really added to the tension of the game. I would always carry the flashlight, and then switch to a weapon when I saw an enemy and fire at where he "should be".

Logically, being in a very, very dark place should be a viable gaming experience... but it's not. When we're really in total or even partial darkness we're using most of our senses to navigate, most importantly touch, which is something games still can't really replicate. So until we've got force-feedback bodysuits, dark games aren't tense, just frustrating.

Ding! Winner.

Scariest game I ever played was the They Hunger mod for Half-Life. They did such a great job of building the suspense and yet I still wanted to keep playing the game. Contrived bullsh*t is not scary, just aggravating.

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indy's picture
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I hit reload many many times before I finally got it re: the screenshot. I am thick.

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Holy moly, the detail and bumpmapping on that succubi-demononic-hellspawn-femme-fatale-creature-from-another-dimension is enough to make the game AO already!

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This thread really should have had a NSFW warning, Pharacon.

Fedaykin98 wrote:

Good lord, I wouldn't have expected brilliance like that from that nemeslut Quintin Stone!

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Pharacon, that made me snort coffee.

My formerly white shirt thanks you. Not.

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They put grues in Doom 4!?

Excellent!

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firesloth's picture
Location: South Bend, IN

YAWWWNNNN....

(Applause for the excellent screenshot.)

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Location: New York, NY

In quite a departure from previous designs, they're going no-HUD with this one, it seems.

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kuddles wrote:
I guess it was to be expected, but I really hope to god they do something more original with the gameplay. I don't care if it looks better than Crysis, I'm not playing a monster-in-the-closet shooter again.

Tkyl wrote:

I know a lot of people complained about not being able to have a gun and the flashlight out at the same time, but I really enjoyed that aspect. For me it really added to the tension of the game. I would always carry the flashlight, and then switch to a weapon when I saw an enemy and fire at where he "should be".

Frankly, people who complained about that were nuts. It was obviously a specific game mechanic that you couldn't have both at the same time. You're a space marine on Mars carrying 10 guns on your body full of ammo, but that doesn't stop you from running really fast over health kits to restore your health and killing demons from Hell singlehandedly since they can be harmed with regular bullets. But apparently no duct tape is so ridiculously unrealistic.

I didn't have any problem suspending my disbelief re: no duct tape. I just found that mechanic to be incredibly annoying, rather than suspenseful. I understand why they did it, but I think it made the game a lot less fun.

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Tkyl's picture
Location: Somewhere under the rainbow

LobsterMobster wrote:
Tkyl wrote:
That screenshot looks awesome!! It has me so scared already!!

I know a lot of people complained about not being able to have a gun and the flashlight out at the same time, but I really enjoyed that aspect. For me it really added to the tension of the game. I would always carry the flashlight, and then switch to a weapon when I saw an enemy and fire at where he "should be".

Logically, being in a very, very dark place should be a viable gaming experience... but it's not. When we're really in total or even partial darkness we're using most of our senses to navigate, most importantly touch, which is something games still can't really replicate. So until we've got force-feedback bodysuits, dark games aren't tense, just frustrating.

But that doesn't mean that because games can't compare to the real world, things shouldn't be done to increase the tension. I know many many people that were genuinely scared of the game because they would be in nearly complete darkness. They would constantly switch from weapon to flashlight and back again in the span of 2 seconds. One part of them wanted to be able to shoot any monster that comes, the other wanted to be able to see the monster to know where to shoot. And its this choice that was thrust upon them that made the game scary. I realize that a game can't completely simulate real world situations, but that is no reason not to try to come as close as you can.

P.S. There have been many other games that are scary without resorting to this tactic, but that doesn't mean this one isn't viable.

Quote:

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Dear John Carmack,

Few of us enjoy playing a blind janitor who lost his keys cleaning monster closets. Please take that into consideration.

Sincerely,
shihonage.

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Oh, that's some bullsh*t. All they did was re-texture Doom 3.

f*cking pallet swappers.

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Oh, cool. They're doing a sequel to that game about the genetically manipulated virus. I hope they bring The Rock back to star in it again, and I can't wait to see the "Bio Force Gun."

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The Fly wrote:
kuddles wrote:
I guess it was to be expected, but I really hope to god they do something more original with the gameplay. I don't care if it looks better than Crysis, I'm not playing a monster-in-the-closet shooter again.

Tkyl wrote:

I know a lot of people complained about not being able to have a gun and the flashlight out at the same time, but I really enjoyed that aspect. For me it really added to the tension of the game. I would always carry the flashlight, and then switch to a weapon when I saw an enemy and fire at where he "should be".

Frankly, people who complained about that were nuts. It was obviously a specific game mechanic that you couldn't have both at the same time. You're a space marine on Mars carrying 10 guns on your body full of ammo, but that doesn't stop you from running really fast over health kits to restore your health and killing demons from Hell singlehandedly since they can be harmed with regular bullets. But apparently no duct tape is so ridiculously unrealistic.

I didn't have any problem suspending my disbelief re: no duct tape. I just found that mechanic to be incredibly annoying, rather than suspenseful. I understand why they did it, but I think it made the game a lot less fun.


I just didn't use the flashlight, simple as that. There was little point since the enemies moved pretty fast and you could make out stuff well enough to shoot anyway. And I can buy the flashlight mechanic for the guns requiring two hands, but for the pistol? Come on. You'd hold the flashlight in one hand and use it as support for your gun hand. If you're going to do something like that at least try to make it less transparently artificial.

And hopefully they'll have learned that constant darkness is not scary. Having to leave relatively safe areas for monster-infested dark ones are, however. But then, they didn't figure out that you could see through the monster closets in fifteen minutes last time around and filled the game with the same predictable patterns, so I'm not holding my breath.

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1. Nice screen shot, good to see Id using a more varied pallet.

2. After Doom 3 and Quake 4, Id has a lot to make up for. This year marks 7 years since Wolfenstein, and the last truly good game to come from an Id property. Sure, not everything can be quite as groundbreaking as some of what came from that one, but Id owes the loyal fans a top notch game again.

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Nightmare's picture
Location: Northern VA

Tkyl wrote:
Insightful stuff...

Yeah I was actually scared the first couple of times things jumping out of the darkness at me. Problem was, the same mechanic got old pretty quick - it wasn't scary, it was repetitious. And repetitious scary just ain't all that scary, if you follow what I'm saying.

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Location: Ottawa, Ontario, Canada

KingGorilla wrote:

2. After Doom 3 and Quake 4, Id has a lot to make up for. This year marks 7 years since Wolfenstein, and the last truly good game to come from an Id property. Sure, not everything can be quite as groundbreaking as some of what came from that one, but Id owes the loyal fans a top notch game again.

I thought Quake 4 was awesome myself, or at least the single player campaign. Although iD didn't actually make that one.

Your favourite game is over-rated.

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One [hyphenated] word kuddles: turret-scene. And an insanely long one at that.

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KingGorilla wrote:

After Doom 3 and Quake 4, Id has a lot to make up for. This year marks 7 years since Wolfenstein, and the last truly good game to come from an Id property. Sure, not everything can be quite as groundbreaking as some of what came from that one, but Id owes the loyal fans a top notch game again.

Return To Castle Wolfenstein ? I tried playing that recently. It was buggy, brown and boring. Quake 2's single-player campaign remains their unsurpassed masterpiece.

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Location: NYC

Re: the flashlight. I think it's totally fair to bend reality in service of a fun mechanic, but that mechanic shouldn't feel like you're unnaturally hamstringing the player, or preventing them from doing something that they feel like they should be able to do. It's like shooters with no jumping that keep the player penned in with shin-height barriers. It's fine to constrain the player to the level, but it's poor form to do it in a way that emphasizes the unnaturalness of the movement limitations.

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Well played!

Personally, I am not buying it unless Elysium, Rabbit, and Yahtzee all say it is the best thing since Brie.

Doom 3 cemented the idea in my mind that the only thing that iD still makes games for is to have something to demonstrate to potential engine licensees.

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Doom 3 was fun, and Quake 4 was good, but they seemed to be the same. I saw Quake 4 as Doom 3 with more enemies.

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jlaakso's picture
Location: Helsinki, Finland

While I'm a little loathe to admit it considering the common opinion, I actually really enjoyed Doom 3 on the Xbox. I even completed it.

I do expect more the next time around, but it really played to my taste. Very scary, as well, the most lonely I've felt since System Shock 2, really. I loved the way the game changed its whole rhythm and theme in the end with the Soulcube (or whatever the cube thing was called). So yeah, looking forward to Doom 4.

All that said, killer screenshot.

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