New Doom (Doom 4) Gameplay Video
10 years ago
General
Watch it here.
Well Bethesda had their showing at E3, and with it, finally, a world premiere of the new Doom's gameplay. Here's what I was able to glean from the video. (Minor spoilers regarding gameplay, if you care.) :
-As stated before, there are Brutal Doom-style execution moves that can be performed on weakened, stunned monsters.
-Doomguy appears to be able to double-jump now and climb up onto higher structures. (Ironic, considering he couldn't jump at all before and three-foot-tall impediments stopped him cold.)
-Regen health seems to be gone, but oddly monsters now drop health and ammo when killed sometimes.
-Monster infighting appears to be back. (Actually, it was in Doom 3 as well, but the conditions to cause it almost never occurred during regular gameplay.)
-There are explosive containers you can shoot (of course).
-The shotgun (seemingly with some sort of burst-fire mode), super shotgun, chaingun, rocket launcher, plasma gun, BFG and chainsaw are all back. The chainsaw seems incredibly overpowered now, locking monsters into an animation where they're carved in half. If there were any new weapons, I missed them.
-The imp, hellknight, mancubus, revenant and cyberdemon are all back, and seemingly some other monsters I didn't immediately identify.
-There are multiplayer modes, including traditional deathmatch and cooperative play (it was not made clear if it was a cooperative campaign or merely a survival mode).
-Perhaps most interestingly, there's a built-in level editor called SnapMap which tries to streamline the editing process as much as possible, and allow you to share maps -- both singleplayer and multiplayer -- with friends. I believe this will be a great boon to the game, as the modding community and Doom's relatively easy to learn editors is what's kept the game alive for so long.
UPDATE: A few more things I noticed:
-There is an assault rifle with a scope you can zoom in with.
-There are attachments you can apply to weapons to give them special effects. How long these effects last and if you can store them away for later remains to be seen.
-There are spectres in the game.
-There seems to be no reloading or fall damage (although Doomguy does get stalled from especially long falls).
-The maximum ammo counts for weapons seem rather small, e.g., 20 shells total for shotguns.
That's the story so far...
-
victoriaviper
Well Bethesda had their showing at E3, and with it, finally, a world premiere of the new Doom's gameplay. Here's what I was able to glean from the video. (Minor spoilers regarding gameplay, if you care.) :
-As stated before, there are Brutal Doom-style execution moves that can be performed on weakened, stunned monsters.
-Doomguy appears to be able to double-jump now and climb up onto higher structures. (Ironic, considering he couldn't jump at all before and three-foot-tall impediments stopped him cold.)
-Regen health seems to be gone, but oddly monsters now drop health and ammo when killed sometimes.
-Monster infighting appears to be back. (Actually, it was in Doom 3 as well, but the conditions to cause it almost never occurred during regular gameplay.)
-There are explosive containers you can shoot (of course).
-The shotgun (seemingly with some sort of burst-fire mode), super shotgun, chaingun, rocket launcher, plasma gun, BFG and chainsaw are all back. The chainsaw seems incredibly overpowered now, locking monsters into an animation where they're carved in half. If there were any new weapons, I missed them.
-The imp, hellknight, mancubus, revenant and cyberdemon are all back, and seemingly some other monsters I didn't immediately identify.
-There are multiplayer modes, including traditional deathmatch and cooperative play (it was not made clear if it was a cooperative campaign or merely a survival mode).
-Perhaps most interestingly, there's a built-in level editor called SnapMap which tries to streamline the editing process as much as possible, and allow you to share maps -- both singleplayer and multiplayer -- with friends. I believe this will be a great boon to the game, as the modding community and Doom's relatively easy to learn editors is what's kept the game alive for so long.
UPDATE: A few more things I noticed:
-There is an assault rifle with a scope you can zoom in with.
-There are attachments you can apply to weapons to give them special effects. How long these effects last and if you can store them away for later remains to be seen.
-There are spectres in the game.
-There seems to be no reloading or fall damage (although Doomguy does get stalled from especially long falls).
-The maximum ammo counts for weapons seem rather small, e.g., 20 shells total for shotguns.
That's the story so far...
-
victoriaviper
FA+

Overall it might be a good game. But from the feeling I'm getting from this game, feels like its still not Doom.
Makes me wonder what Sargent Marks IV (Brutal's Creator) thinks of all this.
I'm also really REALLY hoping the whole game isn't just arena combat like the trailer showed, because that'll get boring fast. People forget that classic Doom alternated between smaller skirmishes, claustrophobic and frantic fights in cramped rooms, and large-scale warfare (and quite a few ambush attacks to ratchet up the tension). If it's just "walk into a big room, mow down a horde, go to the next room," I might as well be playing Painkiller.
And let's hope there's some other environments too. Doom 3 already did gray metal techbases and hellscapes. That's all there was in that game. The leaked trailer footage for the cancelled Doom 4 project didn't look very good, but at least rundown city streets and stuff was something different than what Doom 3 had to offer.
So yeah, I'm still hyped -- it's pretty much an uncontrollable bodily response when a new Doom game comes out -- but I'd be lying if I said I was all that pleased. With the modding community making incredible strides with what the original Doom can do, Doom 4 seems somewhat...unnecessary. There's very little this game is doing that Brutal Doom didn't do already. And considering there's over 20 years of add-on WADs you can play with it, Brutal Doom already has way more levels than this game will. XD
I am okay with those kinds of game element, but it definitely isnt for Doom. I dont know what it is they are thinking adding elements that Doom doesnt need.
I know Doom is an old game and that they wanna add something new into it;s mix. but Doom survived many many year without such a thing.
I want to believe that Doom doesnt need such upgrades, and they should've done what they promised: Remaking Doom 1, and leaving it oldschool. But I dont see that in this trailer. Heck, I dont even recognize the area this trailer is in.
According to his Youtube channel, he hates it. He noticed it took 3 point blank shots from the shotgun to kill a single Imp, and 2 shots to kill a Zombie. So, it's well beyond weak in his opinion, if not worse than Doom 3's shotgun. Ditto with the Plasma Rifle, it took a large number of hits to kill the zombies, making it more like an SMG in terms of damage. The biggest worry is the editor. He highlighted what someone posted about it, with the editor having a "Customization Bar" that fills up as you add/change things. Meaning each map has only so much 'space' for being edited. Possibly meaning you could have a large level with absolutely nothing inside it, or a well detailed but tiny map. Unless that bar represents something else entirely, it means modding the game (or maybe just the maps themselves if we're lucky) will be severely limited.
Welp, that's it then. Doom's concept for future gaming development is gone forever. Oh well, least we'll always have Brutal Doom and Complex Doom.
Not sure about the weapons though. The balance seems odd overall: melee seems incredibly powerful, while ranged weapons seem to be lacking punch. Perhaps firearms were weakened to push you more towards melee combat? Or maybe because the game can't display that many monsters at once, the designers wanted to make them capable of surviving longer so they'd be more dangerous in small groups? (And if that's the case, that's a shame, as I'm sure we were all hoping for larger monster counts than in Doom 3, but you really didn't see that in the trailer: Doomguy always seemed to be fighting two or three baddies at once.)
The combat dynamics are killing my fondness too. I really dont like how weak and subtle the weapons look. Most likely they may have done that on purpose to do the whole "Stun & Fatality" stuff. I mean that was fun in brutal doom, but at least you didnt have to stun first. Not to mention in Brutal Doom there were Weapon Fatalities too for committing "Cruel Fatals" for bonus HP. Like when an Imp is just bleeding there, and you shoot his head off.
I dont wanna be forced to use fatalities.
Actually, come to think of it, it reminds me most of Duke Nukem Forever, where you can shoot enemies and they'd eventually be stunned and fall to their knees and you could kick their head off or something. So yeah, taking gameplay ideas from DNF probably isn't such a hot idea. XD
Yeah, this is gradually looking like it might be the weakest Doom entry ever (aside from Doom Resurrection, which I never played). Even the Doom RPG games had more interesting concepts on display than these new Doom trailers.
Honestly though I'm still waiting for the much vaunted Quake 5 that's supposed to go back to the H.P. Lovecraft inspired theme of the first game.
But yeah, that Quake 1 sequel would be really neat to see, especially now that the enemies could be rendered properly and wouldn't be big jumbled messes of low-res polygons. XD
That being said, I hope that some of the mechanics they show in this video can be turned off like enemies dropping items and the executions. It also seems like they made Doomguy more like Isaac Clark from Deadspace or even Master Chief with this double-jumping, super strong, power armor. >_>
However, the gameplay not being scripted raises its own concerns, as it looks like you run the risk of having to wade through endlessly repeated execution animations, and various other segments where control of the player is simply taken away from you. I worry that could get dull after a while. Even the oohs and aahs from the audience quieted down after a few executions played out.
I'm undecided on my feelings about the power armor. On the one hand, it makes sense: In the old games, Doomguy being able to fall endlessly, run super-fast and carry tons of ammo and guns seems like something no normal person could do, so you could easily believe he's got some sort of technology or genetic manipulation that turns him into a super soldier. On the other hand, him sailing through the air and ripping skulls open with his hands kind of ruins the sense of vulnerability you felt in the other games. Doom might not have been the scariest thing ever, but it often tried to instill some sense of dread with the flickering lights and the ambush attacks. Can you really be scared of what's waiting for you down those dark hallways if you can just twist their head off?
I totally agree with you on the vulnerability angle. I think the lack of fall damage and carrying capacity in the classic games was more because of design limitations. Carmack and ID Soft also probably didn't care about making a game in which you murder demons realistic back then. >_>
I'm going to assume that this demo was much like the old Doom 3 E3 demo way back in 2001 or 2002: someone actually stole the demo from the expo and leaked it onto the internet, and it was genuinely playable, but also had various scripted elements that wouldn't make it into the final game, like the hellknight killing you and ripping off your head. From this, we can surmise that the revenant knocking you down and ripping off your arms probably won't happen in the final game, and the cutscenes that show off the guns might be removed or altered, but that the demo as a whole was probably actually playable.
And yeah, stuff like falling damage just wasn't common game design practice back in the early 90's. XD
And he was the only demon that I could recognize...
And I didn't get a ton of Doom vibes from it either. It's hard to put your finger on why. Maybe it's the monotony of doing nothing but wading through cannon fodder enemies who aren't remotely threatening because you're constantly ripping their limbs off. I know people hated on Doom 3 a lot, but I appreciate it trying to create a sinister atmosphere. With this video it's pretty much, "Hey, another room of meatsacks for me to pop."
It actually feels like a completely different game!
Again, I'm still excited about this game, but it's not driving me wild like I wanted it to. I want to play it less because the gameplay footage looked so awesome, but more because I'm hoping there's more to the game than what the video showed.
I wonder if he drops an f bomb when he picks up the bfg.
Game looks alright, althougth im dissapoitned that the plasma gun looks like a assault rifle and sounds like a water pistol toy. Even more dissapointed that almost every monster seem to vaporize in thin air as soon you kill it....
I guess after playing some Brutal Doom V20 i got to high expectations.
On a good side they nicely on the walk path towards what the old game was. they are just not quiet there yet.
I still stand by the belief that ripping off Brutal Doom was probably the best idea for them since the mod is so popular. Best to capitalize on what's successful! XD
And the weak plasma gun, well in the age of CoD a I'm not supriced when no modern designer knows how a plasmagun works. they all focused on realstic reality real live CoD like things... >.> <.<
Also how can a played die from a single reveant? :o at E3 played a noob!
And the death from the revenant at the end of the video was obviously scripted. Doom 3's E3 demo ended much the same way: there was a hellknight that was scripted to kill the player in one hit no matter how much health they had just so they could end the presentation with the player dying.
I still dunno why in doom4 all enemy dissapear when shot dead :(
There's the Doom 3 E3 trailer. Some parts are certainly dark but not all of it. The trailer seemed slower-paced and more moody than the final game.