Doom (2016): Even More New Info
10 years ago
General
I just got my hands on the February issue of Game Informer where the new Doom was the cover story, and the article about the game sheds light on a few interesting new details:
No Sprinting - Unless you're using a controller with a thumbstick for more subtle movements, there's only one movement speed in the new Doom, and that's top speed.
Emphasizing Maneuverability as Defense - Id Software was quick to point out in the article that, much like classic Doom, evasion is your best method of survival in the new game. If you try to hide, you'll be cornered and killed, so you have to keep moving. Specific note was made of how enemies are generally all slower than you are, and that circle-strafing is still an effective method of dealing with your opponents. It all sounds pleasingly familiar.
The New Chainsaw Mechanics - The chainsaw seems to always be a one-hit kill now. However, unlike the classic saw, it requires fuel cells to tear through opponents, and the tougher the enemy is, the more fuel cells you'll need to kill it. Whether this means fuel cells are consumable and you'll need to conserve them for tougher enemies, or if getting new cells offers a permanent attack boost to your saw, is still unknown.
Keycards and Exploration Are Back - The old method of having to unlock previously-sealed doors with colored keycards has returned, and some will be optional, netting you bonus items if you backtrack to find all of them.
Character Upgrades and Perks in Singleplayer - Perhaps the most exciting part of the article was the revelation that you can find treasures called "argent cells" that can boost your health, armor or ammo capacity. You can also collect performance upgrades from killing certain high-tier enemies, which boosts things like agility and equipment effectiveness. Finally, you can also acquire runes -- special perks that can be swapped at will to adjust your abilities for the situation at hand, such as slowing time when your health is low, or letting you execute glory kills more quickly. I've always felt that one of the only things that could've improved the classic Doom experience was more ways to permanently enhance your character beyond getting new weapons or finding a backpack, and it looks like this game will finally offer that opportunity.
Enemies Have Weak Points - Some enemies will be more susceptible to damage depending on what zone of their body you attack, so for instance, while a pinkydemon might be well-armored from the front, hopping over it and blasting it in its back will hurt it a lot more.
SnapMap is in Good Hands - Although a lot of people have complained about SnapMap, I'm more excited about it than ever now that I've heard it's being developed by Escalation Studios, a company run by none other than Tom Mustaine. Mustaine is a former TeamTNT member who contributed levels to some of the most well-known classic WADs of all time, including the Master Levels, TNT Evilution, Memento Mori, and Perdition's Gate. If I'm gonna trust anyone with the new Doom's modding tools, it'd be a guy like him. Plus, it seems to be a surprisingly complex editor if you're willing to invest the time into it, with Id demonstrating a co-op survival mode created in SnapMap that lets you purchase new equipment between waves, sounding almost exactly like Killing Floor.
So while I've certainly had my doubts about Doom's modern-day comeback, I've gotta admit that this new article's gone a long way to put them to rest. This might truly be the new Doom I've been waiting for all this time.
Now if they'd just fix that box art... XD
~
No Sprinting - Unless you're using a controller with a thumbstick for more subtle movements, there's only one movement speed in the new Doom, and that's top speed.
Emphasizing Maneuverability as Defense - Id Software was quick to point out in the article that, much like classic Doom, evasion is your best method of survival in the new game. If you try to hide, you'll be cornered and killed, so you have to keep moving. Specific note was made of how enemies are generally all slower than you are, and that circle-strafing is still an effective method of dealing with your opponents. It all sounds pleasingly familiar.
The New Chainsaw Mechanics - The chainsaw seems to always be a one-hit kill now. However, unlike the classic saw, it requires fuel cells to tear through opponents, and the tougher the enemy is, the more fuel cells you'll need to kill it. Whether this means fuel cells are consumable and you'll need to conserve them for tougher enemies, or if getting new cells offers a permanent attack boost to your saw, is still unknown.
Keycards and Exploration Are Back - The old method of having to unlock previously-sealed doors with colored keycards has returned, and some will be optional, netting you bonus items if you backtrack to find all of them.
Character Upgrades and Perks in Singleplayer - Perhaps the most exciting part of the article was the revelation that you can find treasures called "argent cells" that can boost your health, armor or ammo capacity. You can also collect performance upgrades from killing certain high-tier enemies, which boosts things like agility and equipment effectiveness. Finally, you can also acquire runes -- special perks that can be swapped at will to adjust your abilities for the situation at hand, such as slowing time when your health is low, or letting you execute glory kills more quickly. I've always felt that one of the only things that could've improved the classic Doom experience was more ways to permanently enhance your character beyond getting new weapons or finding a backpack, and it looks like this game will finally offer that opportunity.
Enemies Have Weak Points - Some enemies will be more susceptible to damage depending on what zone of their body you attack, so for instance, while a pinkydemon might be well-armored from the front, hopping over it and blasting it in its back will hurt it a lot more.
SnapMap is in Good Hands - Although a lot of people have complained about SnapMap, I'm more excited about it than ever now that I've heard it's being developed by Escalation Studios, a company run by none other than Tom Mustaine. Mustaine is a former TeamTNT member who contributed levels to some of the most well-known classic WADs of all time, including the Master Levels, TNT Evilution, Memento Mori, and Perdition's Gate. If I'm gonna trust anyone with the new Doom's modding tools, it'd be a guy like him. Plus, it seems to be a surprisingly complex editor if you're willing to invest the time into it, with Id demonstrating a co-op survival mode created in SnapMap that lets you purchase new equipment between waves, sounding almost exactly like Killing Floor.
So while I've certainly had my doubts about Doom's modern-day comeback, I've gotta admit that this new article's gone a long way to put them to rest. This might truly be the new Doom I've been waiting for all this time.
Now if they'd just fix that box art... XD
~

FA+

HOWEVER.
The whole "Argent Cell" is a rip-off from Brutal Doom; upgrading health, armor, and ammo from the additional spheres Sgt.Marks originally created. (Red Demon Sphere being more health, red ammo spehere being ammo capacity, and green armor sphere being max armor capacity.)
I know they are trying to still bring back old school doom, and I respect that. But I will never respect them for stealing player created content without consent to the original creators.
I really don't see why anyone would get so upset about the new Doom taking inspiration from Brutal Doom. Games take inspiration from other games all the time. Castlevania: Symphony of the Night doesn't say "With special thanks to Metroid" in its ending credits. Resident Evil doesn't say "Inspired by Alone in the Dark" on the box. Dead Space doesn't say "Based upon Resident Evil 4" in its instruction manual. That's just how game design works most of the time.
Common courtesy recognition takes no longer then a few moments of a developer's time to add into the credits. There is no excuse for the laziness.
That's the extent of what I know, so he might or might not be fine with the lack of recognition.
As long as they end up opening up to providing all mods tools and not just snapmap then I am sure the game will end up fine or least as much as it can be for versatility.
-The project is internally named Zion.
-The engine has a similar architecture to Doom 3's.
-There's a new system named AAS2, which seems to be for collision and area data.
-The CVar and Console Command systems seem to have been merged.
-There is a new weapon named the Mancubus Gland (lol gland getit)
-You can play as a Mancubus in MP (not available at the moment).
-The Mancubus has a heat ventilation system in both SP and MP. It can kill you.
-There are bounce pads.
-There is a new enemy named the Hell Soldier, but is only referenced in two places. Perhaps removed.
-There is a Codex, I assume this is like Doom 3's.
-There are 6 keys. Maybe more.
-The Cyberdemon can be resurrected, dash, strafe, charge attacks, use seeker missiles, evade your fire, use a gigantic scythe, do a ground pound, use missile barrages, and choose between several ammunition types.
-He also has several stages of damage, where his behaviour changes.
-Enemies have pain chances, and multiple states of pain. These are (ordered): twitch, heavy twitch, interrupt, stun, falter, push back, stagger, and knockdown.
-You can modify your BFG. It has: Rapid Fire, Charge Attack, Beam Fire, Spherical Fire, Arc Fire, and Burn Fire. Burn Fire is a flame BFG.
-It also has mods for double damage and increased capacity.
-There is also a new weapon named the Arc Cannon. I do not know anything other than it does splash damage and charges cumulatively.
-Another confirmed weapon is the Lightning Gun, and Damage Shield.
-The Revenant can punch you.
-Still no signs of the Pain Elemental or the Arachnotron.
-Glory Kills can be disabled in PvP.
-The PvP is UAC versus Marines.
-There are unlockable player armor skins in MP, which you can use to customize your player character.
-Player customization consists of helmet, arms (separately), legs, torso, and a base armor.
-SnapMap has a currency named snapCoins. These are not microtransaction bound, and are entirely just to keep you mapping.
-There are a fucktonne of variables you can edit on everything ever in SnapMap.
-There are modding tools named idStudio. These may not be available to the public immediately.
-idStudio is very powerful, with its own scripting, action chaining, map tools, and much more.
-There is a 3-D automap. It is indeed named "automap".
-There are 3 extra difficulties, with Ultra Violence and Nightmare being special modifiers to Hard.
-The game has dynamic difficulty scaling, using some system named "AIC".
It seems similar enough to Resident Evil 4's, so you can just look at that if you want reference.
-Ultra-Violence screws with the dynamic difficulty on Hard, making it really fucking hard.
-Nightmare is ironman mode (from Wolf:TNO) + Ultra-Violence.
-Hell Knights can also wield scythes, like the Cyberdemon.
-These scythes are named Hell Scythes, and are not physical. They have a life span, and when they die they explode into many projectiles.
-They can be thrown, and they can be swung.
-There's a weapon mod named Hell Shrine. Insufficient data to comment further.
-There is a game mode called Hell Gate, where demons open portals to summon more demons and UAC must destroy these gates with bombs. The bombs can be shielded.
-Another game mode is present named Hell Escape, which appears to be something like the game Left 4 Dead, but in more of an arena style.
-There's also a Freeze Tag game mode.
-There are two multiplayer-exclusive (I believe) demons:
The first one is the Harvester, who gains energy by shooting a beam at people and then detonating himself. I am unsure if this is exactly correct.
The second one is the Prowler, who makes creepy ambient sounds, and can perch himself somewhere to gain "Demon Vision" (which internally is referred to as a wallhack, no joke).
Other than that, he basically acts like the Hunter from the game Left 4 Dead.
-Only one thing of note from the game's story:
Phobos is referred to in a single internal string that just contains the name "Phobos" and nothing else. Deimos and Mars are not mentioned internally. There are no xrefs (usages) of this Phobos string, either.
-A summary list of the game's bestiary:
Archvile
Baron
Cyberdemon
Hellified Soldier (ZombieMan?)
Hell Knight
Imp
Mancubus
Pinky Demon
Revenant
Zombie
Laser Soldier
Lost Soul
Cacodemon
Olivia's Guard (?)
Talisman Guard (?)
Cyberdemon (Hell) (?)
Marine
Hellified Shotgunner (ShotgunGuy?)
-Special notes of "Olivia's Guard":
This enemy has an unknown purpose, but has very interesting properties:
It can get into an (amusingly named) "tantrum".
They can select ammunition, so I assume their weapons use some sort of projectile. What kind of projectile they use is not mentioned.
They have a move named "Pool Ball".
In one string, they are referred to as "Olivia's Guards". Note the plural, this could be a recurring enemy and not just a boss.
For those who do not know, Abaddon is the Hebrew name of Apollyon. Apollyon is the Greek name of Abaddon.
This name refers to both a place -- a bottomless pit, a realm of the dead -- and a person -- a fallen angel.
They also have moves called "Recover", "Beam Attack", and "Hammer Enemy".
Abaddon and Apollyon appear to be weapons.
It is possible that Abaddon and Apollyon are actually living weapons, some of these strings refer to them as actual moving entities.
-No useful information on the Talisman Guard (as of yet).
What's TNO's Ironman mode? I never played it.
From what I could gather, in Nightmare, if you die that's it. You're back to the beginning of the game, no saves, no checkpoints... I imagine it's the same going by most Ironman modes in modern games.
Yeah, it's definitely unfair. Yeah, it's harder than it needs to be. But that's what Nightmare means to me, a place / time you have literally no option but to lose. I mean, there's a reason I always implement a bunch of special tricks on Nightmare for my WADs, even adding a special ending in one of them for Nightmare. I don't care less than a tenth of the Doomers will see it, but the ones that do see it deserve it.
I used to have it for my PS4 but now that I have a XBox One I cancelled it on my PS4 and now have it pre-ordered on my XBox One.
No matter what I'll go into the game neutral and might do a Pinballers319 game play if I like it or I might do a I hate the game if I don't like it.
At any rate I'll do some sort of gameplay thing. xD
I have no idea what any of that means, but hopefully you'll have some fun with the game when you get it. XD
I won't be purchasing before seeing good amount of reviews and gameplay videos.
To my opinion, hand to hand execution broke the dynamism of First Person shooters, even when I play Brutal Doom I never use them.
And not enough enemies. In old FPS you had sometimes more than 30 enemies at the same time, now its often 5 at maximum :/