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  1. #1
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    Doom Gameplay Unveiled at QuakeCon 2014

    From IGN, no actual gameplay unfortunately as recording was not allowed but they did list what they saw:

    At QuakeCon today, Id Software showed gameplay of the next installment in the Doom franchise, simply titled Doom, for the very first time after teasing it at E3 this past June.

    The game has been a long time coming, with it being first mentioned at QuakeCon way back in 2007 by John Carmack, id co-founder and then-lead developer for the company. Recording of any kind was prohibited at the event, but there was a lot of information to process during the 20-minute-long gameplay demo. Here are a bunch of the highlights:


    • Fast-paced combat against multiple enemies at once - Doom 3 this ain't.
    • Set outside a massive UAC research facility on Mars as it's being invaded by the forces of Hell.
    • Hellknights, cyberdemons, revenants, mancubii, and other classic monsters were spotted throughout the demo.
    • Classic Doom weapons, including the fan-favorite double-barrell shotgun return. Plasma rifle, rocket launcher, andthe good old chainsaw were also shown off.
    • Go fast. "Doom is not about about taking cover" said executive producer Marty Stratton.
    • Doom is powered by IdTech 6, and will be for PC, PS4, and Xbox One. They are "committed" to 1080P at 60 frames-per-second.
    • Wonderfully gory close range executions, including special ones for dropping down on enemies from above.
    • Revenants now have jetpacks and can hover about while firing rockets at you.
    • At least one weapon, the combat shotgun, has an alternate fire mode, which allows you to charge up and release multiple shells in rapid succession.
    • Sprinting, double-jumping and mantling are all possible, making for very fluid motion during combat.
    • Enemies can teleport in for old-school style ambushes
    • Dying results in a crazy fatality scene depending on what killed you a la Dead Space. Revenants rip your arms off and punch straight through your combat helment.
    • Old school mechanics. No reloading your clip, hold as many weapons as you want, health and ammo pick-ups etc. NO REGENERATING HEALTH.


    Executive producer Marty Stratton took the stage prior to the gameplay demonstration to introduce the philosophy of Doom, which is to be as true as possible to the fast-paced combat, and sense of power of the originals. He didn't call Doom 3 out specifically, but he made it very clear this was a return to Doom's roots. The word "origins" slipped out, though he didn't explicitly state Doom would be an origin story.

    No new details were shared about beta or release timing. Anyone who pre-ordered Wolfenstein: The New Order will have access to the beta for Doom, but no comment was made about when players might be able to start fragging quite yet.
    Can't wait for another Doom as I loved the last one and I bet this game is going to look EPIC!!
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  2. #2
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    Old school mechanics are awesome. Games need to go back to that style, the cod way sucks

  3. #3
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    I'm excited. Sounds awesome.
    "The biggest adversary in our life is ourselves. We are what we are, in a sense, because of the dominating thoughts we allow to gather in our head. All concepts of self-improvement, all actions and paths we take, relate solely to our abstract image of ourselves. Life is limited only by how we really see ourselves and feel about our being. A great deal of pure self-knowledge and inner understanding allows us to lay an all-important foundation for the structure of our life from which we can perceive and take the right avenues.

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    Ohh yea Quakecon is on. should be soem Quake Duel action going on.

    http://www.twitch.tv/QuakeCon

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    Day 1

  6. #6
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    Sounds like they went the old school route like Wolfenstien. That was one of the nest shooters in years. Can't wait to see what id can do with Doom.




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    Quote Originally Posted by PS4freak View Post
    Sounds like they went the old school route like Wolfenstien. That was one of the nest shooters in years. Can't wait to see what id can do with Doom.
    Loved every minute of that game, so much fun.

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    Quote Originally Posted by PS4freak View Post
    Sounds like they went the old school route like Wolfenstien. That was one of the nest shooters in years. Can't wait to see what id can do with Doom.
    Actually, I felt Wolfenstein was still too much of a typical modern shooter experience. It was very scripted and story-driven, and the player was encouraged to use cover often due to the partial health regeneration, small clip sizes, damaging attacks from armed enemies (most of which were armed), and items that required the player to click on them individually (instead of simply moving on top of them).

    I'm glad that Doom 4 is trying to keep the player in the fight by doing the following:

    -No health regeneration
    -Health can be gained by killing enemies
    -No reloading
    -Fast movement and strafing speed
    -Very few armed enemies


    I just hope the level design and overall gameplay progression isn't too linear or scripted. It doesn't seem like it, but we don't really know yet.

  10. #9
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    Hopefully this meets the hype and expectations.




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    Some more impressions from two members over at DoomWorld:

    Quote Originally Posted by GoatLord
    Let's get right to the point. No questions were taken and very little was said. About 10 to 15 minutes were shown on a PC with someone playing live. The following are my observations, presented as objectively as I can manage:


    • Doom is a remake of the original set on Mars, though additional locations seem likely.
    • The two maps that were shown resemble Doom 3, but are much more expansive, open and busy.
    • The player's helmet provides overlayed information, replacing the static HUDs of the previous games.
    • Early on, the player rips the arm off a dead marine and uses his hand to access an otherwise restricted area.
    • The combat uniform looks very high tech and facilitates melee attacks, such as crushing an enemy's head.
    • Nearly all enemies shown appear to have cybernetic elements, though they are equally as organic.
    • The layouts encourage jumping, with the player leaping very high and gracefully.
    • Barrels create enormous explosions.
    • The first map had a geo-thermal theme, with lots of sparks and lava. The doors use the classic sound and eveven look the part. Cargo ships or possibly drones could be seen flying in the distance.
    • The second map featured a slightly hellish area that felt very Doom 64-ish, complete with hanging body parts.
    • Player movement ranges from creeping slow to very fast, less so than Doom 1 but way more than Doom 3.
    • The most human looking enemies looked very grotesque and used weapons that resembled light beams and possibly concentrated fire.
    • The chainsaw, pistol, shotgun, super shotty, rocket launcher and plasma rifle were shown. No sign of reloading or alt fire.
    • Enemies react to where they're hit. Many gibbed in a variety of ways depending on the weapon. The chainsaw in particular tore zombies down the middle in an extremely brutal and visceral manner, and it was different every time.
    • The revenant has a jet pack and killed the player by ripping his arms off and beating him to death.
    • The mancubus had an extremely gruesome death involving having a piece of its gut shoved down its throat.
    • Every weapon seemed to haves lot of power to it. The shotguns have a very good range.
    • Sound effects were punchy and meaty. The music combined dark ambient and indusrial. No sign of metal or guitars, period.
    • The overall visual style is very detailed and resembles all of the Dooms, with a lot of Doom 3 thrown in, but with far more going on.
    • The player can jump on top of enemies and perform brutal melee attacks.
    • As for comparisons to Brutal Doom, the blood and gore is very extreme, but appropriate within the context of the combat. The mellee attacks never slow down gameplay and happen within the POV in a couple seconds.
    • Each enemy looks unique and the classics are recognized easily. The cyberdemon was shown at the end, but no combat ensued.
    • There is an implication that the monsters are UAC experiments gone wrong.
    • No sign of help from NPCs.
    • Graphics aren't groundbreaking, but does look much better than Rage and significantly better than TNO. Overall, they're true to the gritty industrial tendencies of the series, complimented by very moody use of light and shadow.
    • The game will have multiplayer and eill appear on XBOX1, PS4 and PC with a promise of 1080p 60FPS.
    Quote Originally Posted by Caffeine Freak
    Marty Stratton, executive producer of the game, said that it begins just outside of an outpost on Mars at the beginning of a demon invasion. He said there's more to the story, but that was all they were going to disclose at this point.

    First off, I can confirm that what we were shown was NOT a pre-recorded demo, it was real-time game play that an id employee was playing on stage. As for the basics, I can't confirm or disconfirm whether there was regen health. I don't recall him picking up a lot of health, and the player HUD was mostly obscured by the head of the person sitting in front of me. There was a weapon wheel graphical display on the screen of the player helmet, and the HUD also notified him of things like atmospheric changes and on one occasion, a 'detected threat' (an enemy that had already come into view.) No cinematics at all from what I saw, with the possible exception of the very end of the demo (more on that later). There were a couple points where the control was briefly taken from the player, such as when he was hoisting himself up onto a ledge that he'd jumped up to grab. Most of the classic weapons made appearances: the pump shotgun, the double barrel, the plasma rifle, rocket launcher and chainsaw.

    Graphics wise, it was mostly comparable to what was seen in the teaser. Some of the particles seemed a bit unfinished, but there were so damn many of them flying around at once that it made it pleasing to look at. Texture resolution is definitely a big step above what we've come to expect from id Tech 5, although since Marty said they're now onto id Tech 6(66) it definitely seems they've made tech changes. Much more specular maps and reflective glimmers on surfaces than in Rage or Wolfenstein.

    The player started off in one of those old airlock rooms, where he did this fancy little tossing and catching of his space helmet in his hands before putting it on. $#@!ing splendid animation right there. Great animation all around in the rest of the demo too. The player walks out into this vast cavernous area, and below him is a huge pool of either lava or molten steel. He was walking on a series of walkways that seemed to network to a central hub. Basically, think of a sci-fi type installation set inside Mount Doom. Design of the space installation was very reminiscent of the incredibly detailed intricate geometry from Dead Space, and the dank corridors from Aliens. Also reminded me of the final level from Rage, as far as the high tech sci-fi detail and designs went. This design integrity was pretty consistent throughout the demo, coupled with
    some more industrial type areas, and beautiful alien terrain. All in all, gorgeous environments.

    So after maybe a couple minutes of quietly wandering around the walkways, he starts encountering enemies, in the form if possessed marines using weapons and Imps that seemed even more acrobatic and reflexive than in Doom 3. Overall, combat in the game seemed challenging, and not just because of the number of enemies, but because of how spaced apart they were. The multi-leveled nature of the outdoor environment, coupled with the many large crates and other props later on, made it easy for enemies to attack from many different angles. All the enemies that made appearances have already been detailed, so I won't waste any time talking about those. They were easily recognizable without being anywhere close to mirror copies of the originals or the ones from Doom 3. Overall, the enemy designs were closer to Doom 3.

    Don't remember how much deformable geometry there was, but procedural damage on enemies was abundant. As mentioned, the player was able to perform 'finishing moves' on enemies, mostly Imps, which involve head stomping, limb tearing, innard gouging, and probably four or five beautiful executions with the chainsaw, during a segment where he tore through a line of Imps. Shotgun and double barreled shotgun could blow chunks off enemies, and in one case, blew an Imp right in half.

    All this makes it sound like endless combat, but it wasn't. There were quiet, tense moments as well, such as a sequence where the player has to open a biometric scanner. He does so by tearing off the arm of a nearby corpse and scanning it. This leads me to believe there will be puzzle solving here, at least on some level. Objects of importance were not highlighted or anything either, which was good.

    There was another sequence where he walked through a decimated corridor with walls caved in and wires and pipes hanging everywhere, with holes and gaps in the floor. There were bodies and pieces of bodies dangling everywhere, among glowing pentagrams. No enemies, just ominous atmosphere here.

    Speaking of atmosphere, it seems like they're going with a mix of soundtrack and ambient industrial soundscapes here. A bit reminiscent of Doom 64.

    I don't remember there being no reloading, not sure where that came from.

    There was a certain strange feeling I had during the demo, like something was out of place. About halfway through, I realized what it was: I NEVER see a game with this type of visual realism where the player can move and maneuver at this speed. Make no mistake: the fast guy from the id Tech 1 games is back, except his freedom of movement is closer to Quake 3 Arena. (No, this is NOT a parkour game, and the movement is not that exaggerated or overpowered, I'm just using the comparison to give you a better idea.) The enemies are faster too, but the player is faster still. The player speed and the type of graphical realism are like two different things your brain is not used to processing together in modern games, or at least that was my thought on it.

    The end of the demo happened when the player opened a big door to see the cyber demon from the teaser, which grips the door frame as it leans into the camera and roars. Cue the fade back into the Doom title screen.

    The only things I didn't really like was that there were ammo and item pickups spraying from enemy bodies that were highlighted (the only instance I can think of where items were highlighted.) I bring that up because it was the only thing I saw that really seemed out of place to me. Certain elements could use work, sure, like some of the sounds from enemies being given a bit more variety. The only major graphical elements that I could think of that were missing were things like lens flares and crepuscular rays from clouds(both a bit understandable, given the environment).

    So what are my overall impressions? If this demo is indicative of anything, we've got a pretty spectacular game coming. There were times during the demo where I was just saying '$#@!, $#@!, HOLY $#@!', and I have the feeling I'll be doing it again when I play it.

  12. #11
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    I'm worried since none of the original people are part of id Software anymore. They all left.

    :/

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    Quote Originally Posted by KungMartin90 View Post
    I'm worried since none of the original people are part of id Software anymore. They all left. :/
    Its not that hard to make a good Doom game and it sounds like everything Doom fans want is there.

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    Quote Originally Posted by Ixion View Post
    Actually, I felt Wolfenstein was still too much of a typical modern shooter experience. It was very scripted and story-driven, and the player was encouraged to use cover often due to the partial health regeneration, small clip sizes, damaging attacks from armed enemies (most of which were armed), and items that required the player to click on them individually (instead of simply moving on top of them).

    I'm glad that Doom 4 is trying to keep the player in the fight by doing the following:

    -No health regeneration
    -Health can be gained by killing enemies
    -No reloading
    -Fast movement and strafing speed
    -Very few armed enemies


    I just hope the level design and overall gameplay progression isn't too linear or scripted. It doesn't seem like it, but we don't really know yet.
    You could play it like that, but the way the health system works you can also overcharge the health and rush the enemies rambo style and since the movement is so fast you can out dodge their attacks.
    I can see if you played it cowering behind cover like a cissy girl you would think it is a typical shooter.
    Last edited by keefy; 07-19-2014 at 09:25.

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    Quote Originally Posted by keefy View Post
    You could play it like that, but the way the health system works you can also overcharge the health and rush the enemies rambo style and since the movement is so fast you can out dodge their attacks.
    I can see if you played it cowering behind cover like a cissy girl you would think it is a typical shooter.
    Even when I did try and play it that way, I thought it wasn't fun. Because like you said, you'd have to constantly pick up health and ammo as you're running around, and yet the game makes you click on each item manually. You can't just run over and collect the loot like the original Doom, for example. It just felt jarring to run around and constantly look down and rapidly click on a bunch of $#@!.

    Also, let's not forget the fact that the game restricted your weapons often and forced you to play stealthily. That's another reason why it felt typical. Overall, it was a very directed and controlled experience.

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    The armour pick up system did annoy me too, but apart from that the fast, hectic game play I loved. That is my style and pretty much how I play all FPS games whenever possible because I find waiting crouched behind a wall boring.

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    Quote Originally Posted by keefy View Post
    I find waiting crouched behind a wall boring.
    As do I.

    But since Wolfenstein tried to accommodate both styles of play, it didn't excel in either. Which is why I'm glad Doom 4 is going balls out.

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  19. #18
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    Quote Originally Posted by KungMartin90 View Post
    The comment section of this video is disgusting.

    All these fat basement nerds chucking a tantrum over a 10-minute gameplay demo. They should be shot.



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    Quote Originally Posted by Wrath View Post
    The comment section of this video is disgusting.

    All these fat basement nerds chucking a tantrum over a 10-minute gameplay demo. They should be shot.
    Welcome to the internets.




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    Quote Originally Posted by PS4freak View Post
    Welcome to the internets.
    That's exactly why gaming still hasn't been approved of by the general public - too many psychotic maniacs.



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    Quote Originally Posted by Wrath View Post
    That's exactly why gaming still hasn't been approved of by the general public - too many psychotic maniacs.
    Its not that. ITs still seen as childish by most over 50. When I was a kid video games were targeted towards kids and the consoles were always placed in the "toys" section of the catalogues and department stores.

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    Yea the comment section is kinda sad. But the video is funny.

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    Quote Originally Posted by Wrath View Post
    That's exactly why gaming still hasn't been approved of by the general public - too many psychotic maniacs.
    That's the internet, rather than just gaming alone.

    And I'd say that's exactly the response ID wanted. Generating so much anger for not seeing the new DOOM will add to the buzz.

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    Yeah that is a very $#@! move.




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    GameTrailers Bonus Round is up.

    It includes Pete Hines from Bethesda, so he gives some interesting insight on how they approached this new Doom game. I was glad to hear him say that it's OK for some games to just be about fun, rather than always needing a sense of morality and an in-depth story.

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