5 ms·
I think you are on to something about the impact being forced to use your imagination has. Quake 1 had amazing art direction and each chapter had its own feel b
by phaus 6y ago
I think you are on to something about the impact being forced to use your imagination has. Quake 1 had amazing art direction and each chapter had its own feel because each of them was designed by a different dev following his own ideas.
I think perhaps the biggest reason why Doom 2016 and Doom Eternal don't feel "creepy" like the old games is because they are completely missing the point. The newer games are fun, beautiful, well designed games. However, instead of making a game that captures the essence of Doom its more like a Michael Bay version of Doom. Instead of desperately fighting never ending hordes of increasingly horrifying creatures from hell so you can get out in one piece and save the world, you're an unkillable demigod that's basically dunking on armies of demons for lulz. The whole way the story makes it seem like its a foregone conclusion that you've won. Its not a struggle, its just you punishing the hordes of hell that are powerless to stop you.
Aesthetically they nailed the look of the creatures although as you pointed out less can be more. The sound track is good but at some point the composer was consumed by his own pretentiousness (IMO Dusk's composer that replaced him produces far better "Doom" music). The combat is fun and if it wasn't a Doom game it would still be rightly lauded as one of the best shooters of the generation, but glory kills annihilate the flow of the game IMO and detract from any authentic feeling it may have had. Glory kills feel like shortened, dumbed-down quick time events that you're supposed to spam the entire time you play and quick time events always feel bad.
They are some of the best single player games I've played in years, but I was there with Id since the Commander Keen games and this does not feel like a Doom game to me.
I mean its literally a Doom game, but the franchise has clearly lost something and I feel like a lot of the people that preach about how authentically they captured the experience might be too young to have bothered to play it.
Doom II: Hell On Earth is IMO one of the top 5 games of all time. Quake 1 is also on the list. I hope some day we get proper remakes or spiritual successors that capture not just the aesthetic, but the feel and the point of the original games.
Dusk was a decently sized step in the right direction.
- me_me_me 6y agoDoom scary creepy game? People flipped out when Doom 3 ended up being low light horror game and not a fast paced shooter. Heck the lore of the Doom is that the protagonist is the 'Doom of demonkind'. Its the game where you are not locked in room with demons but they are locked in room with you. > you're an unkillable demigod that's basically dunking on armies of demons That is the 100% the core idea of Doom lore. Tldr: The doom marine was entangled with 'hell' and at some stage was tricked that his dead son could be brought to life by a some demon deal - he came back as twisted undead. Doomguy got really angry and his anger propelled him to destroy all that is hell. > They are some of the best single player games I've played in years, but I was there with Id since the Commander Keen games and this does not feel like a Doom game to me. I have some mixed feelings about Doom Eternal as it sometimes feels like a puzzle and bit gamey. But Doom 2016 is quite literally a modernised version of Doom 1.
- dx87 6y agoYou've got the lore a little mixed up. Doom Guy was mad that the demons killed his rabbit Daisy after they invaded, and ended up voluntarily staying in Hell to kill demons after saving Earth. The Betrayer's son is the one who was resurrected as the Icon of Sin.
- 3np 6y agoI think you just proved their point. Your two minds filled in the blanks completely differently.
- everdrive 6y agoIf you were a child in the 90s, Doom was very scary. I'm not sure if a modern child could be scared by it. >That is the 100% the core idea of Doom lore. That was created specifically in 2016 Doom. Prior to that, Doom didn't really have much of a story.
- Shared404 6y ago> I'm not sure if a modern child could be scared by it. I grew up on N64/Gamecube/XB360, and can confirm that Doom was not scary the first time I played it (about 10 years old).
- everdrive 6y agoIt feels like a generational thing, too. My aunt and uncle showed me the 1932 production of "The Mummy," and it terrified them. They were born in the 40s, and so saw this movie in their teens. (and perhaps even later) I watched it recently, and can't even imagine being scared. I'd like to think that there is both an objective and subjective aspect to this. On the one hand, maybe people just can't appreciate the older styles of art. On the other hand, after being exposed to modern violence, cinematography, and suspense, the old techniques truly do pale in comparison, at least in the visceral, emotional sense.
- jrussino 6y ago
- bitwize 6y ago> However, instead of making a game that captures the essence of Doom its more like a Michael Bay version of Doom. Instead of desperately fighting never ending hordes of increasingly horrifying creatures from hell so you can get out in one piece and save the world, you're an unkillable demigod that's basically dunking on armies of demons for lulz. Doom was structured in such a way that when you started off playing it was practically survival horror, but when you "got gud" you were practically the unkillable demigod. That's what I loved about it: it was so open-ended. It could be that way because its engine was so limited. There were only so many possible level layouts, and only a few different parameters that determined how enemies behaved. Using those, you could construct a combinatoric explosion of battle scenarios that ran the gamut from balls-out arena battle to hunting down enemies in dark narrow corridors and everything in between. Furthermore, the level data was small enough that the entire level, and all objects spawned within it, could live in memory at once. This made each level feel like a living world. Enemies from a faraway part of the level you haven't reached yet can spot you and start chasing and attacking. In Doom 3, Doom (2016), and Doom Eternal, the engine is so unlimited that the designers had to basically pick a playstyle in order to narrow down the solution space, just to get started. Doom 3 opted for a survival horror style while the latter two games opted for a Serious Sam/Painkiller style combat game: move to area, sweep all enemies, move to next area, repeat. They feel more fun and more like Doom than Doom 3 did, but there's still something missing. Not that I blame them for adopting a few modern shooter conventions. Had they made it a total "boomer shooter" I doubt it would have sold as well.
- deleted 6y ago[deleted]