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DOOM Eternal OT - Raze Hell, update: "Official GeForce RTX 3080 Ti 4K Ray Tracing Gameplay" trailer


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2 hours ago, Bloodporne said:

The reason is that it's been stuck on the N64 with a completely unsuited controller and no ports ever since. 

 

It's a fantastic classic Doom game with wicked level design and an amazing soundtrack.

 

Actually I was thinking of Quake 64 but maybe the game is good in your head, it probably runs like ass in reality.

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DOOM64 was sprites. Quake 64 was polygons.

 

Both were fun back in the day. I assume that DOOM64 has aged better because 3D games from that era are rough.

 

DOOM64 was one of those games I latched onto. I probably beat it 20 times. I played the crap out of it.

 

I actually own a 7 foot by 4 foot giant oversized recreation of the N64 box it was sold in that I got from a Babbages back in the day. It's a prefect 3D replica of the box down to the barcode and everything, only massive. It's in my basement and has a giant devil face in a pentagram on it... my wife hates it and I love it.

 

Doom_64_box.jpg

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2 hours ago, ort said:

DOOM64 was sprites. Quake 64 was polygons.

 

Both were fun back in the day. I assume that DOOM64 has aged better because 3D games from that era are rough.

 

DOOM64 was one of those games I latched onto. I probably beat it 20 times. I played the crap out of it.

 

I actually own a 7 foot by 4 foot giant oversized recreation of the N64 box it was sold in that I got from a Babbages back in the day. It's a prefect 3D replica of the box down to the barcode and everything, only massive. It's in my basement and has a giant devil face in a pentagram on it... my wife hates it and I love it.

 

Doom_64_box.jpg

That's strange Doom and Doom 2 were pseudo-3D rendered games -- using a very basic 3D rendering engine. If I recall correctly, the enemies were Sprites, but the environment wasn't.  I assume you're not suggesting that Doom 64 was entirely sprite based?

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11 minutes ago, AbsolutSurgen said:

That's strange Doom and Doom 2 were pseudo-3D rendered games -- using a very basic 3D rendering engine. If I recall correctly, the enemies were Sprites, but the environment wasn't.  I assume you're not suggesting that Doom 64 was entirely sprite based?

No, he isn't, he just meant the objects. Doom 64 is a modified/enhanced engine of the original Doom engine as far as I recall reading. It allows some slightly more 3D shit I believe like some bridges maybe? 

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  • 3 months later...

Doom Eternal is a relentless assault of ferocious ultraviolence (PC Gamer)

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Fast, brutal, and metal as hell, this is the most gleefully manic FPS since 2011's Bulletstorm.

 

After playing Doom Eternal for three hours, here’s what we liked—and what we didn’t (PC Gamer)

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Last week, Bethesda and id Software invited us to play a big, polished chunk of Doom Eternal, the loud, lavish sequel to the superb 2016 reboot. This demo contained the first 2-3 hours of the game, which Andy and Wes both played. Wes loved it; Andy enjoyed it, but had some concerns. So here’s a casual discussion about what they played, what they liked, and what they didn’t as much. Let’s rip (and tear) into it. 

 

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26 minutes ago, skillzdadirecta said:

I'm definitely interested in Doom Eternal but after the game breaking mess that is Rage 2, I think I'm gonna hold off for a bit to make sure this game isn't a glitchy bug ridden mess like most Bethesda games.

I think it’s more reasonable to expect it to perform like DOOM did, which is to say buttery smooth. 
 

The previews that are out now are from builds of the final game. I think they’re just polishing the hell out of it. 

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2 hours ago, skillzdadirecta said:

I'm definitely interested in Doom Eternal but after the game breaking mess that is Rage 2, I think I'm gonna hold off for a bit to make sure this game isn't a glitchy bug ridden mess like most Bethesda games.

Rage 2 came from Avalanche, while Doom Eternal is from iD.  I'm not sure I've ever seen a glitchy bug-ridden mess from iD.

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Eh, Doom 2016 ran like garbage on my old 670 machine, which handles most games of the time relatively well. That said, I don't think there is any reason to be concerned about the performance of Doom Eternal if you have a computer that can handle other modern games.

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Doom Eternal is like Evil Dead 2 made on an Avengers-sized budget (Polygon)

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There’s“There’s a Saturday morning cartoon quality to the tone of everything,” Hugo Martin, Doom Eternal’s creative director, said to begin our interview. “Because, I mean ... it’s Doom.”

 

And he’s right. That’s it. I had just played nearly three hours of the new Doom — the sequel to id Software’s 2016 gem, which was both my personal, and Polygon’s collective, game of the year — and had a smile glued to my face the entire time.

 

Doom Eternal hands-on: can id's next game possibly live up to expectations? (Eurogamer/Digital Foundry)

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Overall, I'm excited about this one. There's progression in all areas without taking anything away from what made Doom 2016 so special. In fact, it's both surprising and gratifying to see id push the structure of the game forward as much as it has here. Yes, the id Tech 7 revamp delivers exceptional results - particularly in terms of sheer detail - but coupling this with a much wider scope makes this feel much more like an actual sequel. Obviously, there are still many questions to answer, like how the current-gen consoles cope with the game, especially the Xbox One S. As things stand though, this preview of one of my most eagerly awaited games of the year did not disappoint - and I can't wait to see more.

 

DOOM Eternal is anything but a "dumb shooter" (VGC)

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Nuance and complexity are not something you would have historically associated with Doom, but 2016’s slick, pulse-raising reboot put a bloodied boot to any suggestion the FPS forefather would forever be known as a ‘dumb shooter’.

 

Doom Eternal: What We Think of the First 3 Hours (IGN)

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It’s going to take a lot to top the heavy metal masterpiece that was the single-player campaign of 2016’s Doom, but three hours of hands-on time with its follow-up would suggest that Doom Eternal is rocking the right kind of riffs. Its environments are more open and densely packed with secrets, its enemy types more nuanced in their strengths and weaknesses, and its reworked combat loop is more cerebral but no less adrenaline-charged; consistently taxing your brain while still encouraging you to bang your head.

 

Doom Eternal: The First 3 Hours Throw More At You Than All Of Doom 2016 (Gamespot)

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When you see Doom Eternal in action, it's abundantly clear that id Software is doing a whole lot more than making another Doom 2016. It has gone wild with new tools of destruction and platforming mechanics, and unforgiving combat is the adrenaline pumped through its veins. Creative director Hugo Martin admits, "You've seen more in the first two-to-three levels in this game than you do in the entire Doom 2016, without question." And after getting my hands on Doom Eternal's first three hours, I'll tell you: he's not wrong.

 

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  • 2 weeks later...

Battlemode is indeed the multiplayer mode for Doom Eternal. Shame there won't be any deathmatch since I thought they would have made a better competitive multiplayer mode since they didn't develop the multiplayer in-house for the last game, but this does look fun. 

 

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