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Stux
Nov 17, 2006
Probation
Can't post for 12 hours!

American McGay posted:

Really? You spend 80% of your time platforming between various highlighted environment objects and managing resources by performing melee/chainsaw kills. It didn't really feel like a shooter to me.

agreed, platforming puzzles and managing resources have never been fps staples, just look at cod

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Professor Beetus
Apr 12, 2007

They can fight us
But they'll never Beetus
Yeah, I played Doom 64 today and I was like "this isn't an fps, it's a maze game where you sometimes have to shoot things"

Real hurthling!
Sep 11, 2001




the tombraider "bumpy climb wall" based level design is not my fav. the first 3rd of the game is lame vs the rest when they loving lay off and let you shoot more stuff

Stux
Nov 17, 2006
Probation
Can't post for 12 hours!
yeah i dont like the bumply wall climbing but its def very fps to have extremely pointless and annoying platforming

Real hurthling!
Sep 11, 2001




Turok eternal

LIVE AMMO COSPLAY
Feb 3, 2006

Stux posted:

yeah i dont like the bumply wall climbing but its def very fps to have extremely pointless and annoying platforming

It used to be considered bad though.

Stux
Nov 17, 2006
Probation
Can't post for 12 hours!

LIVE AMMO COSPLAY posted:

It used to be considered bad though.

when has that ever stopped anyone

MeatRocket8
Aug 3, 2011

Doom Eternal looks beautiful and runs like a dream. Not bad for a $300 box.

Barudak
May 7, 2007

Doom Eternal feels like an FPS game that takes significant design cues from character action games where encounter approaches and concepts are cross useable.

I unironically want more playable characters and a scoring system

Stux
Nov 17, 2006
Probation
Can't post for 12 hours!
someone needs to say what the design cues are in specific terms

Twerk from Home
Jan 17, 2009

This avatar brought to you by the 'save our dead gay forums' foundation.

Barudak posted:

Doom Eternal feels like an FPS game that takes significant design cues from character action games where encounter approaches and concepts are cross useable.

I unironically want more playable characters and a scoring system

I really like scoring systems in FPSes but haven’t seen it much other than Bulletstorm.

I guess L4D had score, kind of?

Barudak
May 7, 2007

Stux posted:

someone needs to say what the design cues are in specific terms

Enemy encounter design focuses on timing based dodges and double jumps to manage arena enemy encounters with mostly melee and gap closing foes who you are similarly encouraged to close the distance with using a wide variety of quick swapping weapons with unique functions, with one in particular providing further mobility options. Enemies in even regular encounters will be durable enough that you will lilely be forces to change your footing and focus while fighting them rather than staying locked in on only that enemy. While most weapons dont have true combos (a couple do), you are encouraged to create combos using your static equipment and your main weaponry. You get slick, quick and damage dealing takedowns available if you work over enemies correctly and there is an enemy where you need to learn counter timing and spacing in order to defeat.

For many people, myself included, it creates a similar feeling to playing DMC and doing maneuvers like devilarming to a foe, dumping blue queen into it, then doing buster on it to finish it off. It may not for everyone, especially if scoring system, lengthier single weapon combos, and melee as the primary damage vector are what you associate with the genre. To say nothing of not being third person, of course.

Twerk from Home posted:

I really like scoring systems in FPSes but haven’t seen it much other than Bulletstorm.

I guess L4D had score, kind of?

Its been done a couple times in 3rd person shooters but not very well. The Club is the one that pops to my mind immediately and none of these really worked because they miss the speed and ability to shift focus and move that character action games have. Low enemy durability is another issue, its difficult to feel like you are doing much interesting when a couple bullets is all it takes.

Bulletstorm in particular is frustrating because its basically just a standard shooter that they added scoring to but you dont have the mobility or durability to really purposefully take advantage of it.

Barudak fucked around with this message at 04:28 on Apr 9, 2020

RBX
Jan 2, 2011

Yeah I don't have the game but from everything I've seen it looks like Doom and DMC had a baby with light inventory management. Which sounds loving great. I always played FPS games like a DMC game where I wanted to kill poo poo and look cool doing it. It also has a very Quake feel so I can understand why someone would be a little miffed that it's not just "Doom". They did so well with 2016 maybe they felt like if they just did a straight sequel to it they'd get flak.

EDIT: Totally agree on Bulletstorm. Liked the game, loved the concept, but it had that UE3 stiffness. Would've loved if the sequel had been made.

Stux
Nov 17, 2006
Probation
Can't post for 12 hours!

Barudak posted:

Enemy encounter design focuses on timing based dodges and double jumps to manage arena enemy encounters with mostly melee and gap closing foes who you are similarly encouraged to close the distance with using a wide variety of quick swapping weapons with unique functions, with one in particular providing further mobility options. While most weapons dont have true combos (a couple do), you are encouraged to create combos using your static equipment and your main weaponry. You get slick, quick and damage dealing takedowns available if you work over enemies correctly and there is an enemy where you need to learn counter timing and spacing in order to defeat.

For many people, myself included, it creates a similar feeling to playing DMC and doing maneuvers like devilarming to a foe, dumping blue queen into it, then doing buster on it to finish it off. It may not for everyone, especially if scoring system, lengthier single weapon combos, and melee as the primary damage vector are what you associate with the genre. To say nothing of not being third person, of course.

its quake, thats all quake stuff. sorry to say this but quake did come out before dmc.

Fuligin
Oct 27, 2010

wait what the fuck??

Stux posted:

its quake, thats all quake stuff. sorry to say this but quake did come out before dmc.

its not quake

Stux
Nov 17, 2006
Probation
Can't post for 12 hours!
its quake with doom enemies and a dash for mobility instead of strafe jumping acceleration and a double jump instead of relying on rocket jumps and plasma climbs

Barudak
May 7, 2007

Stux posted:

its quake, thats all quake stuff. sorry to say this but quake did come out before dmc.

Quake has neither a dodge nor a double jump, no intended mobility tied to weapons, and no reason to ever get close to enemies much less switch weapons beyond ammunition concerns. There are no combination maneuvers in combat and encounter design tends towards intermittent enemies to provide an ongoing sense of progression and resources rather than mixed fights to take advantage of your toolset nor is there anything approximating grapples/finishing maneuvers.

Haptical Sales Slut
Mar 15, 2010

Age 18 to 49
How stupid would I be if I opted to get DOOM ETERNAL for xbonex instead of my pc?

Cons:
loving gamepad vs kb:m?

Pros:
5.1 surround sound
4K HDR
PC is 1080p 60hz old rear end poo poo but with a 2070s

Wait does this loving game support HDR this time?

Barudak
May 7, 2007

It runs really nice on a BoneX but, as always, a higher end PC will run it prettier. The bigger issue is Doom Eternal had higher enemy counts and expectations of switching between targets that makes me feel like on higher difficulties gamepad players will have an uphill climb

Haptical Sales Slut
Mar 15, 2010

Age 18 to 49

Barudak posted:

It runs really nice on a BoneX but, as always, a higher end PC will run it prettier. The bigger issue is Doom Eternal had higher enemy counts and expectations of switching between targets that makes me feel like on higher difficulties gamepad players will have an uphill climb

Good to know, thanks! I got Doom 2016 on xbonx and I felt it was snappy enough most of the time.

FastestGunAlive
Apr 7, 2010

Dancing palm tree.

Barudak posted:

Quake has neither a dodge nor a double jump, no intended mobility tied to weapons, and no reason to ever get close to enemies much less switch weapons beyond ammunition concerns. There are no combination maneuvers in combat and encounter design tends towards intermittent enemies to provide an ongoing sense of progression and resources rather than mixed fights to take advantage of your toolset nor is there anything approximating grapples/finishing maneuvers.

Youre right, doom eternal is a titanfall-like

Jezza of OZPOS
Mar 21, 2018

GET LOSE❌🗺️, YOUS CAN'T COMPARE😤 WITH ME 💪POWERS🇦🇺
how good would a quake remake with a double jump be tho

Real hurthling!
Sep 11, 2001




Stux posted:

its quake with doom enemies and a dash for mobility instead of strafe jumping acceleration and a double jump instead of relying on rocket jumps and plasma climbs

lovely quake

Barudak
May 7, 2007

Malcolm Turnbeug posted:

how good would a quake remake with a double jump be tho

Doom 4 was that but with a better set of weapons and enemies, so around that good.

Stux
Nov 17, 2006
Probation
Can't post for 12 hours!

Barudak posted:

Quake has neither a dodge nor a double jump, no intended mobility tied to weapons, and no reason to ever get close to enemies much less switch weapons beyond ammunition concerns. There are no combination maneuvers in combat and encounter design tends towards intermittent enemies to provide an ongoing sense of progression and resources rather than mixed fights to take advantage of your toolset nor is there anything approximating grapples/finishing maneuvers.

quake is a very old game before we had a real concept of mobility in shooters, but for its time it was insanely mobile, and was more mobile than even eternal in a lot of ways. part of that was down to some unintentional mobility like with strafe jumping (which was only unintentional for quake 1, the later games all kept it up to and including champions). some was down to actually very intended mobility, mostly tied to weapons (even quake 1 has a secret which requires a grenade jump to reach).

quake 1 was in fact exactly like how doom eternal approaches combat as it was very focused on melee and projectile enemies, and on making the player keep within effective range without being hit, to the point of it being extremely arguable that the marauder is basically a q1 death knight on steroids. they even look similar. to say there is no reason to switch weapons in quake beyond ammo concerns is literally comical. to say there is no reason to ever get close to enemies is even more so. quake 1 alone you have the two shotguns, the two nailguns, thunderbolt, grenade launcher and rocket launcher which all have clearly defined effective ranges and situations for use. you even have stuff like the shambler having a resistance to explosives, forcing you to switch to another weapon to deal with them. also literally half of the games weapons are close range! there are combos between weapons and this concept is so ingrained in quake that the q3/live/champions announcer yells the words "Combo Kill" constantly for pulling off weapon combos with the railgun, and there are plenty of other options to mess around with.

the eternal arena design is very literally small slices of areas you would expect to see in quake mp arenas. moving around them feels exactly the same and the logic of how the arena should flow is second nature the moment you start playing because its so on the nose with it. it even has hundreds of boost and jump pads everywhere.

quake however does lack finishing moves.

edit: lol before i forget i just remembered quake 2 mp has a grappling hook as well

edit edit: and in a quake 1 mission pack!!

Stux fucked around with this message at 06:01 on Apr 9, 2020

Stux
Nov 17, 2006
Probation
Can't post for 12 hours!

its better than 2016 so far and i loved 2016

Jezza of OZPOS
Mar 21, 2018

GET LOSE❌🗺️, YOUS CAN'T COMPARE😤 WITH ME 💪POWERS🇦🇺

Barudak posted:

Doom 4 was that but with a better set of weapons and enemies, so around that good.

please respect the numbering system of Doom

Barudak
May 7, 2007

Malcolm Turnbeug posted:

please respect the numbering system of Doom

Doom 65, then?

Professor Beetus
Apr 12, 2007

They can fight us
But they'll never Beetus
If you have game pass, don't sleep on Lonely Mountain Downhill or whatever it's called. It's a neat little game where you ride a mountain bike down mountain trails and try not to die horribly. I've been playing it as my wind down game the last few nights but it's fun and addictive in it's own right if you like time trial challenge based games. The riding is a little quirky because you have a pseudo isometric camera view and the turning is oriented to however your bike is facing (although I think there are other options, I'm just using default controls) and you sometimes have to navigate your bike behind objects without crashing. It's got lots of unlockable challenges and the sound design is fabulous, lots of nice chill mountain sounds to appreciate of you're like me (and a ton of other people) and have been stuck in your house for weeks on end.

Unrelated it felt real good to get back in the saddle in Dark Souls 3 and help some ransoms take down Vordt for the first time.

Quantum of Phallus
Dec 27, 2010

lmfao "Doom Eternal isn't an FPS", the galaxy-brain takes in this thread are amazing

Zat
Jan 16, 2008

ErrEff posted:

Here's the thing: Quake wasn't an FPS either.

Yeah, the only term anyone used back then was "Doom clone"

Martman
Nov 20, 2006

where are all the second person shooters

Quantum of Phallus
Dec 27, 2010

Martman posted:

where are all the second person shooters

american schools

univbee
Jun 3, 2004




Martman posted:

where are all the second person shooters

Games where it's an escort mission but you're unarmed and the one being escorted, I guess.

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


I once watched some youtube video on "what would a second-person game actually look like" and the guy came to the conclusion that it would be something where you controlled a character from the perspective of another character.

doingitwrong
Jul 27, 2013

Barudak posted:

Quake had … no intended mobility tied to weapons,

???

Quake made rocket jumping mainstream.

I’ll grant the rest of your post, but Quake was utterly about mobility. So much so that they followed that particular design thread to the trampoline madness of Quake III.

doingitwrong
Jul 27, 2013

exquisite tea posted:

I once watched some youtube video on "what would a second-person game actually look like" and the guy came to the conclusion that it would be something where you controlled a character from the perspective of another character.

So Resident Evil tank controls.

Martman
Nov 20, 2006

So like, QWOP except instead of controlling a dude's legs you're controlling a dude's hands on a keyboard and mouse while he plays an FPS?

Barudak
May 7, 2007

doingitwrong posted:

???

Quake made rocket jumping mainstream.

I’ll grant the rest of your post, but Quake was utterly about mobility. So much so that they followed that particular design thread to the trampoline madness of Quake III.

According to Romero, they were unaware of it during development. To me this seems evident because the levels are not designed to account for it at all. Even in Quake 2 when they knew people liked it and iD was tailoring content for that, it still wasnt the main focus and is limited to mostly easter eggs. Its why I put that intentional bit in there, because the way Quake is setup in its levels or encounters does not factor in that mobility whatsoever. It being a cool speed game due to its jump and strafe mechanics and rocket jumping is a happy accident.

exquisite tea posted:

I once watched some youtube video on "what would a second-person game actually look like" and the guy came to the conclusion that it would be something where you controlled a character from the perspective of another character.

This exists, its called Lifeline and its controled entirely through dodgy PS2 voice commands and may be the singularly most frustrating to play game in its library.

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Stux
Nov 17, 2006
Probation
Can't post for 12 hours!

Barudak posted:

According to Romero, they were unaware of it during development. To me this seems evident because the levels are not designed to account for it at all. Even in Quake 2 when they knew people liked it and iD was tailoring content for that, it still wasnt the main focus and is limited to mostly easter eggs. Its why I put that intentional bit in there, because the way Quake is setup in its levels or encounters does not factor in that mobility whatsoever. It being a cool speed game due to its jump and strafe mechanics and rocket jumping is a happy accident.

there is a quake 1 secret that is absolutely impossible to reach without using a grenade jump so no, this is completely false.

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