DOOM 4 Announced

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Atavarius
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DOOM 4 Announced

Post by Atavarius »

Link.
Production has begun on DOOM 4™, the next journey into the legendary DOOM universe. We are expanding our internal team and are currently hiring to work on this highly anticipated title.

"DOOM is part of the id Software DNA and demands the greatest talent and brightest minds in the industry to bring the next installment of our flagship franchise to Earth," said Todd Hollenshead, CEO, id Software. "It's critical for id Software to have the best creative minds in-house to develop games that meet the standards synonymous with our titles."

The DOOM franchise is one of the most recognizable and important in gaming history, having been named "one of the ten most influential games of the decade" by PC Gamer and "the #1 game of all time" by GameSpy. DOOM 4 will join the award-winning series which has consistently topped sales charts throughout the world.

We are looking for talented, ambitious and passionate individuals eager to join our accomplished team of developers working on the industry’s most innovative and anticipated games. For a complete listing of available positions, visit our id Careers page. Resumes can be submitted via email to jobs@idsoftware.com. All applicants must be authorized to work in the United States.

Well hopefully its better than DOOM "Can't see shit" 3.
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Post by Andrew_Fireborn »

So, would this one be the reimagining of Doom2? :P

Dunno, I thought D3 was decent enough, too many limited illumination moments... (About the second time it was already 'meh' and then by the half way point it was just 'Couldn't they do something else?')

Hehe, maybe this and DNF will hit at the same time, and out of left field a new Quake game will land, followed by an Unreal game without "tournament" attached and we'll all get whiplash from time reverting to 1990...
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Post by Mr Bean »

Oh they can go a long way

Things to piss me off about Doom-3

1. Weapons are shit, in a First person shooter if your weapons are shit, you got issues

And it's sad because these are the same guys who made Quake IV which features the best fucking non-real-life assault rifle in a video game ever

It's a testimate to how awesome it was that groaned when I had to swap to the Lightning gun or the Grenade launcher or the Shot-gun because I had run out of assault gun rounds

2. It was fucking dark
Duck-tape mod ho!
Even giving you the option of only certain guns would have been useful.


3. Monster's trapped in the closet which only my holy presence would free, I swear if I had stayed in the fucking space-port 95% of the demonic hordes will still be trapped in closets all over Mars.

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Post by Andrew_Fireborn »

Eh, the dark segments didn't bother me, (And I'm still unnerved IRL when the power goes out at night...)

Mostly because 90% of the enemies -glow-... And the 'surprise buttsex' spawns ultimately became just annoying...

I agree with the weapons though... Way too much 'here is newer better gun, your foes have been adjusted accordingly'... Of course, that Pisses me off about the R&C games too anymore...


And yeah, the closet bit was another overused "horror" element... Really don't see how it got any awards, but I don't recall what it may have been up against.
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Post by Tanasinn »

Give Doom 3 SOME credit, it did a good job of establishing an atmosphere (run-down-cutting-corners corporate space base) and breathing some humanity into the franchise (thanks mostly to the PDAs, though I also liked the stray radio transmissions and the muffled gunfire you'd occasionally hear through the walls).
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Post by Feil »

Well, screw you all. I like DOOM 3. It was intense, immersive, atmospheric, grimly gorgeous, and it scared the everliving fuck out of me. The only major problem (in the grim far future of mankind, there is no duct tape) I solved with a small, easily-installed mod that also improved the weapons a little.

A selection of gameplay explaining why DOOM 3 is made of win.

"Oh my goodness, a survivor! Let's go talk to her."

'Help... me...'


"Uh-oh. Something bad is going to happ- HOLY FUCK HER HEAD JUST RIPPED OFF OF HER BODY AND ATTACKED ME OH DEAR CHRIST IN HEAVEN! DIE DIE DIE DIE!"

Big strong Space Marine hides in a corner for a while until I muster enough courage to venture out again.

So, all of you jaded bastards who probably fell asleep in Silence of the Lambs can play Unreal Tournament or something, but I and the rest of us will be buying this next DOOM, screaming profanities at imps and cacodemons through our monitor, and quitting every forty minutes to let our adrenalin levels fade back to noncritical levels.
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Post by Ohma »

Really the worst thing as far as the whole "this game is supposed to be scaaaaaarrrrrryyyy!!!" thing goes: there were all of like *two* places in the game where monsters *didn't* jump out of nowhere (granted, since those two places were later in the game they were super effective). If the ratio between "monsters in closet" areas and "no monsters in closet" areas had been more even (potentially with some randomization so you could never be completely sure where monsters were on any given play through) I feel the game as a whole would've been much less tedious.
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Post by Uraniun235 »

I didn't have a problem with "lol can't see shit" in Doom 3. That wasn't really a problem, and in fact it could be effective. Remember, the game wasn't meant to be like the fast action of the original Doom, it was meant to be more like a horror game. The problem was with poor map design choices - specifically, the unending monster closets (as someone else said, they lose their effectiveness when you use them constantly, and just become annoying) and the severe overuse of the Imp. Now, granted, there were a shitload of Imps in the old Doom too, but at least they didn't all leap at you and try to claw off your face.

I think Carmack made the wrong call in Doom 3 when he specifically selected pistol/shotgun sounds that were designed to sound 'wimpy' - I can see where he's coming from with the whole "the bad guys seem scarier if your guns seem wimpier", but I think you get a lot more benefit out of the "give player positive reinforcement for shooting guns" approach of making the guns sound badass and be a real pleasure to fire every time.

But I loved how the rocket launcher sounded. Suck it down.

There were some really good moments in Doom 3. I loved the Hell levels especially. I doubt I'll be quite as gung-ho about getting Doom 4 as I was about Doom 3, but I think there's a chance they could make a good game out of it.
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Post by Vympel »

I haven't even finished Doom 3. I'll get around to it one day. Didn't really do it for me.
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Post by weemadando »

Same, I guess I have to finish Doom3 now. And Resurrection of Evil.
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Post by Stark »

Ohma wrote:Really the worst thing as far as the whole "this game is supposed to be scaaaaaarrrrrryyyy!!!" thing goes: there were all of like *two* places in the game where monsters *didn't* jump out of nowhere (granted, since those two places were later in the game they were super effective). If the ratio between "monsters in closet" areas and "no monsters in closet" areas had been more even (potentially with some randomization so you could never be completely sure where monsters were on any given play through) I feel the game as a whole would've been much less tedious.
Wait, are you saying 'rar monster' isn't scary or 'horror' at all? Well I guess that makes FEAR super lame then.

Oh, wait. I see what you're saying now... :lol:

I found Doom an inefficient system hog with extremely linear and predictable levels full of strolling. It was better than FEAR simply due to the better setpieces, but it was still poor. The final level is a huge sign that says 'fail'. When your non-interactive opening with NPCs is 1,000,000 times more interesting than your zomg zombay levels, you're making the wrong game.
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Post by Resinence »

I think Doom 3 would have made an excellent squad based horror shooter, if only they didn't use so many monster closets. I never played the doom 3 expansion, and I'm not really expecting doom 4 to be anything more than Doom. Again. But Cormack has made some interesting speeches at con's about the lighting and shading techniques he will be using for 4, since he though the shadows in 3 were too sharp and dark. And some of it looks really interesting, I'd like to see ID's engine competing with Epic's again. Plus if he can pull off global illumination with an acceptable performance hit it will have a huge impact on how "real" games on that engine look. Yeah, I'm being nerdy again, whatever.
Well I guess that makes FEAR super lame then.
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Post by Stark »

Resinence wrote:I think Doom 3 would have made an excellent squad based horror shooter, if only they didn't use so many monster closets. I never played the doom 3 expansion, and I'm not really expecting doom 4 to be anything more than Doom. Again. But Cormack has made some interesting speeches at con's about the lighting and shading techniques he will be using for 4, since he though the shadows in 3 were too sharp and dark. And some of it looks really interesting, I'd like to see ID's engine competing with Epic's again. Plus if he can pull off global illumination with an acceptable performance hit it will have a huge impact on how "real" games on that engine look. Yeah, I'm being nerdy again, whatever.
If they can make the game more than a tech demo for the first time in more than ten years, I'll be very surprised. Doom3 had some good ideas and a good sense of mood, but it didn't really know what it was.
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Post by Resinence »

Yeah, I think thats why Epic is kicking their ass, honestly. Epic make GOOD GAMES to show off their engine. ID has...Quake4 and Doom3, two mediocre at best titles that both look basically the same.
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Post by weemadando »

Resinence wrote:Yeah, I think thats why Epic is kicking their ass, honestly. Epic make GOOD GAMES to show off their engine. ID has...Quake4 and Doom3, two mediocre at best titles that both look basically the same.
That said, Quake 4 was fairly fun. It felt suitably frantic and was a romp if nothing else.
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Post by Oskuro »

Somewhere Id stated that they wanted to recreate the feel of the original... wich helps explain the monster-in-the-closet bit and simplistic linear gameplay. I guess the we-can't-render-many-monsters-at-once-without-crashing-the-system issue can be a reason for the I-don't-see-shit design.

Anyways, I got to the game expecting DooM, and I got DooM, with less monsters, but better atmosphere. Had I wanted a story driven game that takes its own fame too seriously... I'd have gone for HL2.
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Post by Zixinus »

Am I the only one that wished that ID would start developing something original for a chance and stopped revisting their old titles?
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Post by Uraniun235 »

What you have to remember is that iD is basically "John Carmack and some other dudes", so whatever iD does is likely to be dictated by what game engine John Carmack is interested in.

And apparently, John Carmack really likes making FPS engines.
Somewhere Id stated that they wanted to recreate the feel of the original... wich helps explain the monster-in-the-closet bit and simplistic linear gameplay. I guess the we-can't-render-many-monsters-at-once-without-crashing-the-system issue can be a reason for the I-don't-see-shit design.
Uh, no, they weren't going for a straight re-hash of the original, because the original was really fast-paced. They were aiming to make a horror game.

As for "simplistic linear gameplay", Doom 3 came out before Half Life 2 and its sequels, so it's not as if "linear" is a huge swear when it comes to FPS games; it's still pretty well par for the course.
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Post by Xon »

Zixinus wrote:Am I the only one that wished that ID would start developing something original for a chance and stopped revisting their old titles?
I dont care what it is.

I just dont want a game engine which appears optimized for a single color like black or brown.
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Post by Ohma »

Stark wrote:Wait, are you saying 'rar monster' isn't scary or 'horror' at all? Well I guess that makes FEAR super lame then.

Oh, wait. I see what you're saying now... :lol:

I found Doom an inefficient system hog with extremely linear and predictable levels full of strolling. It was better than FEAR simply due to the better setpieces, but it was still poor. The final level is a huge sign that says 'fail'. When your non-interactive opening with NPCs is 1,000,000 times more interesting than your zomg zombay levels, you're making the wrong game.
Well I never got to the final level, I got bored somewhere near where you're supposed to go to hell I guess.

And yeah, FEAR generally failed as a horror game because "scary psychic ghost mom girl" isn't all that scary when she doesn't actually do anything to you, and you're a super badass space marine who can kill dudes by kicking them in the head in slo-mo. If they'd gone with whatisface (the crazy psychic general guy, who you were pretty much fighting the whole time) as the main source of scary shit, it probably would have worked a shitton better. (well, and if the game had either been shorter, or not been set in quite as many becubicled spaces)
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Post by [R_H] »

Ohma wrote: If they'd gone with whatisface (the crazy psychic general guy, who you were pretty much fighting the whole time) as the main source of scary shit, it probably would have worked a shitton better.
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Post by RThurmont »

I frankly wish iD Software would finally make Commander Keen: The Universe is Toast, but, alas...
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Post by Ohma »

[R_H] wrote: Paxton Fettel?
Yeah, that guy.
RThurmont wrote:I frankly wish iD Software would finally make Commander Keen: The Universe is Toast, but, alas...
Man that'd be so fucking awesome! :D
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Post by Stark »

Uraniun235 wrote: As for "simplistic linear gameplay", Doom 3 came out before Half Life 2 and its sequels, so it's not as if "linear" is a huge swear when it comes to FPS games; it's still pretty well par for the course.
It simply TERRIFIES me that you appear to be saying that HL2 created the standard for non-linear gameplay. FPS has always been linear at it has NEVER been good. Doom3 was just a standard corridor stroller with a somewhat effective mood... but it kept doing the same bland shit for six hours or however long it took to stroll from one end to the other. It's entire selling point was 'wow looks good', and it sure did at the time. It's just boring and ordinary now. Still better than FEAR, because the objective for 90% of the game wasn't 'get Fettle'. :)
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Post by Andrew_Fireborn »

Stark wrote:Still better than FEAR, because the objective for 90% of the game wasn't 'get Fettle'. :)
Zat fucker made me hate cheetos... as they're now linked with getting the sodomizing middle finger from the devs whenever they show up...

They didn't even let you put a few into the jackass, yeah he dies, but it's so anti-rewarding...
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