Doom 4 Announced

Ah, right, yeah then it's pretty cut and dried. Wonder what the guy's reasoning was for releasing this stuff under his own name...?
 
It could have been an honest mistake... But he still had to take company stuff home, against which most studios have regulations.
 
Rage looks great, I'm sure Doom4 will look great also. I'm content waiting for more (official) details... :)
 
Then what are those images of? Some other product id/Beth are working on?
 
Yes whew. I can once again hold a sliver of hope that Doom 4 won't be anything remotely as disappointing (for me) as Doom 3 was. Although going by Rage, that's 2 single player games in a row where iD has shown they aren't interested in mobbing the player with masses of mobs like they did in Doom 1/2. Hence I'm mostly prepared to be disappointed and only hold a small sliver of hope that it'll do something to warrant the Doom franchise moniker.

Regards,
SB
 
at least this part is enjoyable. hoping the game starts with unnamed space marine finding its beloved decapitated bunny lol.

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The id guy probably meant the following:
- these are the works of a junior artist
- the images are showing either omitted or unpolished content
- and they're both out of context and aren't meant to be the way the game's introduced to the audience
 
I actually thought they looked pretty awesome (especially the one 2 posts previous). I just hope you can go in buildings, which you never can b/c of poly counts. But I still hold out hope. There is something very nice about seamless transitions between inside and outside. It is funny, but my wish list for games is not prettier graphics necessarily anymore.

I like dynamic shadows (which rage did not fulfill)
I like seamless transitions between most areas
I like non-repeating textures

I don't mind tradeoffs to get those things either for the most part.
 
I just hope you can go in buildings, which you never can b/c of poly counts.
STALKER? I think it comes down to how much devs try to focus the experience / make it a corridor.

Doom2 had "buildings" you could go inside of. ;)
 
I actually thought they looked pretty awesome (especially the one 2 posts previous). I just hope you can go in buildings, which you never can b/c of poly counts. But I still hold out hope. There is something very nice about seamless transitions between inside and outside. It is funny, but my wish list for games is not prettier graphics necessarily anymore.

I like dynamic shadows (which rage did not fulfill)
I like seamless transitions between most areas
I like non-repeating textures

I don't mind tradeoffs to get those things either for the most part.

There are games with seemless transistions. Vanguard for example had most buildings accessible. But in the large cities (New Targonar for example, but there was only 2-3 large cities with some buildings inaccessible) you'd still run across some where developement time didn't allow them to open it up and furnish them before release. In all other towns, hamlets, keeps, and small cities however, pretty much all buildings were accessible.

And in places with player housing, not only were there hundreds of buildings all of which were accessible and required no zoning...they were also uniquely furnished (player furnished with millions of potential combinations of furniture and items) and came in a variety of styles from European, Asian, Middle Eastern...hovels, one story, two story and castle buildings...studio one room style all the way up to multiple rooms. In the case of Castles you had multiple rooms, multiple couryards, multiple balconies, etc...

There were places where you'd have about a 1-2 second transition between world tiles (world tiles were something like 5 miles by 5 miles in size or larger, probably larger...alot larger). And the only time you'd see anything resembling a loading screen was when taking a teleporter from one part of the world into an entirely different part of the world.

Of course the drawback was that it required a lot out of the engine. A lot of developement time. A large budget. And eventually after a very long developement period, they ran out of time and money and had to ship before the game was fully finished and polished. It still stands as perhaps one of the greatest achievements ever on the PC however.

Of course, that spoiled me. Now whenever I enter any game whether single player or MMO, they all feel absolutely tiny. All of Skyrim could probably fit in a 2x2 or 3x3 area of VG, for example. Of course, the flip side of that is content is way more condensed so it's easier to go from action to action in those much smaller games. But it does break the immersion significantly when things are so small and content is crammed into such tiny spaces.

Regards,
SB
 
STALKER? I think it comes down to how much devs try to focus the experience / make it a corridor.

Doom2 had "buildings" you could go inside of. ;)

If I have time I need to play that some more. I began but I found part of it tedious and quit before I progressed very far.

@ sb i will have to look that up.
 
If I have time I need to play that some more. I began but I found part of it tedious and quit before I progressed very far.

Yeah I loved exploring the mini cities of the STALKER games. They really tried to create some authentic areas of Pripyat in particular. Thick, creepy atmosphere too.
 
@ sb i will have to look that up.

Unfortunately with the game basically being for all intents dead for the past couple of years, I don't think you'll get to see the how impressive the player housing areas were, but should still be able to see the rest.

I know Sony kept it on their Sony Station plan (monthly fee for access to all SoE MMOs), but not sure if they've moved it to F2P or not. But with only 2-3 developers/engineers working on it for the past 2 years most of the player base moved away.

If it's still around it's worth checking out. It's going to be dated in this day and age but the vastness of the world is still hugely impressive. As are some of the in game weather effects. And it was one of the first games that did the swaying trees responding to weather thing somewhat well, albeit exaggerated at times. Towards the end they even implemented dynamic volumetric clouds. And if you can get high enough you can see miles upon miles upon miles of all user explorable terrain. All of the terrain you can see is user accessible, although moutain tops are more likely than not unpopulated. :D The water tends to glitch out in the distance after you get a few miles out from your viewpoint however.

Oceans could get quite impressively deep as well. We found some areas where it would take you quite a more than 10-20 minutes of constantly swimming straight down before you got remote close to the bottom. Unfortunately most of the oceans are completely unpopulated which makes them sterile. Another casualty of a world this large that just ran out of time and money. You can see some of the potential for underwater environments off the Western coast of Qalia. They actually got to populate some of that as well as having some underwater quest chains there.

And use craftable ships.../sigh. I miss the game quite a bit sometimes.

Regards,
SB
 
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