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Doom Discussion (Nintendo Switch) [game]
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11/09/17, 18:45 Edited: 11/09/17, 19:10
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@carlosroxI'm not sure if the database used to be animated in the other versions, but I assumed they weren't animated because they saved that as a reward for finding the collectibles. They unlock animated models that you can examine in detail. Certain reflections have been toned down a lot, yeah. I noticed a couple of 'fake' reflective surfaces here and there too, but I don't really care about that personally. I probably would have in a less flashy game, but not now. The buzzing sound is part of the many sound glitches. You've got buzzing, distorted sound mix, too low volume sounds, and sometimes even muted sound altogether. This is my number one thing I want them to fix. Not sure if this is accurate for everyone, but the issues seem way more common in docked mode. Not sure how far you've gotten, but I've seen a couple of instances where the framerate drops have been quite noticeable. Generally speaking it seems to have something to do with the Summoner enemy doing its thing (in addition to having tons of shit going on at once), but I'm not sure. Totally agree about the pro controller. I had to charge mine now, and went back to the joycons, but that was pretty rough! I wasted so much ammo on friggin' imps. |
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@r_hjortMy bro seems to think that the sensitivity options on all that need to be changed when playing with different controllers. I'm sure he's right. You could be right about the database, but I remember seeing them at least having an idle animation. Maybe it's my imagination. I'm only at the start of the second level so far. I think the deadzones need some work, but that's on the game and not the Switch. Even more control options would be appreciated. Maybe I'll throw them a tweet. Yeah I've seen some drops so far but it doesn't bug me in the least. It is what it is. Of course I'd like a stable 900fps like everyone else but I just think back to the N64 days and what we had to deal with in games, and those games weren't bringing the system to it's knees in a miraculous port. I appreciate very much the work that they did here, and it's a great, major game from a huge third party. This is the kind of game I've wanted to see from Nintendo for several generations now. Only thing that could please me more is Dead Space or Max Payne 3! Souls games would be great too. |
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@carlosroxYeah, I think your brother's right too, since the control sticks seem to be different I guess they'd need different settings. Seems logical. If you're at the second level (I love that level, btw) you've got another two or three levels until you're at the one where I had my first big slow-down, I think. With Dead Space being in the hands of EA who don't really care about Dead Space or the Switch I doubt that will happen, sadly. The Souls games on the other hand could though, right? Didn't From Software sign up for Switch development along with all the others on that long list from the unveiling? EDIT: While I'm yapping I might as well gush about how great the enemy designs are in this game. I'm something of a nostalgic purist when it comes to classic videogame designs, so I love the hell out of the original Doom monsters and generally don't care for attempts at reboots or redesigns, but I love almost all of the demons on display here. Doom 3 dropped the ball hard as far as I'm concerned, but Doom 4 knocks it out of the park. Both the new and old monsters look appropriately familiar while still looking new and fresh. The only one I don't like as much is the Cyberdemon, which I think looks a bit too...nice, I guess. But the rest! Oh, the rest! |
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@carlosroxHahahaha! Oh boy, what have I done now! Yeah, if you go into the settings and look under the 'game' tab you'll find an option to turn on Doom's photo mode (in beta, apparently). Some say it can't be used the first time you play a level for some reason, so you might have to try it out while replaying levels, or playing classic levels. Either way, with the default control layout you press the left stick to start the photo mode. It's not anywhere near as accessible or easy to use as Super Mario Odyssey's photo mode, but you can tweak a lot of settings in detail (you can even advance the action one frame at a time to get pictures of the perfect gib! ), and when you enter the photo mode it automatically renders everything at the game's maximum capacity, so you'll get pretty 720p pictures. Compare my revenant up there with any of my other screenshots for reference. EDIT: Unfortunately Doomguy doesn't have a character model at all during single player, so sadly we can't make epic pictures of him ripping and tearing. Unless you enter photo mode during a glory kill, at which point the camera will be locked into his first person view. EDIT: Also note that it seems that you have to turn on the photo mode every damn time you start a stage. For some reason it's the only setting the game doesn't feel like remembering. |
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@carlosroxYou filled up the Switch gallery memory?! You absolute madman! I haven't tried the photo mode in handheld mode yet, so I'm not sure if there's a difference or not. I guess there might be if there's a hard cap (or whatever to call it) on the resolution in handheld that keeps it from going up to 720p, even in photo mode. About the frame thing: Let's say you want to take a picture of an imp at the exact time of impact of one of your rockets. You fire away at the imp, and then go into photo mode. Now you'll be free to look around as the camera. You can swoop around and look at everything while time stands still. The imp is mid-stride, running towards you, and the rocket is flying towards him with its trail of smoke behind it. The rocket has still not hit the imp, but instead of going out of the photo mode and quickly going back in to capture the moment of imp demise, you just press the Y-button. Every time you press the Y-button time will advance by one frame. As if the game is still playing, but just one single frame at a time. This means that you can take pictures of the exact moment that rocket hits, or the exact moment the explosion appears, or the exact moment the imp goes to pieces, or whatever. I'm pretty sure Doomguy won't be invulnerable during all this though, so that might be something to keep in mind if you're snapping close ups of a cyber demon or something. |
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