|
|
|
A Nintendo community by the fans!
|
|
|
∧ |
Forum main |
|
|
Doom Discussion (Nintendo Switch) [game]
|
|
|
|
|
|
|
11/09/17, 18:45 Edited: 11/09/17, 19:10
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@Hinph@r_hjortSoon after posting that post, I hit some unskippable exposition while locked in a room with a hologram, so, you know, they don't stick with it fully. But I don't mind that much. It's a 2016 game, gotta have some of that. What I'm enjoying most of all is the level design and secret placement, which is definitely old-school. Oh, what's that, boxes that if you pay attention, kinda look like they're stacked like stairs? And what's that above them, a barely visible passage through a vent? With armor at the end? Yesss, that's the good stuff. I haven't played shooters at all in the past, like 20 years. Am I correct in assuming this kind of level design isn't really in vogue at all in shooters today? That shooters are still mostly influenced by CoD and that they're mostly linear, and that while there may be hidden laptops or recordings to find, they're usually in "sensible" places, like you go up actual stairs and through an actual door inside an actual room and the recording is sitting on an actual desk? And you don't find game-y design like Doom anymore? Anyway. I love it. Just like I love the 16 bit sprite style when it's used today in indie 2D games, I am loving this retro level design that's giving me exactly what I grew up with. Also, somehow I didn't even know about this: |
|
|
|
|
|
|
|
|
|
|
@GuillaumeYeah, there are a few instances where you're locked in place having to listen to someone yapping, but I'll allow it. Especially since I quite like the plot. It's nothing mindblowing or particularly new, but I think it's effectively told. There's a great video (probably a ton, but I only watched the one) video about just how different Doom 2016's level design philosophy is from other shooters at the time, and the initial Doom 4 prototype (which was at one point basically a bland combination of COD and Doom 3). Basically, shooters to a large extent had (as you suspected) been COD-ified, with more more linear progression and corridor type areas that would allow for more impressive set pieces and controlled gameplay to benefit the cinematic storytelling whereas Doom 2016 is more arena based and open. Which you know, obviously. But Doom 2016 also does AI very differently, and when pairing the AI mechanics with the level designs is when the true genius comes out. Like how Doom uses the same type of AI as Rage, but inverts it so that instead of enemies trying to find cover and hide from you, they actually strive to be visible and easily identifiable so as not to break the flow of the game, and to aid the whole risk/reward system connected to the glory kills and stuff. It's one hell of an accomplishment, and the more I learn about how it's designed the more I appreciate it. Wolfenstein 2 is a good game too, and felt somewhat retro to me in certain ways, but more Goldeneye 007 retro rather than Doom retro. Still very nice. That game also has some sweet retro easter eggs, but instead of having old levels with new enemies they've included the entire original Wolfenstein 3D and reskinned it to fit into the game's universe. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
∧ |
Forum main |
|
|