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>> No.3591087 [View]
File: 25 KB, 379x295, 1441987664226.jpg [View same] [iqdb] [saucenao] [google]
3591087

>>3590310
>>3590348
>>3590607
I had written a ludicrously over explained essay on the doom 4 section back in both reddit and in youtube regarding the decision behind arena segments in the game. Guess I'll try and dig out some.

I feel one of largest changes between Doom 1/2 and the new game would be monsters themselves, which influence the design of the levels they end up in in retrospect. I didn't really expect it, but I observed that most fights even with just imps happen to be highly procedural battles with lots of dodging and chasing. Go up the progression of monsters, and it all ends up similarly. The active monsters limit found in the game actually becomes reasonable as battles with more monsters becomes a case of managing your agility and controling the map, akin to deathmatch, as opposed to the original Doom play styles. That would end up meaning sections of the map become more deathmatch arenas while small arteries between those areas become low key points, with fighting against lesser critters like Possessed and Imps.

In the old Doom, you experience a progressive attempt to sweep the map of monsters - sound blockers and monster hearing promote a gradual progression through level elements and it's almost like an unstoppable waterfall where one action activates another, while in the new Doom, you can actually experience distinct moments of solitude versus intensity. (the bulkhead doors which Doomguy raises, crouches under, and closes again, for one, a very blunt separator of those segments).

cont.

>> No.2675205 [View]
File: 25 KB, 379x295, 1392960598354.jpg [View same] [iqdb] [saucenao] [google]
2675205

So if Reelism has a co-op lobby now, does that mean we could get together and play?

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