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/vr/ - Retro Games

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>> No.8141962 [View]
File: 70 KB, 704x704, doom3guy.jpg [View same] [iqdb] [saucenao] [google]
8141962

>>8141467

>> No.5992515 [View]
File: 70 KB, 704x704, happydoom3.jpg [View same] [iqdb] [saucenao] [google]
5992515

>>5992070
You are doing Gods work

>> No.5616075 [View]
File: 70 KB, 704x704, happydoom3.jpg [View same] [iqdb] [saucenao] [google]
5616075

>>5616071
>>5616073

RN I'm looping CD tracks off the CD in a media player while I play. I doubt they're gonna line up but I don't care.

>> No.5343387 [View]
File: 70 KB, 704x704, happydoom3.jpg [View same] [iqdb] [saucenao] [google]
5343387

>>5343374
Wouldn't you like to know :^)

>> No.5285529 [View]
File: 70 KB, 704x704, doom3guy.jpg [View same] [iqdb] [saucenao] [google]
5285529

>>5285371
>tries to strive more for a horror direction, but it doesn't really have a particularly good idea on how to do horror
>most of it boils down to surprising you with a monster popping out, this grows stale in quite a hurry
>after about an hour or so into the game, the surprises stop phasing you, because you're now expecting them, and its key aspect of horror doesn't really work anymore
>also because of either "it's scarier this way" or "it's more realistic", or maybe both, most of the enemies have a gray skintone which makes them harder to distinguish from one another (which is a problem the original games never had, all the monsters are strongly visually distinct and you can easily tell them apart by their profile, color, and movement, even if in the distance)
>environments also have this problem to a point, 80% of the game's surroundings are gray steel panels, usually kind of darkly lit, compare to the wealth of different environments of the original, they are not as interesting as they could be,

Doom 3 has some strengths as just a plain action game (I think it's pretty decent), but I think Id Software did a mistake by trying to play up the horror aspect of Doom too much, when they should have aimed for action. I however think it's unfairly judged and misunderstood, to a point, but a lot of that unfair judgement and misunderstanding also came from Id themselves. They should have looked more at what made the original games work on such a fundamental level.

Doom 3 kind of tries to be its own thing, yet ends up kind of not really working, middling between a shooter, doing ok (but not great) as such, and horror, which it mostly fails at. Compare to Doom 4, which also tried to its own thing, but did a much better job because with Doom 4 they just went for their new direction, and looked back at some of the fundamentals of the original and considered why it actually works, and what they could retain and transform for their new formula.

>> No.5212604 [View]
File: 70 KB, 704x704, happydoom3.jpg [View same] [iqdb] [saucenao] [google]
5212604

>>5212554
>so long as it's not 3

I'm still on the opposite end in that regard actually.
I don't hate 3. Fucked up as it is I kind of see it as more of a doom game on Carmack's side of tech and environmental design. Is it flawless by any means? Fuck no, but those opening hours are still great aside from the imps, and it does have good ideas in its head.
It's a push in the opposite direction toward tech, survival horror, and a focus on atmosphere, and I won't say that push was even remotely a good idea given how much it hampered gameplay.

Granted, enemies are still obstacles, it's still in some ways about everything I said, and I have serious nostalgia for Doom 3. Is it great? Probably not. Is it still worthy of the doom name? I'd argue Somewhat.

>> No.4648136 [View]
File: 70 KB, 704x704, happydoom3.jpg [View same] [iqdb] [saucenao] [google]
4648136

>>4648115
Also you're missing the pointlessly complex weapon loading that doesn't even give you the luxury of indicators.

Hideous Destructor's weapon handling is more complicated than Reciever and with even less player feedback. If the game had a revolver you know god damn well he'd add a separate function to force you to cock the hammer.

""I take a lot of pride in trying to come up with ways to make Hideous Destructor as responsive to the player's input as possible without a multiplicity of buttons to memorize," he says. "I find so much 'realistic' fare unplayable when you've got a key to lean left, lean right, go prone, crouch, crouch slightly higher or lower, tuck your elbow in, start breathing voluntarily, etc. etc. etc. It just starts to feel like I'm trying to pilot a vaguely man-shaped remote-controlled robot."-Matt

Which is exactly the problem the mod has.

>> No.4570750 [View]
File: 70 KB, 704x704, happydoom3.jpg [View same] [iqdb] [saucenao] [google]
4570750

>>4570726

>> No.4295335 [View]
File: 70 KB, 704x704, 1505269452025.jpg [View same] [iqdb] [saucenao] [google]
4295335

>>4295304

>> No.4255184 [View]
File: 69 KB, 704x704, happydoom3.jpg [View same] [iqdb] [saucenao] [google]
4255184

>> No.4239420 [View]
File: 69 KB, 704x704, happydoom3.jpg [View same] [iqdb] [saucenao] [google]
4239420

Wonder how hard it would be to replace all Doom 3 monsters and weapons with New Doom monsters and weapons… also replace Doom 3 guy with Quake Champions Doom 3 guy.

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