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/vr/ - Retro Games


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5112138 No.5112138 [Reply] [Original]

Doom64 is kinda bland looking, with ugly enemy sprites, and a lack of color. it adds nothing that Doom, Doom 2, or Final Doom, didn't already do better.

>> No.5112146

Atmosphere. Doom 64 feels much more gloomy and hellish.

>> No.5112153

Yeah a youtube screenshot doesn't help either. When you blow up and stretch sprites made for 240p to 1080p of course it's not gonna hold up well. Don't know what you're expecting there.

>> No.5112156

It's like that so that they can use the colored lighting.

>> No.5112219

Play Brutal Doom64 fgt. Shit's tight.

>> No.5112228

>>5112219
Tight shit is still shit

>> No.5112305

imp butthole is very prominent in this

>> No.5112341

>>5112138
>it adds nothing that Doom, Doom 2, or Final Doom, didn't already do better.
It's actually scary, for a start.

>> No.5112346
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5112346

Obvious bait, but this is just retarded. Not colorful? Lol, most fans of the original games tend to think D64 is too colorful if anything. There are a few enemy designs I prefer from the PC games, but overall everythijg jn D64 looks fantastic, especially the weapons. Get better taste.

>> No.5112349
File: 121 KB, 457x506, 1539494122380.png [View same] [iqdb] [saucenao] [google]
5112349

>>5112219
>Brutal Doom

>> No.5112354

>>5112346

64's weapon animations are terrible. Your shotty's just fire, with zero reload animation. Doom's shotty is satisfying because the *boom* *chu-chunk* sound, and reload sequence. The shot gun just seems lifeless and firing isn't anywhere near satisfying.

Also all the weapons are super high tech looking. Part of Doom's appeal and grounding is that it's the future, and on Mars, but everything is very low tech and kind of crappy.

>> No.5112438

Is doom virginity better broken on PC DOOM or DOOM 64?

>> No.5112578

>>5112438
They're different games, and the PC DOS one is without a doubt the way to go. You can play on Dosbox for maximum authenticity but I'd recommend using the Chocolate Doom source port because let's face it, if you've never played Doom before you probably don't know how to DOS and you'll never figure out how to rebind keys in vanilla without basic DOS skills.

Don't use a port that modernises the gameplay unless you're playing modern levels. That's an order.

>> No.5112584

>>5112138
>a lack of color
Pretty sure normal Doom has a 8-bit palette while Doom 64 has a 16-bit palette.

>> No.5112606

>>5112578
Shut up, GZDoom barely modernises anything besides adding actual mouse look (being able to look up and down)

>> No.5112647

>>5112146
>>5112156
These. The lighting especially was pretty nice when it came out. Its funny Doom3 was seemingly a sequel to Doom64 than the originals

>> No.5112654

Never played it, but there were very little quality beyond the shareware episode in both D1 and D2 (also UD and Final).

>> No.5112803

>>5112138
Only thing I dislike is how ridiculously hard it is to get those artifacts which makes the final boss a whole lot easier to beat. Would have liked to also see some other classic enemies from the previous games make it but at least they got most of them in.

>> No.5112804

>>5112146
Doom 1, 2 and final had better atmosphere in my opinion. I actually felt like I was in a whole other surreal world in those games. 64 just felt like not quite quake doom

>> No.5112805

>>5112346
I hate all those filters

>> No.5112806
File: 18 KB, 500x276, negative.jpg [View same] [iqdb] [saucenao] [google]
5112806

>>5112138

>> No.5112809

>>5112584
Pretty sure they meant color theory, someone who understands color theory can make something look way better with less colors then someone who doesn't but with more colors

>> No.5112837

>>5112809
Has nothing to do with color theory. Stop parroting that pseudo-scientific Spyro garbage. What he's probably trying to say is that Doom 64 uses too many colors on the low dark end of the spectrum.

>> No.5113219

>>5112584
>Pretty sure normal Doom has a 8-bit palette while Doom 64 has a 16-bit palette.

Technically superior, but in practice Doom 64 is just a series of browns mostly.

>> No.5113236

Didn't this have non-Euclidean spaces? or the levels just fuck with you

>> No.5113245

It's all a matter of taste, honestly.

I think the main reason both PSX and Doom64 leaned toward being more atmospheric is that console controllers (not to mention console hardware) resulted in a slower paced game that didn't gel with the the energetic metal of the PC soundtrack.

>> No.5113694

>>5112138
Fucking retard
>>5112219
Even bigger fucking retard

>> No.5113909

>>5112138
Not at all. It's the most atmospheric game in the entire series.

>> No.5114065

>>5112138
Brutal Doom 64 is the shit.

>> No.5114102
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5114102

>>5112138
>1920x1080

>> No.5114663

the game is brownish and lacking colour compared to doom 1 and 2, some of the enemies are retarded (purple imps), the shotgun sprites are garbage with no reload animations, but it's a great new doom experience for fans who never tried it. felt real easy on the hardest setting until level 5, having a blast. reminder that if you turn on jumping/mouselook or savescum in doom you're a faggot, losing your weapons on death is part of the game. brutal doom is shit. play on pc here: https://doom64ex.wordpress.com/

>> No.5114675

>>5114663
pardon my nubness, in DOOM proper was there no mouse look? DOOM 2? You just arrow/wasd everything?

>> No.5114690

>>5114675
no vertical axis. doom has vertical autoaim to assist in shooting at enemies above/below you. mouse was turn left/right and forward/back was move forward/back. mouse 2 was also move forward.

>> No.5114979

>>5112438
PC Doom. Not that Doom 64 is bad, mind, but I think the PC versions just have much more interesting visuals and themes.

Not to talk about far more varied music, Doom 64 has exactly ONE style of background music, a dark and moody, but extremely repetitive and non-melodic droning. I don't hate Aubrey Hodges, but his music for Doom and Quake has ZERO fucking range and variation.
The music on PC, has lots of variation, there's fast and high tempo themes which really inspire you into action, and then there's the slow and atmospheric tunes which really builds tension and immerses you into the level.
They have distinct melodies and styles, which I think really does much more for the game than the sparse scatterings of ambient noise and droning tones you hear in the PSX and N64 versions.

>> No.5114987

>>5112578
He could go Chocolate for Doom and Doom 2, but for Final Doom and usermade content, he might as well go for PrBoom+ or outright GZDoom (it'll look good if you turn off the smear filter, and use the Brightmaps).

>>5112341
Doom wasn't all too much about being scary though, it was always more or less about fast action.
The only level which actually is scary at all is E2M6, and I think it actually does a decent job of it, working as a change of pace for the game.

>>5112354
>Part of Doom's appeal and grounding is that it's the future, and on Mars, but everything is very low tech and kind of crappy.
I agree on that a lot, the general aesthetic of Doom (and especially Final Doom), is of a futuristic, arguably high tech kind of setting, but where so much actually looks pretty crude and looks somewhat low tech, like there's all this old tech and all these old assets, which were commonplace in the late 20th century, but which just hung around because of various degrees of "costs too much money" and "if it ain't broke, don't fix it", with the occasional piece of much more impressive tech, like cybernetics or plasma weapons.

>> No.5114997

>>5112354
>>5114987
To expand more on it, in sci-fi, there's a lot of expectation of much more advanced technology, 'shiny and chrome', basically, what you see in Doom 3, halls of stainless metal plating, with advanced metal doors, not a spot of rust in sight.

But in classic Doom, you have concrete, ceramic tiles, wood paneling, exposed piping and circuitry, and then looking at metals, only *some* of it is really shiny and spotless, much of it include riveted plates which are rusted all over, or stamped sheet panels, galvanized and then given a coat of paint.
Not to mention brick work, or carpeting.
Then getting into marble slabs, vegetation, rock faces, gravel floors, and as hell makes itself more and more known, bone, organs, living flesh, and pools of blood, as well as large bas-reliefs of fearsome and angry demons.

>> No.5115005

>>5112606
I don't think there's anything wrong with GZDoom, but that it doesn't modernize things, is just flat out not true.

>>5113245
Not to talk about lower framerates.
Also there's no Arch-Vile, and the Revenant is nerfed like fuck, so already you're without two of the more interesting and fun enemies.

>>5114663
>losing your weapons on death is part of the game
If you want, the original manual encourages that you save so that you can keep your stuff if you die.

There's also that thing with how Doom was probably mostly balanced around pistol start, as in, you start each level fresh. It wasn't intended that way from the get-go, but testing levels, they'd start out fresh, and that's how it was balanced around.
Which isn't to say you shouldn't play progressively if you feel like it (that you carry over stuff between levels obviously means you're supposed to), I mean the secret rocket launcher in Doom 2's Map 01 for instance, is stupidly out of place because there's nothing on the map which calls for that kind of firepower, more over you only get two rockets, looking at that, it's a reward for exploring, but it also makes a lot of sense that you'd hold on to that until later in the game.

Doom and Doom 2 are mostly pretty easy games overall, though. It's not until Episode 4, and then Final Doom, where the real challenge begins, and then you can see further challenge and creativity in usermade content.

>> No.5115006

>>5114997
>>5114987

It's called "used future".

>> No.5115083

>>5115006
It does it great, too.
I love that you're literally on the moons Phobos and Deimos, where there's livable, breathable bases, and among high tech weaponry like the plasma gun, you have a pump-shotgun with wood furniture which looks like it could have been grabbed from any used rack in any sporting goods store 30 years ago today.

>> No.5115376

The monsters in Doom 64 look like they were designed by Rare.

>> No.5115386

>>5112219
How can shit be tight? Would you even want a tight shit?

>> No.5117692

>>5114979
That midi metal was garbage and you know it. Both Quake and DOOM are better off with dsrk ambient tracks. Go listen to aubrey's track for Termination Central on Quake 64 and tell me all of his stuff sounds the same.

>> No.5117791

>>5117692
Don't use OPL Synth emulation, and it'll sound good.