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Just watched some more gameplay and apparently, you can now even farm armor during combat if you set the enemies on fire and then shoot/kill them. Meaning it makes out of combat pickups and resource management pretty much entirely pointless....

The only resource in Doom 2016 that I cared about was armor because it was not easily available whenever I needed it. It seems like the reason they send a few basic zombies at you after almost every fight is that so you can refill health, ammo and armor and be full for the next encounter. And I always burst out laughing whenever I see a chainsaw kill. They managed to make them look even more ridiculous. The enemies literally explode into a rainbow cluster-fuck of pickups (which just disappear after like 3 seconds). "Look at all the pretty colors".

They also went all-in on the UAC being a hell worshiping cult instead of just a mega-corporation dabbling in dangerous research and I'm not very fond of that either.

But I like some design homages to the originals (Plasma gun, re-skinning the soldier guys to look like Zombiemen from original Dooms etc.) but the gameplay itself... Maybe when the price is $20 or below, I might try to play through it once.

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GameRager: As for the save system.....aren't the old school doom fans used to checkpoint saves or worse(like passwords for every level start)?
Absolutely not. Doom has always had the save game feature.

Even Wolf 3D had it.

There is absolutely no reason to use checkpoint only saving in the new game other than checkpoints requiring less effort to implement than proper saving. The main cause for the outbreak of checkpoint only saving was the limitations of earlier consoles. Unfortunately, it stuck for some reason.
Post edited March 29, 2020 by idbeholdME
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Crosmando: Didn't like how 2017 Doom locked you into rooms during certain fights (usually gore nest fights).
Sounds like Serious Sam. I loved Serious Sam.
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Crosmando: Didn't like how 2017 Doom locked you into rooms during certain fights (usually gore nest fights).
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timppu: Sounds like Serious Sam. I loved Serious Sam.
Yeah but SS isn't a Doom-like, it is it's own thing. I guess you could call it an arena-shooter in the way it puts you into large open areas with shitloads of enemies. SS doesn't really have level-design in the way Doom does.
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Crosmando: Yeah but SS isn't a Doom-like, it is it's own thing. I guess you could call it an arena-shooter in the way it puts you into large open areas with shitloads of enemies. SS doesn't really have level-design in the way Doom does.
Old Doom games had some arena like encounters, and enemies and weapons from Serious Sam heavily resemble to those from Doom. You could consider Serious Sam series as evolution of that particular Doom aspect.
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idbeholdME: They also went all-in on the UAC being a hell worshiping cult instead of just a mega-corporation dabbling in dangerous research and I'm not very fond of that either.
Yeah, I didn't like this and thought it was weird too. Especially since... minor spoilers... they seem to be trying to make demons, angels and other such classic mythology creatures into aliens.
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idbeholdME: Just watched some more gameplay and apparently, you can now even farm armor during combat if you set the enemies on fire and then shoot/kill them. Meaning it makes out of combat pickups and resource management pretty much entirely pointless....

The only resource in Doom 2016 that I cared about was armor because it was not easily available whenever I needed it. It seems like the reason they send a few basic zombies at you after almost every fight is that so you can refill health, ammo and armor and be full for the next encounter. And I always burst out laughing whenever I see a chainsaw kill. They managed to make them look even more ridiculous. The enemies literally explode into a rainbow cluster-fuck of pickups (which just disappear after like 3 seconds). "Look at all the pretty colors".

They also went all-in on the UAC being a hell worshiping cult instead of just a mega-corporation dabbling in dangerous research and I'm not very fond of that either.

But I like some design homages to the originals (Plasma gun, re-skinning the soldier guys to look like Zombiemen from original Dooms etc.) but the gameplay itself... Maybe when the price is $20 or below, I might try to play through it once.

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GameRager: As for the save system.....aren't the old school doom fans used to checkpoint saves or worse(like passwords for every level start)?
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idbeholdME: Absolutely not. Doom has always had the save game feature.

Even Wolf 3D had it.

There is absolutely no reason to use checkpoint only saving in the new game other than checkpoints requiring less effort to implement than proper saving. The main cause for the outbreak of checkpoint only saving was the limitations of earlier consoles. Unfortunately, it stuck for some reason.
To get armour you need to kill enemies on fire. The window to do this is brief, and you are constantly on the move; it's a lot harder than it looks. You can't just rely on pick ups out of combat. You don't get enough and are utterly hopeless if you don't manage your resources during combat.

Ammo types are assigned different colours. When you chainsaw an enemy you can eyeball what he drops. It's important if you are relying on a specific weapon.

Allowing manual saves would probably make the game too easy.
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jsidhu762: Allowing manual saves would probably make the game too easy.
The difficulty of a game has nothing to do with whether you can save at will. You are just cutting down on the tedium. I'm not asking for saves mid-combat, but at least being able to save whenever you're out of combat and exploring so you don't accidentally die while while doing it before you stumble upon the next ungenerously placed checkpoint would be welcome. It makes a difference when you can load a save right before the problematic encounter instead of having to walk back before making another attempt every time.

Doom 2016 was absolutely terrible at this. In the Foundry level for example, you could easily activate most checkpoints accidentally when exploring and then not have any place to save your progress. Then you have situations like "I've just spent 15 minutes scrounging for every secret, pickup and collectible and then I slipped into an inescapable lava pit, only to have to repeat collecting all the stuff I did in the last 15 minutes again. No, thanks. I'm out for the day". And that game is full of insta-death platforming sequences. Whereas if I could just make a quick save before the dangerous jump, all of that could be easily avoided.

And I've said it on these forums a lot of times but here it is once more:
If people save-scum to the detriment of their enjoyment, they have only themselves to blame.

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StingingVelvet: Yeah, I didn't like this and thought it was weird too. Especially since... minor spoilers... they seem to be trying to make demons, angels and other such classic mythology creatures into aliens.
Well, the Doom Hell has always been mostly just a different dimension that UAC accidentally tapped into through teleportation experiments.

But most of the story/lore is obviously retconned and has nothing to do with the originals. It seems like they went all in on a completely different, much more "epic and grand" route in the neo-Dooms regarding story.
Post edited March 30, 2020 by idbeholdME
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idbeholdME: Absolutely not. Doom has always had the save game feature.

Even Wolf 3D had it.
I meant that older gamers should be used to such in general in games.

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idbeholdME: There is absolutely no reason to use checkpoint only saving in the new game other than checkpoints requiring less effort to implement than proper saving. The main cause for the outbreak of checkpoint only saving was the limitations of earlier consoles. Unfortunately, it stuck for some reason.
I dislike them as well in most games, BUT they can be done well if enough checkpoints are put into a game and in the right places.

(Though of course I like having manual saves in most games I play as well)
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GameRager: I meant that older gamers should be used to such in general in games.
It's really an old console thing though, not much of a PC thing. There were games with checkpoints here and there, but the vaaaaaast majority of classic PC shooters, RPGs, adventure games, etc. had saving anywhere. When developers say they're going "old school" with save restrictions, they're referring to console games almost always.
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StingingVelvet: It's really an old console thing though, not much of a PC thing. There were games with checkpoints here and there, but the vaaaaaast majority of classic PC shooters, RPGs, adventure games, etc. had saving anywhere. When developers say they're going "old school" with save restrictions, they're referring to console games almost always.
I know.....that's what I meant.....that many gamers who played who played on such consoles should be used to such.

(i.e. it's not like it's a new thing or that some gamers haven't seen or experiences such before)

Of course, I am not trying to defend such practices much by saying this.....I also like manual saves & prefer them(or at least a quicksave option and plentiful checkpoints).
Post edited March 30, 2020 by GameRager
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GameRager: I know.....that's what I meant.....that many gamers who played who played on such consoles should be used to such.

(i.e. it's not like it's a new thing or that some gamers haven't seen or experiences such before)

Of course, I am not trying to defend such practices much by saying this.....I also like manual saves & prefer them(or at least a quicksave option and plentiful checkpoints).
Gotcha.

It really depends on the game for me. A linear shooter like Doom Eternal with checkpoints after every big fight doesn't bother me too much. Something like Dark Souls though, which expects you to repeat pretty large chunks of content and is even designed around that... I just don't have much patience for that at 40 years old.
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idbeholdME: They also went all-in on the UAC being a hell worshiping cult instead of just a mega-corporation dabbling in dangerous research and I'm not very fond of that either.
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StingingVelvet: Yeah, I didn't like this and thought it was weird too. Especially since... minor spoilers... they seem to be trying to make demons, angels and other such classic mythology creatures into aliens.
The original Dooms did have much more of a Satanic theme going on for the demons, it was Doom 3 that really went all in with the demons just being evil aliens.
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StingingVelvet: It really depends on the game for me. A linear shooter like Doom Eternal with checkpoints after every big fight doesn't bother me too much. Something like Dark Souls though, which expects you to repeat pretty large chunks of content and is even designed around that... I just don't have much patience for that at 40 years old.
Lol, yeah me either......I tried em a bit for fun, though, but eh....not really fun for me when I keep having to redo parts over and over and make sure my class/equipment matches the area/enemy so much.
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Crosmando: The original Dooms did have much more of a Satanic theme going on for the demons, it was Doom 3 that really went all in with the demons just being evil aliens.
Eh, Doom 3 was pretty fun at least....if a bit linear.

(Well most of it....the lost missions were meh)
Post edited March 30, 2020 by GameRager
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StingingVelvet: It's really an old console thing though, not much of a PC thing. There were games with checkpoints here and there, but the vaaaaaast majority of classic PC shooters, RPGs, adventure games, etc. had saving anywhere. When developers say they're going "old school" with save restrictions, they're referring to console games almost always.
Checkpoint-only did indeed start off as a left-over from old cartridge based consoles that lacked local storage, but the reason they still do it today on modern PC / consoles FPS games is pure padding, ie, "We just created a game with 10hrs of content and have a choice as to how to present it : 1. An 11-12hr game with Quicksaves or 2. A 13-16hr checkpoint game with +2-4hrs extra forced repetition"... The worst are Ubisoft whose placement of checkpoints before lengthy unskippable cutscenes is unashamedly obvious cheap padding.

As for Doom Eternal, from what I'm hearing it certainly wouldn't be the first game to lose a lot of its 'simple fun' charm by starting to take itself too seriously in later sequels. I'm wondering how much of the "survival" mechanics shoehorned in it that a lot of people don't seem to like (eg, perma starvation of ammo) are the result of the devs listening too much to a certain self-proclaimed 'hardcore' audience who prefer grind and being 'funneled' into a specific style of play over freedom of gameplay / exploration. It sounds like it's ended up the FPS equivalent of those "Survival" genre games which start out reasonably well balanced before degenerating into "I just sold 3 diamond rings and still can't afford a can of beans, I need to eat 24 meals per day, I will freeze to death in 90 seconds on a mild autumn day, and I just beat a small rat 500x times with a spiked club without making a scratch because the weapon was the 'wrong counter'" syndrome...
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AB2012: "I just sold 3 diamond rings and still can't afford a can of beans, I need to eat 24 meals per day, I will freeze to death in 90 seconds on a mild autumn day, and I just beat a small rat 500x times with a spiked club without making a scratch because the weapon was the 'wrong counter'" syndrome...
Lol.....I nearly spit out my drink.....+11111111