Doom Eternal has me worried

Doom 2016 wasn't perfect, but honestly it was pretty close. I'm not a fan of some of the design choices they've decided to change between 2016 and Eternal.

The HUD is too congested, invasive, and colorful. The item pickups are too glaringly obvious. The fact that there are extra lives is laughable and really bizarre. Also, the fucking pain grunts.

I don't mind games that don't take themselves too seriously, but Doom Eternal seems to be taking it a bit far. I'm still going to get it, but this stuff has me pretty worried that the game might not be that great.

The story/lore seems fine though.

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artistically the game looks like a mess. Not sure what they were thinking but I think they need a new direction.

Absolutely. There's so much about the combat that is visually unappealing to me.

The enemy designs too. They look like something out of bayformers.

Also, the fucking pain grunts.

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>Healthbar is blue
>Armorbar is green
Gross

>Item picks ups are too glaringly obvious
>Also, the fucking pain grunts.

So I'm guessing you never played an FPS before 2001?

>t.never played original doom

This is the doom you guys wanted, enjoy

>The fact that there are extra lives is laughable and really bizarre.

That seems like the complete opposite of realism to me OP...

You're stupid.

16 enemies looked more Bay than Eternals

i really liked the previous gameplay they showed with the more minimalised UI.
God knows what the fuck they're thinking with that colour puke mess.
i want the GAME to be more colourful, not the UI.

Also all these new mobility options amount to shit when every single enemy is slow as fuck and just hurls projectiles at you. We need some fast enemies that run you down to force you to use that stuff, not the lumbering retards that charge into walls giving you 8 years to step behind them and shotgun

At the very least, I can appreciate the green crosshair. It was legitimately invisible during some parts of 4.

I don't see issue here.
Games are stupid, so embrace it.

are you fucking dumb? how are any of these (besides extra lives) actual flaws, let alone ones which remotely impact the actual gameplay at all?

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anyone who's touched this thing has walked away convinced it's a better game than the first one.
i'm p.excited.

Every addition is either to
A)Get rid of boring ass standard sci-fi blues and greys that plague the sci-fi genre and make Doom more colorful like the original
Or
B)Make game play elements clearer for players

>Pain Grunts
Way more enemies per arena, if you don't notice you're getting hit from behind the grunts are there to make you aware
>Colors
Your brain is wired for visual recognition, even more so for all the autists on this board. Blue health bar=blue health items, need shotgun ammo? Look for the orange as oppozed 16's all ammo which looks the same in combat
This also allows them to take elements that casualize the game such as the weapon wheel slowdown. No more slowdown, it's now replaced by color recognition

>the item pick ups are TOO obvious
They're really not. Why the fuck would I want to slow down my combat to health hunt

Because health vials were blue in Doom 1 and armor bonuses green.

>the art direction
>and then its the combat is "visually unappealing"?
>the enemies look bad
You guys are not agreeing on the same thing, you're replying to each other just to further your own dumb ass criticisms. Shut the fuck up morons.

>The item pickups are too glaringly obvious. The fact that there are extra lives is laughable and really bizarre. Also, the fucking pain grunts
None of these are valid complaints in of themselves, just shit you dont like. You cant explain why its bad, your opinion is less than meaningless. The trailer opens with a hell knight being chainsawed, any complaint you have about tone is invalid to me as well. You're concerned, awesome, want a medal?

Nevermind the fact that DOOM had options to disable HUD elements 1 by 1 and becomes more fun the more effort the player puts into the gameplay sandbox, no no, theyre gonna somehow fuck it up this time with optional extra lives to adress the complaint that the checkpoints didnt save often enough. Which is fairly a logical approach to that critique, dont kid yourself and reply they should have had manual save you know damn well that will never happen.

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The item pickups and enemies are almost 1 to 1 recreations of the og doom 1 and 2

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The original Doom had no HUD options, and 2016 only let you disable certain elements while the rest remained.

I see everyone's points. No, they're not massive flaws in gameplay, it just looks ugly. The grunts sound really unfitting, like Serious Sam or minecraft pain sounds.

I also forgot to mention that the sluggish movement speed is disappointing.

ARENAS
ARENAS
ARENAS
ARENAS
ARENAS
ARENASARENAS
ARENAS
ARENASARENAS
ARENAS
ARENASARENAS
ARENAS
ARENAS

PLATFORMING

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>The original Doom had no HUD options,
You could remove it entirely, though.

>a (shitty) videogame has me worried
rethink your existence, you mentally ill retard

Ok so whats the issue aside from you disliking it on principal alone rather than accepting what it's trying to be? Simply put, no modern developer, EVER, has solved the logical issue of making good AI that doesnt ruin/trample through a complex puzzle of a level. 3D space and player mobility in that full range of space, has so many variables you can see for yourself how the original Doom levels dont work in any way shape or form with the new enemies in the 2016 classic levels. So with that said I dont see whats wrong with accepting this fact and using arenas. Even Quake with its revelutionary jump to 3D used the same spawn tactics for not having so many enemies on screen at once that DOOM is using decades later. Serious Sam's only solution was to build a specific game engine with the sole intention of having a million enemies on screen. So until someone can compromise quake style level design with AAA graphics and AI on the level of DOOM 2016 I dont see how arenas are a negative and no shitposting ive seen here has changed my mind on this.

>Doom 2016 wasn't perfect, but honestly it was pretty close.
It really, really wasn't, you retarded zoomer shill.

Even still, that's not disabling anything one by one. That's increasing your screen size until the status bar disappears.

Did you play it on console or PC?

I had it on PS4 first and it was fucking abysmal. Bought it again when i built a PC and it was actually pretty good. Still not amazing, but I could understand it being some anons favorite game. Glory kills are fucking lame and I stand by that opinion.

I grew up on OG Wolfenstein and Doom. Doom 2016 had the best of both worlds between classic gameplay elements and modern ones.

I don't mind the arenas, just the cartoony look of some of the elements of the game.

>the sluggish movement speed is disappointing.

But it looks to be the exact same as the last game? Besides that there's now also dashing and the grappling hook

It's not my favorite game, but it holds a permanent place in my steam favorites if that says anything.

It does, but not in a positive manner.

>Simply put, no modern developer, EVER, has solved the logical issue of making good AI that doesnt ruin/trample through a complex puzzle of a level.
What happened to FEAR AI design and AVP2 xenomorph AI, they worked fine.

>the grimdark bloodbrony zoomers are mad there’s not enough brown and bloom

A bloo bloo

>loved how the first game had its own tone and artstyle while still feeling like doom
>now every design is REMEMBER THE ORIGINAL GAMES HERE'S A CYBERDEMON PLEASE CLAP

Good. Doom 4 made everything look like a bug with their chitinous exoskeletons.

In FEAR levels are simplistic shooting galleries and your movement is slugish as fuck. There are so few enemies in the uninspired drab levels that it doesnt matter if theyre left alive or dead, and because of your movement speed and the hitscan nature the developers arent worried about you wondering the level and exploring, potentially ruining combat encounters. Not that I dislike FEAR at all but when thats all there is its really easy to focus on the AI. i havemt played AVP2 tho it seems good

I think the original Cyberdemon and zombiemen are a really cool addition, but in other places I feel like they are pandering way too hard to nostalgia factor, mostly with all the cartoony arcadey gameplay features.

lmao

>gameplay and "arcade" are now "pandering way too hard to nostalgia"
hahaha we're probably the same age, go fuck yourself dude.

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wow it's almost as if you took what I said and comprehended it completely differently

>now every design is REMEMBER THE ORIGINAL GAMES HERE'S A CYBERDEMON PLEASE CLAP

And that's a good thing!

Yeah, but they are AAA studio they have enough resource to waste on a AI/Level Design team.
But they will never do that.

Daily reminder the people crying about pandering are zoomers who are mad they weren’t alive at the time and they hate the fact that something they want to enjoy is referencing and appealing to a time they didn’t exist in.

Same thing happened with Sekiro going for old school difficulty mechanics where you couldn’t powerlevel your way through obstacles.

My biggest complain about DUUM, was the art, feels cartoony, specially the imps, also lacks religious symbolism, need more pentagrams and impaled people.

Interesting, we can use this as a pleb filter.

I was thinking about that second part, because it confused me as well why there wasnt enough religious symbolism in the first game. I think they fully intended it to take off as a global franchise but got worried at offended anyone religious so they 100% made up phony pretend religions so they can cheese out on not having pentagrams and crosses everywhere. As for impaled people...? Im with you.

I think Doom Eternal actuall fixes that a bit by expanding on the humanoid/zombie type enemies. They were one of my fav enemy types to kill in Doom, just because they looked less cartoony and more horror (unlike the imps as you said).

Anyone else find it really bizarre how arenas are such a common Yea Forums complaint about DOOT when Yea Forums worships devil may cry, a game about comboing enemies in locked arenas over and over again until it ends?

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I guess a Zenimax's lawyer would go ballistic on Id if they tried to recreate a Death Metal album, I found the blog of an artist who did concepts for DUUM, and he had a different idea compared to the final release.

Almost like Doom, SS and DMC are entirely different games.

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Doom 2016 was a piece of shit arena shooter.

Not crying about pandering because I'm a zoomer. Like I said before, you retards, I grew up in the 90s on Doom 2.

I'm changing my mind about the bright items, because that's not really much of an issue. The ugly color puke hud, annoying minecraft pain grunts, and the slower movement.

I don't know why people were hyped over them adding a flamethrower to DOOM Eternal, considering it will just look like vomit against the red background of Mars, red demons, blood, and red projectiles

That kind of aesthetic was saved for the multiplayer.

>Doom 2016 wasn't perfect, but honestly it was pretty close
It was a fucking abortion

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ok

sadly, you weren't

Yep, they were worse, but they are still bad in Eternal.

And it clashes with everything else

You are blind, faggot-eyes.

D44M had good aesthetics and the puke and bile styled items and GUI look horrible in comparison

I just want the movement to be faster. Doom4 was really slow it felt as if you were underwater at some points.

that image got a straight conversion to MP stage called Boneyard. 1:1 conversion

do you prefer the old doom pain grunt?

>D44M had good aesthetics

No!

You're a down syndrome cunt. Not only is it amazing, glory kills are a wonderful addition and the PS4 version is the optimal way to play it.

The gamer looks like it has way too much platforming now, and DOOM was already a fucking slog in the later levels with the level designs

It feels more like a video game, aside from the ugly hud, I'm all for it.

I don't see the problem, it looks way better than the previous game. Loving the expanded mobility and melee.

Posting a shot with the weapon wheel up is obviously skewing the appearance of the HUD. Overall it's actually fairly subdued and doesn't take up much of the screen.

I do agree that the color choices are a bit extreme. I don't think it's enough to detract from the game but I hope it's customizable. It honestly fades away in motion though, it just stands out a lot in screenshots.

Everything else is the game acknowledging and embracing the fact that it's a video game and I personally appreciate the shit out of it. I love how gamey it looks.

That's totally part of Doom in the Hell levels. They obviously changed it up with more varied aesthetics as that tone and texture looks boring over and over. But there's aspects of Hell that have what that concept art has with bones, teeth, and fleshy parts portruding from floors and walls. And there's a blood red hue on everything there too and pools of blood. I don't see something that wasn't utilized in Doom there.

In my opinion, I don't like the HUD as it's too distracting. It's way too colorful & blends in with the rest of the enviroment compared to the other huds in the past, as they're not too distracting & makes the color pop out more from the game. Also making the HUD translucent instead of transparent just creates artificial difficulty because you cannot see which enemies attack you, & this becomes a problem when it results in a cheap death.
I also don't like how "gamey" it feels too, it takes you out of the experience & ruins the immersion of the whole thing. That's just my opinion though.

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I'm kind of confused, I don't think I've actually seen an "arena" in Eternal yet. It looks like just areas filled with enemies like the prior games. Am I dumb?

I know 2016 had a lot of lockdown arena moments but I haven't seen that in any Eternal footage.

There were a few locked doors that only opened when you killed every enemy.

>translucent but not transparent

Wut. Are you misspeaking and using the colloquial version of transparent which can include semi-opaque (and thus using two synonyms) or using transparent literally and saying the HUD should literally be invisible?

>but honestly it was pretty close
That is a funny way to say it was the worst in the entire series.

yeah but in DMC the whole point is about doing cool shit. The skill expression doesnt come from winning, it comes from a satisfying combat system that you exploit to make cool shit happens.

Sorry, I meant transparent in the way of it being semi opaque like in Doom '16.

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The only thing looking bad to me are the HUD/UI. It looks fucking weird, cluttered and like a mobile game or something. Too many different colors and it clashes with itself.

yes. a sharp exhale is more fitting than OOF OUCH AGH

What I'm saying is translucent and transparent (as you used them) mean the same thing. Do you think the Eternal HUD is TOO translucent compared to the 2016 HUD?

I could see that argument and would honestly probably agree, I'm just confused on what you're trying to say.

That's what I'm getting at

No that would be Doom II

>ZOOM was close to perfect
Fuck no.
It was better than tripe-A trash generally is, but that's not a very high bar to go for.

Then yeah, I kinda see that. It's both a bit too translucent and the blur around the edges of a lot of the HUD elements makes it weirdly blend in too much, in spite of the bright color. It's not bad enough that the information can't be discerned but I think a nice, crisp HUD communicates information a lot better without even really needing to look at it. You can discern the information from approximate lengths/positions of things on the HUD like health bars and the like.

The demonic level, for example, is not super clear if you're focused on the center of the screen and it's in the corner of your vision.

I remember playing the original Doom. in multiplayer mode, players ran around spastically trying to shoot each other before the other could return fire. In single player mode, usually one would carefully creep into the next room and clean out the threats before advancing to the next room. I was always happy that the two ways of playing were different and that I was free to choose how to approach the levels. All the promotional clips of the new Doom games look like they've turned the single player mode into a spastic mutiplayer mode, and I just don't care for the idea that the style of gameplay has been mandated in advance in the level design.

>The HUD is too congested, invasive, and colorful
Two notes:

1) we both know that weapon wheel is only gonna appear when you hold down the weapon swap button, and honestly I kind of like using hot/cold color coding to show (what I assume to be) how close to max ammo the weapon is

2) we both know that the Doom reboot had a weirdly customizable UI, including like 3 different levels of complexity to the crosshairs. I don't doubt that it will be similarly customizable this time around.

it is such a blindingly pathetic attention grab that they changed things. the game shown at Quakecon last year was a lot like 2016 doom but improved.

this one is a fanwank. just full of shit for 'doom fans' to point and gawk at because they remember seeing it in doom 2. OMG HEALTH VIALS OMG RAD SUITS!!! put the fucking solent down bucko. just because you remember something and that something is now in front of you on your monitor should not be a valid excuse for warping the game's art direction. YES, 2016 had Easter eggs. little nods to the originals. e1m1 playing when you pick up a doomguy figurine. but the game wasn't what I would describe as arcade, it had a campaign that had some semblance o a lived in world that was quite immersive at times. doom eternal looks like a fucking clown world with all the colours and video gamey sound effects (you half expect to hear pacman munching away in the ambient track or a BING BING Wahoo when you pick up a 1UP). furthermore, the hud is abyssmal.

hate to be that guy but I have to call out low hanging nostalgia bait when I see it, especially when it's to the detriment of so much else

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The ammo is color-coded, but each section fills up showing how much ammo you have relative to max.

it's the 7/10 to nuDoom's 6.5.

Health potions were there in the Quakecon footage, buddy. They're not there just to make references, but because they read a lot better than 2016's varying sizes of blue cylinders.

>The ammo is color-coded
I don't understand this statement. You mean like which pickup each gun uses?

they are blue glowing objects on the floor. if I'm in the middle of a firefight that's all I'm gonna register. did they really need to be vials?

On the HUD, each ammo type has its own color. Plasma is purple, shells are yellow, etc.

Half the shit you're bitching about was there in the Quakecon footage, and there's literally nothing wrong with any of it ;-)

for me changing color of crosshair in games was a thing from serious sam first encounter, fucking hell

It wasn't clear how much any given health pack would give you because they all looked the same.
Besides, the small health pickups were already little blue vials, just with a different shape.

I'm suprised I don't see this complaint more, the UI is like something straight out of a mobile game, it boggles the mind.

I'm worried there will be too much focus on platforming and crap like that, and it'll take away from the shooting. Also, damaging floors and radiation suits to avoid them are back, and I didn't like those in the original games.

A lot of these complaints really cancel eachother out.

>I also don't like how "gamey" it feels too

This is quite possibly the most retarded thing I have ever heard on this god damn website.

when someone says that they mean that rather than being an immersive piece of vidya it feels more like an arcade shooter

you can tell the difference, right?

Wasn't Doom intended to feel arcade-y?

100% agree. It's going way too far in the wrong direction. 2016 was the perfect blend of retro and modern sensibilities.

There is such a thing as too much.

The Original '93 & '16 felt a little bit more grounded than eternal. It didn't have tokens, literal question marks, & extra lives.

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On the topic of extra lives, I think that was to make things a bigger challenge. To keep you on edge or something.

no

Pretty sure you're more on edge when you don't have any extra lives to fall back on.

What's even the purpose of extra lives in modern gaming? You die, you reload a save. End of story.

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Ugh, you have to do that MANUALLY?
Why isn't it automatic?

If you have an Extra Life, you get all your health back and keep going instead of dying.

What happens if you've set yourself up into an unwinnable situation? That's usually the cause of my deaths. Reloading a save gives you a fresh start.

I mean there are likely still check points but the thing is that if you lose all of your lives you start at the beginning of the level. And to me that feels like it's not holding your hand, rather to remind you your lives are limited so git gud.

Just microtransact your way out of it ;-)

IT'S NEW SO IT'S BAD

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More like
>IT MORE LIKE OLDER THING THAN OLD THING, THEREFORE IT GOOD

Pain grunts are a good thing.

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Doom is actually a bit of a departure from games released at the time. it distanced itself a lot from those arcade games.

wolfenstein 3d I would say was quite arcadey

>the cartoonish headshot pop

Have you noticed it yet user? When you hear it you'll NEVER unhear it. And it's awful.

>savescum
Opinion discarded.

The fuck are you talking about

>complaining about doom being cartoonish

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Oh no user. Go back before it's too late.

Im still getting it I mean what else is there modern borefare?

....This is what retards are complaining about? Doom was never intended to be super serious.

youtu.be/6JIdJbzvxtE

Notice the high pitched pop at 1:46? That's the headshot sound. You'll hear that constantly through the game. Now watch the rest of the footage and see that you now notice the sound and won't ever unhear how SHIT it is

>extra lives
...why? doesn't really make any sense
>pickups
they should blend in more with the gameworld then they already do, too many floating ones imo, a few are ok like in D44M but in Doom Eternal they seem to be everywhere

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I have never had that problem in nuDoom.

Need the bright, fuckhuge HUD, can't see it well enough on a phone when streaming from Stadia otherwise!

well, doom got the right balance. wolfenstein 2 is what happens when they try too hard with story aspects. doom 16 had the perfect balance and was the better idtech6 showcase all-round.

boomer Doom has better modding, but nuDoom has better gameplay

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>doesn't really make any sense
git gud

>"Doom is not trying to be an immersive game; it's not trying to be a cinematic game," Martin says. "It's a video game with the capital V that's dripping with demon blood. Because it's really fast, we're putting a lot of pressure on the player. It's speed chess. You've got to make decisions really fast. If I'm driving around a race car 200 miles an hour, I need all the signage and the game to be big and bold. Otherwise, I'm going to get killed. We want death to be a result of the player making a mistake and not the game screwing them. If stuff is subtle, it's the game screwing me... It's like in this game, I'm in a race car. Dude, if you have something to tell me, tell me loud and tell me fast. That's really why we do everything with the glowing one-ups, the floating question marks, and the huge health packs."

>1993
>Fighting demons on mars in the future
Doom 3 was the first game to take place on Mars.

>faceless

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Marty said they’re working on making Eternal more flexible for mods.

S o y

>git gud
>literally gives you an extra life
>>git gud
kill yourself casual

Then don’t die, dumbass.

>saying that their game isn’t an immersive cinematic game is soi

Underage posters please leave

this would make more sense if the game didn't have quick-switch/pause and wasn't necessarily slow paced due to being a console shooter

Okay, you first.

>we want the fortnite audience

based

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It doesn’t have that on PC.

>"we're not making a cinematic game"
>game now has mid-level third person cutscenes

This image is tarded.
>1993
>play as a huge, faceless marine
you could see his face in the HUD & you're the same size as the zombiemen & shotgunners.
>fighting demons on mars
No, you fight demons on phobos & deimos.
>2016
>there are no cutscenes
you literally get locked in one during the second mission
>as you play single player & multiplayer modes
Nobody is playing 2016 multiplayer compared to zandronum.
>cutting edge graphics
It was average, don't lie about it.
>free tools to create custom maps
It was too limiting to the point that they're scrapping it for the next game.
>and you first played it in the 90-
The fact of the matter is that nostalgia isn't a factor as to why doom '16 is inferior to '93 & II. As a standalone FPS, it's very good. But as an entry in doom, it's a step above mediocre.

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>Color is bad
Yikes. I weep for the future of not only gaming, but of escapism as a whole. Movies, comics, anime, you name it. EVERYTHING is becoming bland, boring, uncreative, and worldy these days.

These days, people, especially millenials, lack the mental ability to construct works of art that distances themselves from the confines and aesthetic of our dull, stale real life.

This is why everything sucks now. Video Games, Anime, Movies, you name it.

In the 90's each of these mediums made you feel as though you were in another, fun, more enlightened pain of existance.

Now, they're all merely reflections of our shitty world.
Creators need to learn to get over themselves and think beyond our own fucked up world.

I miss the 90's when people still had a sense of wonder.

Take a look at what this retard wrote

>yikes
Post disregarded

It’s almost like they want Call of Doom.

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I think it looks great, you are over thinking it. It's supposed to be goofy and fun. If you want to be disappointed about something, for me it is the orange glow Insta kill animations which always gets old

Funnily enough they tried that during production of Doom 4 and scrapped it because hunting demons in the middle of clear day and in god damn sewers is not exactly a great idea.

youtube.com/watch?v=8bq1VlSTG1w

Just throwing every color in your crayon box at something isn't creativity retarded bing bing. Doom 2016 had incredible art direction.

I knew spamming that fucking hitchcock image would led to dumbasses like you.

I know, that’s why I brought it up. It probably would’ve been terrible, and I’m glad they decided to trash it.

>Doom 2016 had incredible art direction.
YOU RETARDS WERE SHITTING ON LITERALLY EVERY SINGLE MONSTER DESIGN IN '16. DON'T BULLSHIT ME.

I liked the HUD they were showing a year ago. Hopefully you can switch back.
This and Doomguy's voice (i know, they are just pandering to nostalgiafags) are my only gripes with the game thus far.

Some faggots were, but some other faggots were genuinely arguing against having vertical aiming. Both are in the impossible to please minority.

Literally the same exact logic applies to DOOM if you dont use upgrades and selp imposed restraint for runes. Its called metagame.

That’s an exaggeration.

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Because retard who cant into FPS complained in the reviews for the game that the checkpoint system is terrible. In reality its incredibly well paced but if you read between the lines the reviewers just sucked ass and were trying to justify it. By making the live system optional for babies it will only make the game better overall. Plus restricted lives speedruns and whatnot.

>Doom 2016 had incredible art direction.
lol. that was one of the worst aspects of the game

I understand your opinion but Doom literally has the fucking "gameist" HUD in all of FPS history. It cuts off a chunk of your screen to display
>AMMO
>HEALTH
>ARMOR
In gigantic overbearing and uneasy to read text in the middle of combat. On top of this Doomguys face is quite literally a waste of space and pointless "wouldnt this be cool" addition. I understand visually it looks strange when the graphics are realistic but people complaining about games being "gamey" is the dumbest fucking shit ive ever heard and it makes me want to slap you.
If anyone ever wondered why the devs even considered "call of doom" in the development process or why theres still so many scripted sequences or unfaithful design changes to DOOM16' its because of retards like this. If people saw no issue with games being "gamey" devs would be giving us better fucking games instead of treating us like children.

I wonder if they’ll remove them in Ultra-Nightmare or not.

Doomguy's face showed you what directly you were getting hit from.

That's a good point. Do you think there'll be settings to make the game feel less casual?

All of Yea Forums will know my anger for aeons if you can't gauss jump with the ballista

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From the E3 footage we can see it killing your midair momentum when fired level to the ground, so probably.

It was actually minimalistic compared to similar games of the time

mods will fix it

Does it make logical sense to get hit and rather than look around in the game focus your eyes to the bottom of the screen? Lots of stuff like Doomguys face made sense at the time but were really due to technical limitation, at the end of the day its just for more gamey reasons. Because its all games, its all mechanics to "win", there's nothing shameful about being gamey thats all.

>enemies that run you down
Fuck off with this shit those are the worst type of enemies in FPS, if you’re not avoiding projectiles and chasing and charging enemies you’re not playing doom right

You can still do it.

No, not at all. I was just telling you that his face being visible wasn't useless.

Thank God

I don’t know. I can only hope so.

>Baron flanks
>appears behind you
>GAUSS JUMP OUT

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Well in Kadingir Sanctum theres one part where the summoner spawns like three hell knights to chase you while theres ims running around. One of my favorite parts of the game

I reckon you’ll be able to turn off extra lives

I wish there was a non intrusive way to include the face kinda like Ion Maiden in the corner of the screen. But not sure how thatd look with modern graphics. I mean, at least he grunts now.

C H I N K J O B

damn

>nuDoom has better gameplay
Wrong nigger

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>hitchcock

Hell knights charge at you, it’s a bit different than chasing you

You dont think the UI and presentation is apart of gameplay?

Just turn it off, you double nigger.

dont be daft, it has a cohesive style. especially noticeable in photo mode; practically every frame looks like something out of an ad2000 comic

Okay now that is just unfair.

You retard, actual game, in the viewport, wasn't gamey for even a bit. Guns weren't floating around glowing, and even abstract powerups were stylized to fit the gameworld.

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They themselves just want to be taken seriously

There are no arenas in Eternal you stupid shitposter

Cohesive, sure, but extremely tasteless and trope-y.

I do agree the HUD looks bad, but come on, people are acting like the game is doomed because of it. It's not like the game will be unplayable with this HUH, it still shows you all the information you need (maybe too much information in fact).. And they could change it by the time it's released (5 months) anyways.
The extra life will spawn you away from your point of death and with full health.

go bait somewhere else

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game itself looks fine but yeah the UI irks me as well.
also, is it just me or are have there been more cutscenes in the gameplay we've seen so far than in doom 2016?
the only time you got cutscenes there were when you encountered a new enemy type, but the Eternal gameplay was littered with them I feel like.

Oh, that wasnt gamey? Sorry my mistake.