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Posted: Sat Jul 08, 2006 4:21 pm
by Eraser
Mat Linnett wrote:And they shouldn't have bowed to fan pressure and gotten rid of the whole flashlight-or-gun gameplay.
So what if it's not realistic? IT'S SUPPOSED TO BUILD TENSION.
Well written post there Mat.
And that one bit, I wholeheartedly agree with.
Everyone seemed to complain about the lack of a flashlight on a gun and I never understood what the problem was. The scariest bits were where you knew there was something coming but you needed your flashlight to see where you were going. It brougth a feeling of defenselessness and "nakedness".
Posted: Sat Jul 08, 2006 4:54 pm
by I cant spell u
Mogul wrote:I personally think it's awesome. And the mp is really cool (if not "good"). Single player has amazing art direction. Awesome experience.
I'd play more mp but the only people playing it are just 12 year old noobs, no one to really give me an ass kicking (with the exception of Mazda, but I had 120 ping)
Posted: Sat Jul 08, 2006 6:03 pm
by JooKed
I personally think the game was almost too scary for me. I couldn't play this at night time at all for some reason. Even though I beat the game, it was only because of the shear repetivness. I mean, after you go through half of the game, its almost as if you WANT to go to hell just for a different experience. Overall, the tension the game created was relieved with its gameplay style.
Nice visuals though :icon26:
Posted: Sun Jul 09, 2006 12:59 pm
by Eraser
I continued playing Quake 4 SP again because of this thread

Gotta finish the bastard game again.
And I can't wait for Prey. The demo was awesome!
Posted: Sun Jul 09, 2006 4:08 pm
by Mat Linnett
The other thing is, I wonder how many people played these games the same way I (and I'm guessing the majority of you guys too) played these games?
I played both Doom 3 and Quake 4 on the highest difficulty available from the start. Quake 4 in particular benefitted GREATLY from this choice, being VERY unforgiving and a lot more of a challenge than other FPS games I'd played recently. I still think id should step away from the Quicksave and come up with some form of checkpoint system, but the top difficulty on Quake 4 makes the game a completely different type of game.
Posted: Tue Jul 11, 2006 8:32 am
by Captain
Yeah but I don't think you got anywhere past the Alpha Labs sector on Nightmare mode, Mat.
I started out on veteran with Doom 3 and RoE. Basically any game I start out with must be on highest difficulty

Posted: Tue Jul 11, 2006 8:52 am
by Eraser
Getting rid of quicksave is a good one, but a checkpoint system can be a bitch too.
Playing games like Doom 3 and Quake 4 with my index finger hovering over the quicksave button really kills the experience and for some reason I can't help but hit that quicksave button every 10 seconds.
Posted: Tue Jul 11, 2006 11:39 am
by Mogul
Wellll...
When you eliminate the quicksave, you might get something like Daikatana. I think they added in quicksave eventually to that game, but the out-of-the-box game is waaaay too hard, most because you can't use a quicksave.
Posted: Tue Jul 11, 2006 12:38 pm
by Captain
Ok, take out the quicksave out of Doom 3. That'll introduce a whole new wave of kids bitching about the game being too hard to skim through without a quicksave

Posted: Tue Jul 11, 2006 1:27 pm
by Eraser
Far Cry sported a checkpoint save system, which worked pretty well for me to be honest. Many people bitched about it not having a quicksave though.
Posted: Tue Jul 11, 2006 1:43 pm
by Foo
Eraser wrote:Far Cry sported a checkpoint save system, which worked pretty well for me to be honest. Many people bitched about it not having a quicksave though.
That's a pretty good example of where they got it backwards.
Consider that a rigid checkpoint system for saving is better suited to a linear game that walks from a to b in a preset line (half life, D3). On the other hand, games that allow for freedom in accomplishing goals need quicksave because you don't know where the player is going to come across various elements of a level (Thief, Far Cry).
Then again, Far Cry went all-out with an amazing free-roam game engine, then stapled a very linear experience over the top of it, which was a bit shame.
Posted: Tue Jul 11, 2006 4:12 pm
by Mat Linnett
BTW Mazda, I completed Doom 3 on Nightmare just for the record :P
Posted: Tue Jul 11, 2006 6:05 pm
by JooKed
I screwed around in Doom 3 open coop.
Christ it sucks assholes. The sound is buggy, the shooting is mediocre, and everything else is bogged down. The monsters take like 40 shots of every weapon to kill, and theres no teamplay aspect. Just run and gun, except with all the atmosphere the single player provided. I made a little fraps of it cause I was really bored this morning..
http://media.putfile.com/Doom-3-Co-op
edit: the little 10 year olds requesting god mode and unlimited ammo and continually sitting and typing "movemove gogo men" or "cover me!!1" gets annoying..
Posted: Tue Jul 11, 2006 9:08 pm
by Captain
Mat Linnett wrote:BTW Mazda, I completed Doom 3 on Nightmare just for the record :P
:O!
:icon14:
Posted: Wed Jul 19, 2006 9:43 pm
by r3t
my 2 cents about a save system: I like a system where you have a limited amount of saves, like in the Resident Evil games (typewriting ink ribbons :-) ). I think Soul Reaver 2 had a similar system too.
Posted: Wed Jul 19, 2006 11:09 pm
by Eraser
r3t wrote:my 2 cents about a save system: I like a system where you have a limited amount of saves, like in the Resident Evil games (typewriting ink ribbons :-) ). I think Soul Reaver 2 had a similar system too.
SR2 had unlimited saves but only at certain locations.
The game with the worst save system ever is New Super Mario Bros. I use coins as save games instead of buying passage. Getting access to a mushroom house is the added bonus of saving the game. And I never save unless I quit playing, because otherwise I run out of coins

Posted: Wed Jan 24, 2007 10:52 pm
by AceGec3D
I all around liked Doom 3... except the HUGE jock strap the last boss had on :icon23: :icon27:

:icon28:
:icon28: :icon23:
Posted: Sun Apr 15, 2007 4:56 am
by Glockg
The only thing I hated was the pda cabinet code thing.
Posted: Sun Apr 15, 2007 5:53 am
by Captain
I loved every bit of it. Too bad it didn't have Spider Masterminds, Arachnotrons, and Pain Elementals though. And more fucking levels ffs :/
Re: Doom3
Posted: Thu Aug 16, 2007 3:03 pm
by StarShrieker
yea, that always bugged me about D3...where are the arachnotrons?! I didn't like how they changed the Barons of Hell model so much (removing the horns, etc.)
I still need to play the exansion.
Re: Doom3
Posted: Fri Aug 17, 2007 5:22 am
by Duhard
The character's movement in DooM³ was way too slow...it really turned off the fun factor for me...ffs even Gordon Fagman can strafe jummp faster than that homo marine in DooM³...not a really good game...and we all know what happened with the multiplayer aspect of the game

Re:
Posted: Fri Aug 17, 2007 5:25 am
by Duhard
Captain Mazda wrote::O!
lol...you gigantic noob...don't make me unleash Hell on your sorry ass in q3....if you ever grow a set of balls...scared?
Re: Doom3
Posted: Thu Aug 23, 2007 5:12 am
by obsidian
The first time playing through Doom 3 I played in the middle of the night in the dark and the volume up. I couldn't very well play more than a couple of levels at a time before pausing to calm the hell down.
With surround sound, I would actually glance over my shoulder from time to time when I hear something moving behind me.
Story was thin and gameplay repetitive though.
Re: Doom3
Posted: Sun Aug 26, 2007 1:27 am
by Mogul
The game WINS atmoshphere+art direction though. Like, huge, huge amounts. Other games are somewhat comparable at this point, but its style is still king of what it is. I think, anyway.
Re: Doom3
Posted: Sun Aug 26, 2007 2:52 am
by Captain
Mmhmm, I can play it countless times and still be entertained. 5.1 surround and ultra quality ftw.