Slashdot Mirror


New DOOM III Shots

Warrior-GS writes "There are some new DOOM III screens on GameSpy coming from QuakeCon 2002 in Texas. There are also new screens of Elite Force II, the Return to Castle Wolfenstein expansion pack Enemy Territory and Return to Castle Wolfenstein for the PS2. Carmack is also scheduled to speak tomorrow for about two hours."

13 of 209 comments (clear)

  1. The real question ... by Fehson · · Score: 4, Insightful

    I haven't a terrible amount of innovation from first person shooters in the last few years (Other than graphics). Hopefully Doom 3 won't just be one of those "but it looks cooler" games. I'm counting on some innovative gameplay, not just the best graphics I've ever seen.

    1. Re:The real question ... by startled · · Score: 5, Insightful

      Agreed. The "more jaded than thou" set likes to feign disinterest in id's latest, claiming they don't even need to look at the screenshots because they know the gameplay's going to suck.

      Regardless of the validity of judging a game's gameplay from 15 seconds of video, they're missing the point-- id makes a good chunk of its money licensing its engines. Lots of games used the Quake 2 and 3 engines, and many games will use the Doom 3 engine. If you play the sorts of games that use these engines, you should be interested in id's latest engine because it's a peek into the future.

  2. Re:Is this wise? by Eponymous+Coward · · Score: 2, Insightful

    Ok. I'll bite.

    You say there is an all around increase in violence, but you don't back that up with anything. In the US, television news makes it seem like violence is getting out of hand, but then they only present what keeps people watching.

    Do a search for the numbers and they don't reflect what the media presents.

    I did a quick search and found the following pages:
    http://www.cjcj.org/themyth/
    http://www.abffe.com/myth1.htm
    http://www.law.w fu.edu/lawreview/v33n3/W07-ZIMRING .pdf

    -ec

  3. If you thought goatse.cx was bad.... by Anonymous Coward · · Score: 0, Insightful
  4. DOOM III looks better... by weird+mehgny · · Score: 5, Insightful

    Some say these screenshots don't look impressive. Well - in a way they don't, but the actual game does. And the reason why the screenshots don't make the game justice is that the animation, bumpmaps, lighting etc must be seen in motion to have any effect. DOOM III's *realtime* lighting is what makes it a game/engine of the next generation. Wait for official videos...

  5. Doom3 video on G4.TV by TheHouseMouse · · Score: 4, Insightful

    I was watching G4 (the video game channel) today, and they had some vid caps of Doom 3 in action. It is hands down the best looking game I've seen. Some of the things that really impressed me were the lighting effects and character movement. I think many video games suffer from an overall smoothness in motion. Even games that use motion capture extensively (i.e. footbal games), still have a certain soul-less motion to them. Think of when you try walking underwater...the water constricts you motion so that you can't make subtle movements. Video games I feel are very similar. And the lighting effects in the game really added to the realism. Sure, the character models have really high polygon counts; but i've always been a much bigger fan of high quality rendering. I think Doom 3 could really usher in a new level or graphics.

    --
    Only the meek get pinched. The bold survive.
  6. Re:Hmm, not terribly impressed... by Plutor · · Score: 4, Insightful

    The real improvements in the Doom3 engine can't be seen in a static image like this. You won't realize what a difference completely dynamic lights and shadows will make until you SEE it.

  7. Re:Hmm, not terribly impressed... by BlueFall · · Score: 3, Insightful

    Nope, you're not alone. I can't understand why so many people go nuts over screenshots like these. As long as I see lines and corners where I should see curves, I won't be impressed.

    I'm not saying the games aren't fun, but for me, the graphics don't seem to be any monumental improvement, even over a few years ago.

    My 2 cents.

  8. Are we looking at the same screenshots? by mstorer3772 · · Score: 2, Insightful

    2 things make these shots "next generation"

    Bump mapping. VERY FEW games up until this point have used it, and I've always thought that was a real shame. A good bump-map can make a world of difference.

    Lighting! If you look at the dog-bull-beasty shot again, you'll notice that all the light is coming through in little bars. These bars show up on the beast, and it casts a shadow as well.

    The zombie-with-too-damn-many-eyes-beasty shot shows that it is casting shadows on itself. Another cool lighting thing.

    Go look again.

    --
    Fooz Meister
  9. Sure looks nice... by bartman1847 · · Score: 2, Insightful

    But looks aren't everything...

    I remember when unreal first came out... Yes, it had the best eye candy at the time. But the game play pretty much sucked, and don't get me started on the multi-player. It got boring after the first few levels.. The only highlight of the game (other then the graphics) was the point when all the lights start going out and your stuck in a little hall way with the skajhoweveryouspellit.

    This sort of sounds like the direction more single player games are going now (take the very still popluar half life, NOLF, and most all of the games based on the quake3 engine), with scripted events. Which we already know that doom3 is going to have. I hope they go more into the direction of do whatever you want to do, just get the job done... Not like you have to use some switch in some hidden room to kill so and so monster...

    Since I brought up half life, I also herd that they aren't going to tweak the multi-player much for this installment... I don't know about everyone else, but the multi-player support in doom was one of the best features of the game. Look at half life for instance. Do you think people would still be playing or even buying a game almost 4 years old, if all they could really do is play single player? I bet most people have never even played single player half life. I really didn't like the direction they went with quake3/ta. If I want to play human like players, why don't I just go online and play human players?!? The single player modes were pretty lame in that respect, don't waste my hard drive space with this ai crap...

    Don't get me wrong, I'm a very loyal id fan(I own them all but the orignal doom, since ult doom includes it :D). I just hope they don't get influenced by the direction the gaming industry has been going on about lately. They either want to focus on the single player, or multi-player game only. To do it right, you've got to get both balanced imo...

    In any case, I still can't wait to satisfied my sweet tooth for eye candy :D

  10. That *little something* still missing by dmccarty · · Score: 5, Insightful
    Somewhere along the FPS industry's quest to make the photorealistic game, there are still two items in the 3D world that have never looked better than the old side-scrolling, sprite-based games:
    • Hard polygonal edges
    • Interactions between models and structures

    Hard Polygonal Edges
    It doesn't matter if the fingers are as round as a triangle or as round as a dodecahedron: it still doesn't look round. What the industry doesn't seem to realize is that the brain is much better at interpolating the details of a fuzzy image than Nvidia is at displaying a kazillion pixels at a gajillion frames per second. The cell structure of animals, humans and whatever twisted monsters come out of the minds of modelers these days should not look like they were drawn on graph paper, from point to point. Whether a face is displayed using 30 polygons or 3,000, there's still the awkward-looking, jagged edges and connections that the use of polygons dictate.

    Interactions between models and structures
    I'm tired of watching models claw their way across the ground with their feet sliding as if they were a hooved animal walking on butter in a country with a gravity coefficient of 0.5. I've not yet seen a game that shows REALISTIC movement of 3D models. At least in Doom, when the imps were clawing the walls, they were obscured enough that my mind could make up for the lack of detail. But the basic problem of "interacting" things that move vs. things that don't has never been solved very well.

    It's the details that really count. Ludwig Mies van der Rohe, the great architect, when told by a frustrated subordinate, "The Devil's in the details!" cooly responded, "No. God is in the details." Details make or break the project. The last 10% of a project--the details part--usually takes as much effort as the first 90%. Perfection is impossible to attain, but to me it's perfectly obvious that a great game is complete when the details are properly completed.

    Meanwhile, I'm still waiting for a realistic-looking lifeform that doesn't slide across the room.

    --
    Have fun: Join D.N.A. (National Dyslexics Association)
  11. Nothing Matter to Me by pgrote · · Score: 3, Insightful

    You can tell me:

    1) It doesn't have a story line.
    2) I need a new PC to run it.
    3) It doesn't handle some graphical crap I don't understand.

    All I care about is the immersion. Do I feel like I am somewhere else. When Doom was released I felt that. The sounds, the sights, the gameplay all contributed to making you feel like you would die around the next corner.

    Fire up Doom ][ and if you feel your stomach quiver when you drop off a very high walkway into acid you'll know what I mean.

    I have a firm commitment from the CFO, read wife, that when Doom 3 comes out I get a brand new PC the next day. :-) I'm happy.

  12. What all 3D games are really missing by xintegerx · · Score: 5, Insightful

    is simple physics. FOR GOD SAKES If you are strafeing sideways and fire a ballistic weapon at a distant entryway, the "projectile" should propel not just forward but sideways, and end up MISSING the door.

    And if I'm riding the Half-Life train and jump up, the train SHOULD NEVER slide from under me. I should instead plop STRAIGHT back down in my seat (unless I bump into the ceiling or the train's speed changes.) How high I jumped doesn't matter. It's simple physics like this that would allow for NEW strategies and skills.

    This would be TRUE advancement because ALL games are missing this! (Even 360 games like the Descent(R) series) But yes, EVERY SINGLE GAMER would have to retrain their skills but why not! It'd be added realism that could be turned off with a real_weapon_physics switch for any multiplayer game...

    And Yes--one could still have "homing" missiles that fly to the exact spot your cursor was pointing at the time you pulled the trigger. (But even here, they wouldn't fly straight but at an ARC. The front of the projectile would try to point the opposite way of the sideway force, whipping the tail end back, etc.)