First Doom 4 Production Shots Revealed
An anonymous reader writes "Actor Brad Hawkins has been tapped to do motion-capture work for Doom 4, and revealed that the game features the military and civilians fighting side by side. Does this mean the game is set on Earth for sure? GGL Wire has an interview with Hawkins and a selection of production shots. '[Filmmaker Mark Bristol] was very specific on the civilians having a certain personality and the military characters having a separate one as well. The body language of the civilians is less, well, "trained." They carry their guns in a looser fashion and are a little sloppier when they run, a little more freestyle. The military characters are sharp as razors, with very swift moves, exact hand positioning and can turn on a dime.'"
This follows news from last month that British novelist Graham Joyce was brought in to develop the story for the game.
It looks like the graphics have advanced since doom 3. A more impressive improvement happen though in the different sets of screenshots produced for Duke Nukem forever though. The again the developers working on the Doom series does seem to be more task oriented than the Duke Nukem forever team.
http://www.aaronrogier.net
can't wait to reveal my headshot skills... \:D/
Will the Marines in this game remember about duct tape?
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CINC, 4th Penguin Legion
god damnit page won't load.
What they really should do is stop fucking the Doom franchise and outsource development to the people responsible for Painkiller or Serious Sam. If I wanted heavily strategic gameplay and a deep story, I sure as hell wouldn't buy a game with "DOOM" written on the front of the box. When I buy a Doom game, all I want to do is kill tons of dudes with an assortment of awesome weapons.
Quite frankly, I could care less.
DOOM was great, DOOM II real fun. DOOM III was boring (yes, boring!). DOOM IV has pretty graphics. Oooooh, haven't seen pretty graphics in, er, minutes.
id software used to be our heros, but by now I believe they simply dropped out. They used to be at the very fore-front of new ideas, new graphics, amazing ideas - these days, it's just like any other large software company: "Let's do the next version of our old game, and not risk anything really new. We'll advertise via pretty graphics, not with interesting game"
Free PC version of ChipWits at http://www.breueronline.de/klaus/chipwits/
This follows news from last month that British novelist Graham Joyce was brought in to develop the story for the game.
Wait, Id is now incorporating a STORY into one of their games? What will they think of next?
Not only slashdot'ted, but super-slashdot'ted. I can't even get a byte back from them. And coral cache has similar problems.
Hint, in case this hasn't already occurred to people: DO NOT LINK TO A WEBSITE THAT CAN'T HANDLE TRAFFIC. Seriously, I don't think a single poster here has managed to actually see the screenshots at all.
This is the problem with heavily-dynamic websites - a few visitors and you need to add extra servers. At least with static content, you can serve up to the capacity of your internet connection.
...Duke Nukem Forever I think it was called?
I'd like to read this article, but I'm reluctant to put down my gun to pick up my flashlight.
Bah, only a pleb would think that black is black and can't be improved any more ;)
Sure it'll be black, but will it be HD-rendered, bump-mapped, paralax-mapped, pixel-shaded, floating-point-colour black? I mean, just #000000 is soo last century. Nowadays only plebs and nostalgiacs would even look at that. Nowadays we want high-res high-polycount shiny objects with normals and displacements precisely calculated to accurately reflect and refract the surrounding, umm, black. We want black reflected on photo-realistic shimmering black water.
And pay attention to the high resolution part. Just filling a 256x256 texture with (0, 0, 0) doesn't cut it any more. If it's not at least 4096x4096 worth of pure black, you might as well make it text mode.
And will it have realistic depth-of-field effects? It's not a modern game if you can actually see clearly at more that 10 ft. You know it's really modern if you feel like a myopic guy who lost his glasses. In fact, like a myopic guy who just got beladonna drops in the eyes at the occulist, lost his glasses, and is returning home through a severe fog. If you wonder if your CRT suddenly lost the focusing coil, or if your 1600x1200 TFT is actually badly upscaling a 320x240 image, _that's_ a modern game. I mean, bah, black. What we need these days is _blurry_ black.
A polar bear is a cartesian bear after a coordinate transform.
Cut the crap dude. I won't bother talking about Doom with people like you. But id Software is indeed doing completely new stuff. Name's Rage. Now shut up.
^^^ Nerdrage
I like survival horror, but DooM was a derivative shockfest, it is what your typical big budget horror movie is to real horror movies. DooM III tried to be System Shock and failed (even copying the audio diary story telling format).
Hint: When something jumps out of every corner it ceases to be a surprise. I "won" DooM III when I realised the level designers would put the monster door right in the spot an FPS player would put their back to instinctively. After that point I would know roughly where the monsters were going to be.
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CINC, 4th Penguin Legion
Hey, I'm a civilian, and I can turn on a dime, too!
"Oooh, baby, you look so polished tonight I almost thought you were a quarter..."
The entire list of iDTech 4 games from Wikipedia:
Doom 3 - id Software
Doom 3: Resurrection of Evil - Nerve Software
Quake 4 - Raven Software
Prey - Human Head Studios
Enemy Territory: Quake Wars - Splash Damage
Wolfenstein - Raven Software
A total of six titles, one of which is an expansion pack for their game. Now how about their main competitor, the Unreal Engine, specifically version 3 since that's the newest. Well I'm not going to copy and paste the list... Because it's huge. There's more than 50 games on it. You can see it at http://en.wikipedia.org/wiki/List_of_Unreal_Engine_games if you are interested. Also interesting to note is UE3 came out after iDTech 4.
Maybe their strategy is to just sell engines, but they don't seem to be doing well in that regard. Not nearly as well as they've done in the past at least. Also, in the past, they certainly seemed interested in selling their games. While they sold plenty of engine licenses for their older games, they also sold plenty of copies of those games, and there were tons of mods of said games released.
Personally, I was real underwhelmed with Doom 3 both as a game, and the engine backing it up. When it came out I really didn't feel it looked better than UT2004 (Unreal Engine 2). It had some neat effects, but over all I wasn't impressed with the appearance. Textures were rather low rez with no detail textures to deal with close up viewing, lighting was crap, the hard shadows made it only really good for dark, spooky games, and so on. When UE3 came out, it was just over.
Market seems to agree with me, as there have been tons and tons of UE licenses sold and very few iDTech 4 ones.
You're talking about FO3 where it was done right, and only for short times when the game actually needed it.
I'm talking about games where full time everything past 40-50 ft looks like it's smeared. Not just to simulate a head injury or concussion, but in every single frame. I'm sorry, my eyes don't work that way. Yes, when I focus on object X, object Y might be blurry, and viceversa. But those games don't actually know what I'm looking at, so they just blur everything. In effect it's a simulation of not being able to focus on distant objects at all. I.e., myopia.
Seriously, turn on depth-of-field in COH, and you'll see exactly what I'm talking about. It's not even remotely the same as the FO3 effects.
A polar bear is a cartesian bear after a coordinate transform.
This forum appears to have the entire article with the shots in it: http://www.amio.cn/forum/showthread.php?p=17759 Not that they aren't SCREENshots, they're PRODUCTION shots.
"If you were plowing a field, which would you rather use? Two strong oxen or 1024 chickens?" --Seymour Cray
The unlucky marine from Doom 3 - when it was once again too dark to see - said "It just isn't right - that the shotgun and flashlight - are each bound to a separate key."
http://blogs.ign.com/XoZeN/2009/02/10/112331/ I couldn't load the original article, but this looks like it has all the info. It's nothing all that interesting.
It's not the FSAA I'm talking about. I understand your point about FSAA, but now think the same on steroids, squared and applied generously to boot.
In COH it's called explicitly "depth of field effects" in the options, and really it makes distand objects look as if you're drunk. Not just "less clear", but as in actually like you're seeing unfocused and seeing a little bit double. I _can_ tell a difference between that one and the option called FSAA :P
And in HGL IIRC it's called something like "DirectX 10 smoke". Again, very different option from FSAA. The FSAA one is a dropdown, the blurr-everything one is a checbox.
A polar bear is a cartesian bear after a coordinate transform.
original site is back up now.
"The military characters are sharp as razors, with very swift moves, exact hand positioning and can turn on a dime.'"
Yes, but can they turn on a dime Macross Zero style?
Nowadays, you're supposed to use the 3D glasses; they help you focus on that faraway stuff when the need arises.
What the hell ever happened to the Doom novels? Someone should use some of THAT story. What? Just because the Columbine shooters liked them, everyone pretends the books never existed? At any rate, this does sound pretty cool.
Friend: "The NIC is misconfigured..." Me: "No prob, I'll just telnet in and fix it." *Silence*
"Interview removed by request of id Software."
"Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife