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this hit me right in the feels, shame that doom4 feels like a console port


I found the multiplayer of the new DOOM to be full of strange design decisions.

It clearly wants to be an arena shooter, but it couldn't let go of loadouts from Call of Duty, nor the "modern" Halo roots the team had previously worked on. (see: Call of Duty)

The result is an amalgamation of everything wrong with modern multiplayer shooters, distilled through a DOOM filter and collected in a toilet. It wants rocket launchers, but it kills in two shots instead of one because you can just spawn with one.

It's a damn shame. Instead, I decided to go play the Unreal Tournament alpha.


Doom4 loadout system is really sad. The powerup mechanic is cool but minimally useful, the Revenant is just extremely unbalanced: He can fly, kill instantly and has 3x more HP than a normal player. If you get to play Doom4 multiplayer s with friends, all you need to do is camp the spawn (which is easy because its spawn is announced way ahead of time)

Unreal Tournament alpha is not much better, the netcode is weird, the new movements are extremely buggy and the weapons are unbalanced. The only good thing about UTalpha is that they stick to the original vision: Fast paced, aim-skill game, with very little novelty (other than movements and like one weapon's behaviour has changed)

I am looking forward to overwatch, although its not a real FPS, at least I feel like Blizzard cares about the game they push out and are not blindly following trends.

I been playing UT since early 2000s when i was just a kid and I feel sad that so little importance has been given to this title. I wasn't expecting Doom to be another QuakeLive, but at the same time not another "CoD12: Future Ops from Hell - Mom get the camera edition"




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