>Doom, despite early previews and impressions, ended up a viable and worthy successor to the fast-paced Doom 1 & 2
>Wolfenstein learned from the mistakes of '09 and married old school sentiments with modern design refinements and a healthy sense of irony into a great alt-history game with New Order
>both games emphasizing the superiority of medkits and carrying the whole arsenal at once over 2-weapon limits and hiding to regenerate health
>Serious Sam 4 will be a thing eventually
>the most hyped multiplayer FPS in recent memory is a goofy and vibrant class-based shooter with characters constantly flying all over the place
>overall dwindling interest in the franchises that killed the fast-paced FPS like Halo and COD
Are we in an FPS renaissance?
why is she angry?
When?
Shadow warrior 2013 >>>>>>>>>>>>>>>>> TNO
Devs are the ones to blame over most a 2 weapon limit makes sense for a war based realistic (or semi-realistic) shooter, the problem was the idiot devs that made their sci-fi futuristic or fantasy shooters play the same way.
Doom style gameplay in a modern war setting would be fucking stupid, just as stupid as the way the new COD games or Titanfall play.
PMS
T I M E S P L I T T E R S
>RIPPED AND TORN VAGINA BY DEMONS
Haven't played TNO but played SW13 and despite a lot of good things, it quickly became repetitive. It's still better than Hard Reset though. Both these shooters (as well as Painkiller) tried too hard to imitate that frantic fun arena horde style of Serious Sam, but failed in actual combat planning, levels size, enemies design and their overall number. Noone did it better than Croteam still.
>Doom style gameplay in a modern war setting would be fucking stupid
Replace demons with space Nazis or terrorists or Russians and it's still fun.
Honestly I've been thinking this recently. And thank fucking god. The popularity of the console shooter completely stifled creative FPS for the past decade.
Don't forget about UT4 and LawBreakers
i agree, cooking mama with that gameplay would be fun
Eternal Crusade is fucking amazing and if you're steathily viralling, enjoy being cursed by Kek :^)
>UT4
doa
>LawBreakers
literally no one cares
?
>UT4
>doa
I play everyday in full servers
>Are we in an FPS renaissance?
I wish but probably not. If Shadow Warrior 2 turns out to be as good as DOOM 4, hopefully that seals the deal and we start getting more fast paced games again. I would kill for a new Timesplitters. Fuck, I'd be happy for now with an HD collection.
Denuvo killed modding
prove it
It's nice that they are bringing the pace of old fps back, but now I wish they stopped and brought back the level design.
All these new "oldschool" shooters like SW2013, New Order, D44M just changed the linear corridor for a linear sequence of arenas. Maybe they should have looked to their own franchises for inspiration instead of serious sam.
It's my only complain about current fps games though.
Oh and rpg elements, fuck them.
Arenas > corridors
I really hope that SW 2 gets to be actually good, since there are a lot of people that despise it for having a boderlands tipe of open world, but i don't really mind that.
I just want to shred demons with a katana
I'm with you there, I like the general direction but some of the details are fuckey. At the very least the human see human do of the industry means that we'll get plenty of shots for someone to get it right.
Unreal 2 when?
>linear sequence of arenas
i.e. a better way of designing FPS games.
Doom 4 did a pretty good job of not just getting what was great about the original but also cutting out what wasn't.
I'd rather have linear arenas than linear corridors.
Also I really hate DOOM 2 level design so I'm not all that much of a fan of too labirynthian design.
Ditching dry-humping the environment to find keycards is an acceptable thing to have left behind.
As long as the arenas are good, the level design is good.
>Oh and rpg elements, fuck them.
i don't mind them
id should hire the guys who made DTWID.wad to make some levels.
>Oh and rpg elements
An upgrade system isn't really an RPG element, its a progression system. Effectively no different than getting better guns as the game progresses, just more extensive.
In all honesty, I am not particularly interested in Doom. I see nothing in that game, I think it's overly simplistic and way roo easy. It certainly didn't tempt me away from Destiny, what with its weak gunplay and subpar enemy and combat design (compared to the Taken), that's for sure.
For my money, there hasn't been an FPS that is outstanding in every aspect released since Bioshock Infinite.
Overwatch is legit great though.
The less time spent in menus the better. And that's not a pacing thing.
yup, it's a shame because i love the guns and art in pk, it's a shame it's a series of endless monster arenas.
doom16 also falls in to this trap on several of the maps.
I really like the rpg level sistem, since it actually makes me feel like my character has become more powerful after all the fights and battles.
heres a match i had yesterday
>The less time spent in menus the better.
That is a stupidly broad statement that very obviously doesn't hold up. Be more specific.
It needs to arrive first for it to be dead on arrival.
please don't imply that overshill 2.5 is part of a "renaissance"
its just another phase of tigole's ongoing crusade to replace all fun with esports and obliviousness
>make it so every single wad ever made was canon
>even take inspiration from some
>put denuvo in the game
>literally no mods
you cant make this shit up
Arena shooter is a fucking dead genre, it's already dead before even being finished.
It's feedback user. It's more impactful if it can happen in game. And it's not like such systems never existed before.
don't forget Homefront, it's actually extremely good
Well that's already being more specific. So you're just looking for a Hard Reset style upgrade station?
notice how no one even cared
In those games you literally level up and gain points to spend.
It is different than getting better guns.
Gun pickups were designed and put on certain locations of levels with a purpose.
Leveling system is just a lazy design.
Why's the character model look so bad? I thought the new UT Is supposed to be beaut?
Demons offered to help her carry those heavy weapons.
>Cpt. Beefheart
best username
god forbid games dont be taken seriously
this
is 2 any good?
Because almost everything in UT4 is placeholders right now.
Only a few maps are actually finished.
i was talking about the new one yeah
No. You can do it with just pickups. Fucking unreal 1 does it better than doom 4. And a lot of that is mostly due to level and enemy design allowing you to actually stress the differences between weapons.
>wolf 09
>bad
its single player was good even with respawning hub points.
overhype is popular for the same reason cod4 took over counter strike. the existing standard is outdated with little development interest. this creates a market gap.
Ahh ok gotcha, thanks user
>hyped for the game
>Leveling system is just a lazy design.
Don't be an idiot, its just more flexible. Upgrades let you chose your play style somewhat more than just giving out guns. There's nothing lazy about giving players options as long as your game allows them to take advantage of those options, same way you have to design your game to take into account that players may or may not have found secrets.
Because the character models look like shit. It's pre-alpha.
Some of the stages look beautiful like outpost but that's because that map has had the most work put into it
Classical organic levels are better than both.
>doa
what makes you say that?
>implying
Would you play UT4 game mode where you would have base construction mechanics like in Savage, Savage 2 or Savage ressurection, it's out, go play it and economy + vehicle mechanics from Renegade X?
Destiny is not hard. Get the best 2 or 3 guns and some friends and then just sit in a corner. Fuck off
>Descent 2
I hope we truly do have a 6DoF renaissance alongside this FPS renaissance. Things are looking up with all the projects out now.
Bullshit, arenas give the developer more control of player interactions and thus can be designed better.
They also make that control more felt in game, makes it feel less natural.
Right now the only things "finished" art-wise are some maps and the weapons. Character models and rest of maps still have placeholder assets.
you should try it user, its free and a lot of fun.
It might lack polish in its visuals but its gameplay is purely UT
Wouldn't it have to have taken off in the first place for there to be a renaissance?
I hope you're right
>same way you have to design your game to take into account that players may or may not have found secrets.
So do that again. It feels much more natural. This is the same thing as developers implementing regenerating health or enemies dropping health , because they're too lazy to design a balanced level around health packs.
I want them to bring back Heretic and Hexen.
>lazy developers
FTFY
cant be wastin' time designing mazes when a empty room will do
>Wouldn't it have to have taken off in the first place for there to be a renaissance?
It did take off - it was just among all the patrician players who graduated from playing baby games like DOOM and Quake.
Don't kid yourself, they're both artificial as fuck. Doom had more than its share of arenas, you just could sometimes enter them from a few different angles. Still knew you were in one when you got there though.
Serious Sam level design > DOOM / Build engine era level design
>Serious Sam 4 will be a thing eventually
yeah and it will be set in fucking modern Europe because that's exactly what comes to my mind when I hear Serious Sam - a modern city as if that fucking Modern Warfare SS3 bullshit wasn't bad enough
even that dogshit SS2 had varied, interesting enviroments
Alright lads.
If the MC in the next doom game is a female, what would be your reaction
I have no idea what the fuck is Croteam thinking by making a prequel to a prequel.
I'll never understand, but always pity the kids on this board who revel in the fact that arena fps is dead.
How sad and bitter must you be to hope for such a fun rewarding genre to not make a comeback simply. What's even the reasoning?
How pleb are your tastes?
Actually, its because mazes make for boring as fuck levels. There isn't a single good Doom level based around a maze. Not one. All the good ones are arenas connected by corridors. Seems logical to cut out the middle man there.
No shit they're both artificial, but you feel it less in the classic design. Obviously you know they put that imp there in doom 1 and doom 4. But at least in the classic games they didn't tell you exactly how long you had to hang out in a room and exactly what order you had to do them.
Fuck no. I love SS more than Doom but SS literally doesn't have level design
It means Crash is now a canon character.
>It's pre-alpha.
lovin how this meme has gone from "it's beta" > "it's alpha" and now it's "pre-alpha" what the fuck excuse are you drones gonna use next?
Patrician doesn't describe 6dof
Enemies dropping health is there to encourage getting in close to enemies when you are at low health instead of running back to medkits you left earlier in the level, which was a significant problem with the original's pacing. Its actually pretty damn good design.
Guys, relax. The shot of Sam in front of the Eiffel Tower is an old BFE concept art. Also, because of time travel shenanigans, BFE is both the first and last point in the timeline. A prequel to BFE could either entail right before BFE or right after TSE, since both would take place before.
80% of the maps don't have textures yet.
Gotta try harder than that
t. Torish Hovarid
>IT'S PRE-EXISTANCE IT'S NOT EVEN A CONCEPT YET
>you
No, you do. And that's due to your own irrational biases instead of any objective superiority of one style of the other.
The levels itself are very basic, it's the encounter scrips that make the game. The spawning of waves is very deliberate. Fighting kleer and werebulls in an open arena is different from fighting bio mechs. Doom style games never spawn in enemies, so there is rarely any element of surprise or suspense.
Encounter design is part of level design.
We've left the generation of Dota-likes and we are now headed into the generation of tf2-likes thanks to Overwatch.
Don't expect many twitch shooters like UT4 or Quake.
>tf2-like
nah
even battlefield class system take more skills than overwatch.
Stop shitposting. Have you seen The Talos Principle? Do you know that these Rome and Medieval locations were (and I'm sure will be) the actual parts of Serious Sam 4? Also, modern environments can be as good as ancient ruins as long as you have enough big space.
I hope she gets lots of cute fanart.
It will be a fucking prequel to BFE with actual France and Paris. And it's alright. Don't kid yourself.
>fast-paced movement and combat
>interesting non-linear level progression, including possibility of getting caught in time-travel loops of levels[/spoilers]
>powerful, mindfuck plot involving reality shifts and alien factions manipulated by rogue human AI's
>orgasmic ending based around the player character becoming a component of causality itself, the universe shifting to your will
I love this game to pieces, greatest FPS of all time. I wish I could wipe my memory and experience it for the first time over and over
Another stupid nigger. SS actually HAS level design. It's 100% appropriate for that kind of game where you literally fight hundred enemies at once. If SS had corridors and mazes, that would be boring as fuck, and even non-linearity wouldn't improve that.
>arenas give the developer more control of player interactions
How so?
Do you even know how games are made logistically? Like the stages they go through during the process of creation?
>source: your ass
As long it's nothing like SS3 it's more than fine.