Doom 4 Trailer

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  • #1178138
    Anonym
    Inaktiv

    @DOOM82

    Und wie installiere ich den Brutal Doom Mod auf der 360, du Hirn!?
    Darum gings ja nur.

    Doom 1+2 hab ich jeweils 4 Mal.

    Einmal als Bonus in der Doom 3 Steelbook Collectors Edition für Xbox.

    Einmal als Bonus beim Doom 3 Add on Resurrection of Evil für Xbox.

    Einmal als uncut Downloadversionen für Xbox 360.

    Und zu guter letzt auf der BFG Edition.

    #1178139
    bitt0rbitt0r
    Teilnehmer

    brutal-doom-mod hab ich bisher auch noch nicht probiert.
    das letzte was ich vor paar jahren mal genutzt hab, waren die skulltag- und doomsday-clients.
    muss mal wieder ein doom-setup auf dem pc machen.

    #1178140
    ObermotzObermotz
    Teilnehmer

    PROTIPP FÜR BRUTAL DOOM:

    Solange auf den Cyberdemon schießen bis er splattert!

    #1178141
    bitt0rbitt0r
    Teilnehmer
    Quote:
    The new Doom is a return to the franchise’s roots, executive producer Marty Stratton revealed during the game’s QuakeCon reveal event — which is why the game has officially been named, simply, Doom.

    “As you’ve probably noticed from the teaser, the game is called Doom, not Doom 4, and not something like Enemy Territory: Doom Wars,” Stratton said.

    The game will launch on PCs, Xbox One and PlayStation 4, and will be running on id Tech 6 — or “id Tech 666,” as the dev team calls it, Stratton joked.

    The game’s development, and its reveal presentation, has focused mostly on the tenets of the series’ fast-paced combat. Stratton outlined the different “ingredients” that went into their favorite series installments, including a cast of over-the-top demonic enemies, huge and inventive weapons — “which you can carry all at the same time,” Stratton confirmed — and quick combat, free of regenerating health.

    Doom will begin outside of a UAC research facility on Mars, right at the outset of a demonic invasion. In a live gameplay demonstration, we watched a player walk through the facility, shotgun in hand. The gameplay sequence showed off brutal melee attacks and buckets of gibs — each eliciting a roar of approval from the presentation’s attendees. The player also seemed to have a few mobile maneuvers, like a double jump, to help them survive waves of enemy demons and leap over large gaps.

    Another segment of the demo saw the player rip the arm off of a nearby corpse, and use the appendage to activate a keypad on a locked door. The player also discovered additional weapons during the run-through, including the iconic double-barrel shotgun and rapid-fire plasma rifle.

    Severed limbs were the order of the day — the player had a number of context-sensitive melee executions, allowing him to head-stomp a foe or, in a particularly brutal offing, grab a demon’s arms and tear it in half. At the end of the demo, a flying demon got the best of the player, ripping his arms off and beating him to death with them. In another demo, the player ripped out a chainsaw, which allowed him to carve up demons in different directions — through the shoulder, torso or straight down the middle. Rocket launchers separated demons’ top-parts from their bottom-parts.

    It looked like proper, violent Doom — and was met with deafening applause from the audience with each new weapon, new execution animation and gibbing.

    This reveal was first teased at E3 earlier this year, alongside a minute-long cinematic trailer. This QuakeCon reveal event was not streamed or shared with non-attendees, in effort to do “something special for the amazing QC community,” according to a blog post from Bethesda Softworks. At the presentation, attendees had to check any camera equipment they had on them at the door, in an attempt to prevent any leaks from the reveal event.

    Development on the next installment of Doom has been lengthy and troubled, to say the least. Doom 4 was first teased by former id Software lead developer John Carmack at QuakeCon 2007, and was properly announced as being in development in 2008. Following years of silence from id Software, which was obtained by ZeniMax Media in June 2009, Kotaku reported that the game was trapped in “development hell” following a series of huge conceptual shifts and design changes.

    Pete Hines, the VP of PR and Marketing for Zenimax subsidiary Bethesda Softworks, confirmed at the time that the previous version of the project had been scrapped and rebooted.

    “An earlier version of Doom 4 did not exhibit the quality and excitement that id and Bethesda intend to deliver and that Doom fans worldwide expect,” said Hines. “As a result, id refocused its efforts on a new version of Doom 4 that promises to meet the very high expectations everyone has for this game and this franchise.”

    quelle:
    http://www.polygon.com/2014/7/17/5913883/doom-4-quakecon-reveal

    ich glaub’s dann, wenn ich’s selbst spiele. aber ich bin da jetzt schon sehr geil drauf.
    fast-paced, alle waffen transportierbar, massig Gegner, wohl keine automatische selbsteilung, sogar ein double-jump, gore, blut, gedärm… das liest sich alles sehr schön.

    #1178142
    SpacemoonkeySpacemoonkey
    Teilnehmer

    also wenn double jump in der kampagne is dann macht mich das gerade extrem wuschig

    #1178143
    bitt0rbitt0r
    Teilnehmer

    letztendlich wird das leveldesign entscheidend sein, welches hoffentlich wieder labyrinthmäßig wird, und wie man sowas da sinnvoll intergriert, um an verborgene stellen zu kommen.

    wenn’s auch dazu benutzt werden kann, um größere Monster zu besteigen (ähnlich dragon’s dogma) bzw. dann halt draufzuhüpfen und die zu bearbeiten, wäre es auch interessant.

    #1178144
    SpacemoonkeySpacemoonkey
    Teilnehmer

    glaube das kriegen die hin. hauptsache man macht im kampf mehr als laufen, fadenkreuz auf gegener halten und sich hinter kisten verstecken. die finger müssen was zu tun haben.

    fänds cool wenn zb ein gegner mit klingen armen und viel spannweite auf einen zu dasht so dass man mit dem doppelsprung drüber muss um in den rücken zu schießen. ist jetzt keine superduper idee aber würde bischen die monotonie aus den meisten shootern nehmen.
    oder wie du sagtest auf einen großen gegner springen usw. irgendwie sowas

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