Login

Digital Foundry - DOOM 64 analysis

Better than ever

In a DF Retro exclusive, John Linneman talks with Nightdive Studios about the process of bringing the classic, totally original Nintendo 64 rendition of Doom over to the current-gen platforms. In this video, you'll see what made the original release so fascinating, while Nightdive staff tell all on how the game was reverse-engineered and delivered on current-gen platforms. Oh - and is this the first 1440p Xbox One S game?

Update available for DOOM (Classic) and DOOM II that includes new levels, performance tweaks, an audio overhaul, and more

Its never been more fun to be DOOMed

Bethesda is really knocking it out of the park with their support for the classic DOOM titles. Just today they've released an update for DOOM (Classic) and DOOM II that packs in new content, enhanced features, bug fixes, and more. Check out the full patch notes below.

A new update is available for DOOM & DOOM II on all platforms that includes audio improvements, QOL features and minor performance optimization. No End In Sight, with over 30 levels, is the latest to join our awesome line up of free Add-ons in DOOM.

Audio

The Audio has been overhauled, and positional audio should now work in all cases.
Sound distance falloff is now accurately using the same volume ranges from the original DOS release.
Objects that make consecutive sounds (such as the Chaingunner’s gun firing) will now correctly interrupt each other.

Add-ons

Chainsaw firing in Add-ons has been fixed to its original optimal buzz.
Sounds at 22khz (such as the Double Barrel Shotgun) now play correctly in Add-ons.
In the Add-on “No Rest for the Living”, Hell levels now use the correct hell sky texture.
Add-ons that are made up of multiple episodes can now be selected correctly.

Fixes

Fixed stalls that may occur when quick loading the game several times in a row when Add-ons are active.

Changes

Quick Load and Save can now be bound from Customize Controls and will work without pausing the game.
Automap colors have been changed. It will now clearly mark doors, and keyed doors using red, yellow, blue, or white lines, making it quicker to find parts of the map that are unexplored.
Automap is drawn with pixel doubling to increase visibility and fix issues with lines disappearing.
Kills, items, and secrets are now shown on the automap during gameplay.

Performance

Quick Load now loads quicker by skipping the screen wipe animation when loading a game.
Minor rendering optimizations.

DOOM Eternal mod shows the game from a third-person perspective

With the help of mods in the Cheat Engine, developer commands become accessible in DOOM Eternal, allowing a third person camera perspective during gameplay. While buggy and totally not meant to played this way, it's still a cool way to see what the Slayer is actually up to when ripping and tearing.

GameSpot Video - How A Toy Gun Became DOOM’s Iconic BFG

The BFG 9000 is an iconic part of DOOM's identity. It is as recognizable as the Super Shotgun or Doomguy's form-fitting forest green armor. But how exactly did a Toys R Us purchase in the early 90s lead to one of the most recognizable of all video game weapons?

DOOM Eternal's quality assurance team gets a special in-game shout-out

Well done, team

DOOM Eternal's quality assurance team is listing in the game's credits, as they were obviously an important part of the game's development. They were so important actually, that there's a second mention of the entire team during the game itself.

Eagle-eyed players have spotted that the game's quality assurance team pops up on an in-game monitor, where they're listed as winners of the Union Aerospace Corporation's Quality Excellence Award. In a time when we see some hard-working members not properly credited in games, it's nice to see a whole team get an extra nod.

Animal Crossing/DOOM Eternal fan-made animation takes the tributes to a whole new level

A Hell of a pairing

We've had plenty of hand-drawn tributes featuring Isabelle and the DOOM Slayer together, but the video above is on a whole different level. We finally get to see what it would be like if Isabelle entered the world of DOOM and worked together with the DOOM Slayer. Man, these two really do look like a bad-ass pairing!

The Art of DOOM: Eternal book now available

Might not want to keep this one on the coffee table

An oversized, full-color hardcover art book containing concept art and commentary from the development of DOOM Eternal, the next entry in the iconic first-person shooter series.

The newest chapter in the quintessential game franchise from id Software is here. Witness DOOM Eternal! This epic volume explores the art and development of the hotly anticipated sequel to the 2016 Game Award-winner for Best Action Game! Explore the twisted demonic invasion of Earth, the cultist UAC facilities, and plunge into otherworldly and unknown locations new to the DOOM universe. Admire the dangerous glimmering edges of the Slayer's arsenal and armor. Examine the ancient designs and breeds of Hell's soldiers and lords--all in gloriously designed full color images straight from the files of the game's artists themselves!

Dark Horse Books and id Software join forces to present The Art of DOOM Eternal, encompassing every detail you've come to love from DOOM!

You can currently buy The Art of DOOM Eternal in both digital and hardcover options. Digital is priced at $20, and hardcover will cost you $32. Grab both versions here.

GameSpot Video - DOOM 2016 vs DOOM Eternal Gun Comparisons

Doom Eternal's arsenal is full of weapons that have been around in the franchise for a long time, but they've gotten some significant tweaks and improvements in id Software's latest title. You'll recognize quite a few of your guns in Eternal from Doom 2016, but in the sequel, they often hit harder, look cooler, and sound better. Check out the video above to see a comparison of each of the returning weapons in Doom Eternal and how they've been tweaked since your last venture to Hell.

DOOM to DOOM Eternal monster evolution

My, how things have changed

DOOM Eternal has its fair share of new monsters, but there's also some enemies that have been sticking around since the original DOOM. Want to see how much their designs have been revamped over the years? Check out the video above for a run through DOOM history!

DOOM Eternal was "really boring" early in development, says Creative Director

Demon slaying is sooooo boring

DOOM (2016) was a balls-to-the-wall experience that really breathed new life into the franchise. Creating a follow-up to that major success is no easy task, and early on in DOOM Eternal's development, it seems that things just weren't coming together.

In an interview with Shacknews, DOOM Eternal Director Hugo Martin says the game's first year of development resulted in something that just wasn't fun to play.

“No one's playing the game. You couldn't put your finger on it, but the game got really boring because nothing could touch you. You could dash away from projectiles and enemies so easily that you could blast through the whole game like it was nothing. That wasn't good.”

The team took this moment as a chance to revisit DOOM (2016) to see what worked and what didn't, and where they needed to expand in order to make the sequel more engaging than ever.

“Doom 2016 was a one-trick pony. Our combat was world-class, but everything else about the game wasn't necessarily up to the level of the combat… Every aspect of the game had to get better.”

Search

Today's VIP

edwinlatorre9's avatar
Joined: March 2016
Newbie

Social Services