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The story was a bit low-key and while it hinted at some things they were never really clarified in detail but aside from that, almost everything was quite carefully designed to not deviate too much from the original Doom games (and too some extent the environments and atmosphere of Doom 3). That said, we can look at their current development progression path (if I can call it as such) from Doom 2016.ĭoom 2016 was basically a modern remake of Doom 1 with added flexibility in movement. Of course, right now it's way too early to discuss how it will turn out since I imagine it will be released in 2023-2024. That's quite the interesting discussion actually. I kind of want a return to his world to happen now, and a look at the original UAC (the one that was not a mad cult, and was honestly just a tech company that knocked on the wrong door).ĥ) An intro for the -actual- Heavenly host, and while we're at it, proper allied NPC's for larger scale battles between you and them against the demonic horde.ħ) Vehicles. IMO, the Earth in Eternal is clearly not the Slayer's original home. Think about it.BUILT IN MICRO MISSILES.Ĥ) A return to the real Earth.
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I wonder if the next game wouldn't be better served by nixing the HAR entirely, and putting micro-missiles as a suit weapon along with the flame belch and grenades. The transition between guns to sword is better than "guns to suddenly two handed chainsaw".ģ) As much as I like the machine gun, I feel like it's occupying the slots that both the ballista serves (sniper weapon), and the chaingun (rapid fire weapon). I feel like there's no particular reason for them to be two different attacks, and I personally prefer the sword to the chainsaw as far as "quick bashing attack after holding a weapon" goes. Too early to say, but my personal thoughts/ wish-list:Ģ) Consolidate the crucible and chainsaw into one weapon. Like really, a multiverse theory makes more sense with the different directions and people behind the games.Īnd before the reboot, fans already did their own "Doom universe" which actually tries to tie itself to the classic games instead of being a soft reboot. I feel like if id themselves wanted to expand on the actual classic Doom's, they might as well take a look at how the fanbase did it, whether it's some bit of inspiration or even outright letting them work on something. That is the sort of territory that the fanbase/modders sort of already did with years of fan projects, mods, Wads, fanart etc. Id themselves making their own Wads like how that one MachineGames dev made a Quake episode?
Doom 2016 game manual manuals#
Making an actual character out of the boss Doomguy beat up?Ĭutscenes/visualizations of the story in the manuals and intermission screens? Take more ideas from Tom Hall's Doom Bible and other cut Doom ideas/content (from pre-release/alpha/beta Doom 1/2 to Doom 64's concepts)? Remaster way more of the classic games, from textures and sprites to music or even sound effects? If they try to visit the OG/classic timeline, i wonder what they could do. Again, what I wrote was that I don't want Doom going down the yearly release path like Cod, or FIFA etc. Even some DOOM 1993 WADs have years of development. Literally programming a rock into a game would take a day of work. COD is not a game you should be comparing DOOM 2016 to because those games start development 2 years before they are released, and those games also have hundreds of staff members working on it. I said that in response to someone saying that Bethesda or ID takes time between their games, where I said that 4 years wasn't a long time, and DOOM 2016 technically only took 4 years since they restarted literally everything in 2012. Duke was obviously not a good example since it went through a huge development stage and always had to restart development. Also, it still takes place after DOOM 2, it's not like Final DOOM was in an alternate universe.
Doom 2016 game manual manual#
The game manual says after the events of DOOM 2.