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DOOM 4 Announced

id Software announces development of DOOM 4, putting out the call for job applicants, as this will be developed in-house, like the rest of the DOOM series:

Production has begun on DOOM 4™, the next journey into the legendary DOOM universe. We are expanding our internal team and are currently hiring to work on this highly anticipated title.

"DOOM is part of the id Software DNA and demands the greatest talent and brightest minds in the industry to bring the next installment of our flagship franchise to Earth," said Todd Hollenshead, CEO, id Software. "It's critical for id Software to have the best creative minds in-house to develop games that meet the standards synonymous with our titles."

The DOOM franchise is one of the most recognizable and important in gaming history, having been named "one of the ten most influential games of the decade" by PC Gamer and "the #1 game of all time" by GameSpy. DOOM 4 will join the award-winning series which has consistently topped sales charts throughout the world.

We are looking for talented, ambitious and passionate individuals eager to join our accomplished team of developers working on the industry’s most innovative and anticipated games. For a complete listing of available positions, visit our id Careers page. Resumes can be submitted via email to jobs@idsoftware.com. All applicants must be authorized to work in the United States.

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105 Replies. 6 pages. Viewing page 1.
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105. Re: No subject Jun 6, 2008, 18:55 Thermopyle
 
The day VidWeps was released for Q2 was a sweet day...

I built a P2 450 with Dual Monster 3d 12's just for the cause.

Those were the truly sweet days of gaming.

as for D4 ... we'll see. I just hope it doesn't suck.

 
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104. No subject May 17, 2008, 01:49 Ken C
 
I want an onslaught of f-ing monsters!
Remember when hundreds of them would just all zap in at the same time and run all over the damn place?
That was awesome!
Pay Rob Zombie to make some new tracks and pick up where Doom 2 left off.
Doom 3 = too few monsters in too little space

 
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103. No subject May 14, 2008, 10:35 dryden555
 
Id would impress if they came up with enemy AI that was better than what every FPS has at the moment. That would be genuinely innovative. But we might see another Doom3 with deeply repititive dark hallways and cheesy "surprise out of nowhere" AI.

You know on 2nd thought, I wouldnt mind a "serious sam" style game if the level-design actually rewarded exploration (with really large very different looking and designed levels) and the graphics ran at a fast frame rate. There was strategy to Serious Sam at harder level of difficulty because the different enemies used genuinely different attacks -- a solid FPS game I thought.

This comment was edited on May 14, 10:43.
 
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102. Re: Tomorrow War May 14, 2008, 04:08 manic half
 
I have a sneaking feeling that Doom 4 will lack any creative game play. The world has moved on from the days of point and shoot gaming. It isn't enough to just dress up John Carmacks fancy dancy engine anymore and buy another F50 Super Ferrari. Carmacks days of relying on his technical excellance is OVER. Try artwork and game play.

yet, even if all they do is dress up his "excellance" and sell it with nothing else it will still sell more copies than you can count. you sir, FAIL.

 
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101. Re: No subject May 14, 2008, 04:06 manic half
 
Oh yes there was. Quake1 Quakeworld. Greatest multiplayer DM ever invented.

so true. it was beautiful and chaotic all at the same time.

 
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100. No subject May 13, 2008, 12:13 voreThy
 
Wow. I never thought I'd see ids artistic ability questioned. Just shows how far behind I am with games these days. I always thought their artists were pretty damn fine.
FWIW I look forward to games off these guys. I'll certainly buy it.


 
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99. No subject May 11, 2008, 04:30 Ledge
 
"Though no game has ever been better at multiplayer death match then good ol Quake 2!"

Oh yes there was. Quake1 Quakeworld. Greatest multiplayer DM ever invented.

This comment was edited on May 11, 04:30.
 
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98. Re: Tomorrow War May 10, 2008, 16:53 [VG]Reagle
 
"I'm really wondering what their next few titles will look like. Quake II was kind of a bummer - you could tell that the creativity and liveliness Romero and Petersen brought to the company were missing - but Quake III was spot on. Doom 3 wasn't bad, but it was monotonous with fairly crappy audio work and heinously punch-pulling bosses, and I have a sneaking feeling that some parts of it went unfinished or were excised in order to beat Half-Life 2 to market."

I have a sneaking feeling that Doom 4 will lack any creative game play. The world has moved on from the days of point and shoot gaming. It isn't enough to just dress up John Carmacks fancy dancy engine anymore and buy another F50 Super Ferrari. Carmacks days of relying on his technical excellance is OVER. Try artwork and game play.

Games are made with tons of cheap labor cranking out huge amounts of artwork these days. Id doesnt have that and their only idea of game play is if it moves shoot it.

"Hey, GTA's great, but it's not id's bag. Half-Life 2 has a hell of a lot to recommend it, but I'd prefer that id not embrace that series' profound linearity. But UT3? I'm not sure that's pot calling kettle black, but what a tired, worn out, stereotype-driven title that was..."

Well what I meant is that Half life 2 and GTA4 at least have innovate game play. UT3 has arse chomping multiplayer. The next ID game I am guessing will have no innovated game play, no innovative multiplayer and wont have the tons of fresh artwork that other games will.

ID is such a buzz kill lately.
 
Avatar 8515
 
I am MUCH MUCH MUCH MUCH MUCH better now.
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97. Re: Tomorrow War May 10, 2008, 09:25 FreonTrip
 
"Try making a modern game ID. Its not just about your graphics engine anymore. Now you need actual artwork and gameplay, two things that other games have in spades."

I'm really wondering what their next few titles will look like. Quake II was kind of a bummer - you could tell that the creativity and liveliness Romero and Petersen brought to the company were missing - but Quake III was spot on. Doom 3 wasn't bad, but it was monotonous with fairly crappy audio work and heinously punch-pulling bosses, and I have a sneaking feeling that some parts of it went unfinished or were excised in order to beat Half-Life 2 to market.

"See GTA4, HL2 and UT3 to see how to make a proper game."

Hey, GTA's great, but it's not id's bag. Half-Life 2 has a hell of a lot to recommend it, but I'd prefer that id not embrace that series' profound linearity. But UT3? I'm not sure that's pot calling kettle black, but what a tired, worn out, stereotype-driven title that was...

This comment was edited on May 10, 09:32.
 
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96. Re: Tomorrow War May 10, 2008, 00:06 [VG]Reagle
 
This is more dark crap. Walk around in cooridors underground and things jump out at you.

This is 2008, this is not 1988.

Try making a modern game ID. Its not just about your graphics engine anymore. Now you need actual artwork and gameplay, two things that other games have in spades.

See GTA4, HL2 and UT3 to see how to make a proper game.
 
Avatar 8515
 
I am MUCH MUCH MUCH MUCH MUCH better now.
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95. Tomorrow War May 9, 2008, 08:59 InBlack
 

This is totally unrelate Im jost posting it here for the benefit of "space-sim" junkies who haven't had a decent fix since Freespace 2.

http://www.hookedgamers.com/articles/preview/531/the_tomorrow_war

 
Avatar 46994
 
I have a nifty blue line!
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94. Re: The only way it works is hardcore May 9, 2008, 08:16 InBlack
 
Manic Half, lets face it id doesn't do DEEP STORIES.

If you consider Crysis DEEP then dont read on.

Half-Life was deep, Half-Life 2 was deep, System Shock 1 and 2 were deep. There are certain story and gameplay mechanics that work in FPS shooters and certain stuff doesnt. They tried doing a DEEP Storyline with Doom 3, tried and failed miserably.

They should keep Doom4 simple, just the way the original was.

 
Avatar 46994
 
I have a nifty blue line!
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93. Re: The only way it works is hardcore May 9, 2008, 08:09 InBlack
 
Please just bring back the BFG9000 gameplay mechanic from Doom 2, the ability to fry enemies with an invisible ray is just brilliant (microwave gun anyone?)

 
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I have a nifty blue line!
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92. Re: The only way it works is hardcore May 9, 2008, 08:06 manic half
 
None of this one at a time BS. Make it like Serious Sam 1 & PAinkiller. Rush me with gore, but make it the best eye candy anyone has ever seen, and I'll buy it.

and i wont. i for one am glad id has moved on from that sort of gameplay as you cant justify a story with it.

 
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91. The only way it works is hardcore May 9, 2008, 05:53 Zephalephelah
 
None of this one at a time BS. Make it like Serious Sam 1 & PAinkiller. Rush me with gore, but make it the best eye candy anyone has ever seen, and I'll buy it.

 
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90. Re: DOOM3 May 9, 2008, 03:42 Jerykk
 
FPSes have made a big deal about adding physics to the environment over the past few years, how about adding it to players?

Quake and Tribes were all about speed and momentum. You definitely felt like you had weight in those games. You could see your legs and feet in Tribes 2 but that was a hindrance as it would block your view when aiming down.

 
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89. Re: DOOM3 May 9, 2008, 01:52 >U
 
so should a sprinting player do more damage with a melee attack
That is one of the great aspects of FEAR's multiplayer gameplay, the sprinting and sliding melee players. Your idea takes that concept further than FEAR did, but FEAR implemented the basic idea.

This comment was edited on May 9, 01:54.
 
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88. Re: DOOM3 May 9, 2008, 01:17 Evil Timmy
 
Yeah, I played The Club. It's vaguely amusing for a few minutes, but it's less the kinesthetic feast I'm hoping for and more a mediocre take on CoD4's arcade mode, with a bit of the annoying repetition of the Stuntman series thrown in. The bonuses are purely optional, and I mentioned them as a way of giving an alternative to the usual methods of health regeneration and easy respawning in games. The core of what I'm hoping for is to see a game that makes your character feel like they're in the world, and have that affect gameplay, rather than feeling like a floating gun with a life meter. When you consider most shooters, it's rare enough that you can even see your feet, much less getting a feel that you've got weight, inertia, and can interact with the world. Even an indie like Mount&Blade seems to understand this, although somewhat simply, by having your speed relative to your target increase the damage you do.

Middleware like Euphoria and Havok show off what I'm talking about, and maybe the upcoming Star Wars Force Unleashed makes a better case than anything I've mentioned before. In the same way that a crate hurled at high speeds does more damage than one slowly rolling on the ground, so should a sprinting player do more damage with a melee attack, or by simply bowling over enemies. FPSes have made a big deal about adding physics to the environment over the past few years, how about adding it to players? Seems like a logical next step, not to mention a lot of fun.

 
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87. Re: DOOM3 May 8, 2008, 20:47 nomar
 
Did you play the game with heels and a skirt on also?

 
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86. Re: DOOM3 May 8, 2008, 19:21 Jerykk
 
If you hide behind boxes, snipe at an achingly slow pace, and are generally a coward, your health (and/or XP, damage bonus, whatever) ticks up slowly. On the flipside, reward actions like the story above (which brought a smile to my face in FEAR Perseus Mandate), take these games that are supposed to replicate the balls-out fury of a blockbuster action movie and actually reward people for acting like an over-the-top action hero.

There is a game like this. It's called "The Club" and is pretty bad. Probably would have been a lot better had it been designed for the PC instead of consoles.

 
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105 Replies. 6 pages. Viewing page 1.
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