We're pretty excited for DOOM here at Dealspwn after an impressive showing at E3, and while we'll have to wait a little while longer to get hands-on with it Bethesda Softworks want to make everyone is prepared for the upcoming closed alpha test. It should be noted that this isn't the same the beta that came as a pre-order bonus with Wolfenstein: The New Order, but you do need to use the key that was supplied with it. Well, you do in certain cases, which our guide after the jump will explain.Click here to read more...
No, you read that headline correctly.
Earlier this year we saw Half-Life running on an Android Wear, and now a group of hackers have managed to bring the classic FPS Doom to Apple's wearable computer. The effort occurred during a Hackathon event at one of Facebook's offices, as developers Lior Tubi and Mehdi Mulani worked to get the game running on the beta version of WatchOS2. The end result isn't exactly the slickest port, as you'll see by watching the video after the jump, but it's an impressive feat none the less.Click here to read more...
Bethesda revealed the long-awaited Doom reboot during their first ever E3 press conference. Slick and gory, insanely violent and over-the-top, it looks incredible. I am so ready, but then again I would say that.
Most of our regulars know that I used to love id Software with ferocious and slightly creepy intensity. It all started with... well, Commander Keen in Goodbye, Galaxy! if I'm totally honest... but escalated to Doom in short order. Doom was a perfect shooter; slippery-quick brutal corridor brawling that made its action the narrative, relying on incredible level, enemy, art and encounter design to tell its story, and it basically defined the genre.
Unfortunately id found themselves sidelined after the glorious Quake days and never quite recaptured their original brilliance, because they missed the point time and time again. Doom 3 was great but it wasn't really a Doom game until the last few levels, while RAGE was half excellent corridor shooter and half lacklustre phoned-in open world. Now, after dodging a bullet, it looks like id are going back to their roots and doubling down on what they do best.
Namely: corridors full of ravenous demons to kill with shotguns. Let me explain exactly why Doom is the reboot we've all been waiting for with the aid of new footage and screenshots.Click here to read more...
So, that just happened. Bethesda just wrapped things up at their first ever E3 showcase and frankly, we're stunned. Fallout 4 is coming THIS YEAR on November 10th. The lengthy collection of demos went into detail on new elements for the series and Carl and myself have quite simply been rocked and are fully wired despite it ending well after 4am UK time. There was also a strong showing from the likes of Doom and Battlecry. Oh, and Dishonored II was announced. Fallout 4 was that impressive, that new Dishonored II is a footnote in this paragraph. Be sure to come back over the next few days as we're covering all of the pressers and will be bringing you the latest news, trailers, features and opinions on all the hottest games at E3 2015. For now, take a look at our roundtable impressions piece.
Now I know we have all joked about Bethesda – or more specifically Fallout – winning E3, but if I’m honest here I really do think they’ve set the bar so high that it will be difficult for anyone else to come close.Click here to read more...
Doom 4 was cancelled and rebooted after several years of development, a move only taken when a game is fundamentally unviable or flawed down to the design document.
This new footage of the canned project proves that id and Bethesda made the right call, seeing as it completely missed the point. Halfway between Call Of Duty, RAGE and Mad Max, here's a chilling spectre of what could have been.
Click here to read more...
Bethesda are set to re-reveal Doom at their first-ever E3 press conference, having restarted development on the troubled shooter several years ago. This new teaser suggests that they're bringing back the double shotgun and Revenant, but blink and you'll miss it.
What do you want from the Doom reboot?Click here to read more...
Despite releasing 22 years ago, Doom still has a vibrant and thriving mod scene that provides great new content for the eternal shooter.
Kontra_Kommando's total conversion, however, deserves special mention. It contains entirely new enemy sprites, sounds, authentic weaponry and gore that provides a suitably hectic Aliens experience.Click here to read more...
A compilation of classic DOOM games will be arriving on European PSN tomorrow, Bethesda has confirmed. The Classic Complete Collection includes the original game (with the extra Thy Flesh Consumed episode), DOOM II (including No Rest for the Living and The Master Levels) and Final DOOM. It'll set you back £11.99.
Personally, we reckon that's good value for an entire slice of gaming history, but it's worth noting that vanilla versions of DOOM and DOOM II are included in the recently-released DOOM 3: BFG Edition.
In this week's PWNCAST, at ODB's suggestion, we take a look back at the games and consoles that we loved when we were younger. We chat about the titles that got us into gaming in the first place, and take pride of place in our fond memories of days gone by and simpler times.
That's all after we talk about Dragon's Dogma, Carl waxes lyrical about his new PC rig and the latest MMO beta weekends, and we look at Nintendo's rather exciting post-E3 presentation.
PWNCAST | Season 1: Episode 18, Recorded: June 22nd, 2012
Music| B'z: Into Free -Dangan- (BUY IT HERE!!!)
Some of the things that get covered this week:
...and much, much more.
This week in particular, we'd like you to get involved. Let us know what your favourite games of all time are, the games that had the biggest impact on you, and pop a nostalgic anecdote or two in the comments below.
We'll maybe even hand out a prize for our favourite.
Finally, do please keep writing in to [email protected] with requests, feedback, and topics you'd like to hear discussed. We've already had one or two (a tip of the cap to ODB for this week's topic), and we'd love to hear more.
Also, buy the Dragon's Dogma theme. Seriously.
Parental Advisory: We've tried to keep it as conversational and informal as possible, and you should be warned that there may be quite a few instances of strong language.
Click below to play the file, or right click on the banner at the top, and select 'Save Link As' to download the file onto your hard drive.
As part of id Software's 20 year anniversary, Artistic Director and studio veteran Tim Willits led a seminar about the history of the company at this year's Eurogamer Expo. We'll have a full writeup for you shortly, but before we do, it's worth noting that Willits was willing to shed some light on a few Easter Eggs that will be hidden in their upcoming FPS RAGE. Namely: a celebration of Wolfenstein, Doom and Quake with small in-engine levels being emulated as secrets.
We were able to see the Wolfenstein 3D easter egg in action on RAGE's first mission: a tense battle against the Ghost Clan. Since Wolfenstein is all about finding secrets by bumping into walls and spamming the action key, doing so in a deserted corner of the level revealed a classic blue brick room with a collectable (and eminently sell-able) goblet. Willits confirmed that there will also be similar Quake and Doom secrets scattered around later levels.
RAGE is set to be a culmination of 20 years of FPS excellence, and from what we've played, it's not going to disappoint when it hits shelves on October 7th.
John Carmack, id Software's technical genius, has suggested that violent games can actually reduce aggression and violence. Chatting to IndustryGamers, the man behind Doom maintained that the cathartic effects of gaming made for a more peaceful crowd than you'd find in other sections of society.
I really think, if anything, there is more evidence to show that the violent games reduce aggression and violence. There have actually been some studies about that, that it’s cathartic. If you go to QuakeCon and you walk by and you see the people there [and compare that to] a random cross section of a college campus, you’re probably going to find a more peaceful crowd of people at the gaming convention. I think it’s at worst neutral and potentially positive. - John Carmack
Carmack's not alone either. Earlier this year in a preview presentation for Prototype 2, developers Radical Entertainment noted that catharsis was a big reason behind the success of the original game. Empowerment fantasy has been a mainstay of gaming for years. We'd like to see some comprehensive studies undertaken, though...if only to keep Fox News off the industry's back for a little while.
Now this one is PRIMAL! I want to see handbags at the ready. There's pride and valour at stake here. Are you a Call of Duty man? Do you go nuts for Halo? What about Battlefield, or Medal of Honor? Or are you into the classics - Doom, Quake, Unreal Tournament? Cast your votes and let us know, then tell us why in the comments below. We know you want to champion them! Get it off your chests!
Let there be war!
Universal just canned Guillermo del Toro's At The Mountains of Madness film. They're still holding off on a Bioshock adaption, and the Halo movie is deemed too risky. But a reboot of 2005's Dwayne 'The Rock' Johnson-starring DOOM? That's on; and in 3D. Yup, Universal has green-lit the film despite having no director or actors attached, or even a script written. In fact, Universal's mandate on the film is that the script take full advantage of stereoscopic 3D. I think it's safe to say we're all DOOMED.Click here to read more...
Decades of videogames have brought us a veritable cornucopia of beautiful and bizarre firepower. We've seen it all: from Turok 2's nasty Cerebral Bore to the improbable homing shark launcher from Armed & Dangerous. However, when you desperately need an enemy to die in the quickest and most gratuitous way possible, there's only one boomstick that can possibly do the trick.
Gaming's most ubiquitous weapon is also its most useful. With your trusty shotty clenched firmly in hand, the forces of hell, nazis, alien armadas and your online opponents are reduced to greasy piles of meat in short order. We'd love to pick a single shotgun to illustrate our love affair with the beautiful and brutal equaliser... but there are just too many to count. To this end, let's take a look at some of gaming's most memorable shotguns- and why we love them.
Doom started it all. The original fully-featured FPS packed a lot of fun firepower, but its shotgun stands tall as the connoisseur's weapon of choice. A single shot is enough to shred a possessed hell-zombie where he stands, and to pop an imp like a hairy over-ripe kiwi fruit. As any id Software veteran knows, a few shells are an infinitely more useful pickup than any amount of armour or health- and worth wading into the fray with fists flying just to snatch.
Most shotguns are useless at anything but point-blank range, but Doom's legendary offering sweetens the deal with ridiculously tight buckshot scatter. Smug enemies on the other side of large arenas won't be laughing so hard when their internal organs leave their bodies at breathtaking velocity.
Put simply, Doom's shotgun makes hell your bitch. What's not to love about that?Click here for more great gaming shotguns!
Yeah. This is a thing that you want. id Software practically defined and refined the FPS genre with Doom and Doom II, with Doom 3 providing tense oppressive thrills and plenty of monster closets. Every add-on pack is also included, making this an excellent investment in gaming history. Just in case you don't know, the Doom series pits players against the ravening forces of hell with nowt except overwhelming firepower on their side... and if you didn't know that, it's probably about time you got involved!
As a cynical gamer with more addictions than I can count on one hand, I've been mired in a sea of apathy and detachment for years. Typically I feel very little other than mild pleasure, irritation and occasional anger in my day-to-day life... and people tell me that the decades I've spent gaming has numbed me to the highs and lows of the real world.
They've got a point... but every once in a while, a gaming moment comes along that genuinely makes me feel something. An emotion so profound, in fact, that I rate them as some of the defining moments of my life. So allow me, if I may, to step out of my objective comfort zone and share some of my seminal gaming experiences with y'all. Remember that this is a very subjective subject, though: and you might be surprised by some of the games that make my list!
Oh, and spoiler alert.
Is fear an emotion? Psychologists may argue that it's just a basic survival instinct, but I'd beg to differ. Horror games can make you jump us jump out of our skin or make us feel oppressed and alone, but it takes an exceptional game to successfully manage both. Enter System Shock 2.
Sneaking around a creepy ship populated by horrific hybrid zombies armed with nothing but a wrench and a psychic ball would've been bad enough... but SS2 upped the anti by making the abominations spawn randomly around the map. Not only that, but they frequently called out to me- both taunting me with the knowledge of my inexorable doom and begging me to end their newfound anguish. I was frequently too scared to go round a corner or enter a new area; literally, System Shock had me by the short and curlies. Retreating to an area that I thought was safe proved to be the last straw...as I turned around straight into the twisted leering face of a hanging corpse... and then was shocked almost to death as a pipewielding ex-crewmember stoved my virtual head in.
Apparently I screamed. Like a five year old girl. I've still haven't lived it down.
Eric Harris liked to compare himself to Zeus. In one of his high school assignments he wrote ‘We both get angry and like to punish people in unusual ways’. Later, on the 20th April 1999, just weeks before his high school graduation, Harris entered Columbine High School, Colorado, wielding a Hi-Point 955 Carbine rifle. Accompanied by Dylan Klebold (armed with a Tech-9), he began a shooting spree which lasted just over one hour, left thirteen people dead and twenty one severely wounded – several of whom would be paralysed for life.
Perhaps, as Eric traversed those Columbine corridors, he really thought of himself like some wrathful Jupiter. Those 9mm bullets he had painstakingly accumulated from the local Wall Mart raining down on fellow classmates and faculty members (against whom he harboured all kinds of petty grievances) like vengeful thunderbolts hurled from the sky. Dylan, who was not as confident, charismatic or good looking as Harris, and who many described as a ‘follower’, even had a T-Shirt with the word WRATH printed across the front in big red letters. Eric could well have been the one who picked it out for him.
However, vindictiveness, pettiness and the desire to dish out extreme retribution against anyone who slighted or disrespected him was not the only similarity which, in his mind anyway, Eric shared with the king of the gods. He was someone who ’enjoyed the act of creation’, and one particular way he liked to express this was by designing levels for the first person shooter game Doom. Looking over his AOL profile - where he went under the name ‘Rebldomakr’ – Harris described himself as a ‘professional Doom and Doom2 creator', and clearly took a great deal of pride in this past time, which - in the hobbies section - was seconded only by his pursuit of ‘beautiful women.’
Quite predictably, Harris and Klebold’s obsession with games like Doom and Quake became, for a large proportion of the American public, the easiest, and perhaps the least terrifying way to try and comprehend the worst high school massacre in history. The boys’ unhealthy obsession with various forms of media, all of which preached violence in one way or another - from video games like Doom to death metal music like Marilyn Manson – had brutalized them to such an extent they became incapable of distinguishing fantasy from reality.
This argument gained a great deal of popularity with certain right wing Christian extremists, who saw Columbine as irrefutable proof that Satan was infiltrating the minds of the young via performers like Marilyn Manson. It also provided a smoke screen which pro-gun lobbies and firearm manufacturers would have no doubt found very convenient given that their livelihoods depended entirely upon the integrity of the second amendment. It is also comforting however to dehumanize Eric and Dylan, and take the line that certain outside influences somehow overwhelmed their empathy, their compassion, and, eventually, their grip on reality. After all, who wants to consider the possibility that these boys knew exactly what they were doing?
Speculation concerning the precise nature of the ‘Harris Doom Levels’ was, unsurprisingly, rife during the aftermath of the tragedy. Journalists logged onto Eric’s various sites in a frantic attempt to download everything possible before all trace of his online activity was removed by the FBI. Even though none of the Harris levels which survived had any resemblance to Columbine, some insisted he had recreated the layout of his high school, complete with the infamous library, on one of his WADS. This myth not only fuelled the idea that violent video games had somehow contributed to the massacre; it also led some to believe that Doom had provided Eric with a means of rehearsing his plan ‘over and over again’.
The media began to obsess over minor details. Phases like ‘It’s up to you marine, KILL THEM ALL!’ which Eric wrote when describing one of his WADS, were presented to the traumatized American public - craving for someone to blame - as confirmation of how video games could foster the murderous intentions of a psychopath. But overall, more can probably be gleaned about Harris’ mentality from that term paper he wrote on similarities to Zeus than from his juvenile, online bravado. When he walked into that school on the 20th April 1999, no doubt straining under the weight of those rucksacks filled with ammunition and propane bombs, Harris was not looking to indulge some puerile fantasy.
He was only too aware of the significance he would attain after the massacre. It would be a moment of god-like power in a world where he felt meaningless. Sixty minutes in which he would end the lives of thirteen people, and define his own forever.
We all know what it’s like to get stuck on a particularly difficult part of a video game. Sometimes it gets to the point where no matter how many times you restart, hurl your controller across the room, or scream at your console, you’re just incapable of making any headway. You find yourself going to bed, convinced Microsoft are persecuting you, that the developers made a mistake, that the game is faulty and literally impossible.
Then, as you drift off to sleep, the game intrudes upon your dreams. Vivid first person shooter screenshots pierce your subconscious. Familiar faces and locations become intertwined with bizarre fragments from the game world. You wake up feeling almost like you’ve been playing some wired abstract expansion of the game all night in your head. You power up your Xbox, load your saved game, and then, as if by magic, beat the game on your first or second attempt.
Scientists have always been aware of a direct link between sleeping and learning. They argue that to properly assimilate new information, a person must sleep for a minimum of six hours a night.
However, scientists still struggle to understand the exact impact which dreams – more specifically, the actual content of dreams – have upon the waking mind. According to Freud, dreams are manifestations of repressed aggressive sexual desires. Every male child, for example, posseses a desire to castrate their father, usurp their role, and sleep with their mothers (vis-versa for females).
But, according to an article in New Scientist, researchers from the Institute of Neuroscience Natal in Brazil are attempting to prove that there may be more to our dreams than just sex and incest.
Professor Sidarta Ribeiro and his team of scientists conducted an experiment in which 22 volunteers spent two nights in a laboratory under observation. The volunteers had electrodes strapped to their scalps in order to monitor how playing the FPS game Doom before bed affected their dreams, and in turn, whether dreams affected their ability to improve.
For the first night, the volunteers simply got used to the lab, whilst on the second they played Doom for an hour before going to sleep. The researchers then monitored the volunteers during REM (Rapid Eye Movement) sleep- the period when we dream the most – and woke the subjects to question them about the exact content of their dreams.
The volunteers were asked to list all the images and thoughts which they associated with the video game such as shotguns, rocket launchers, blood, etc whilst the scientists analysed reports of brain activity to measure the extent to which Doom intruded upon their dreams. They then measured this against the players overall improvement which was based upon number of deaths, weapon accuracy, and the amount of puzzles/ secrets solved.
The results showed a clear correlation between the subjects who made the biggest improvement and the level of Doom related dream intrusions during REM sleep. However, although the seven players who improved the most had intrusion levels far higher than the seven who made the least improvement, the eight who dreamt most about Doom only improved slightly. This led scientist Ribeiro to conclude that, much like the stimulant caffeine, moderation was the key to success.
‘When you’re too obsessed about something, you’re dreaming about blood and monsters, you can’t do well’ Ribeiro announced whilst presenting his findings to the Society of Neuroscience at a meeting in Chicago. Despite the fact that his findings are inconclusive, Ribeiro insists that dreaming and learning are ‘intimately linked’.
Although some elements of this experiment seem quite dubious, one interesting point which the scientists stumbled across was that - according to the volunteer’s level of brain activity – it seemed the subjects were actually replaying Doom during REM sleep.
Could this mean that dreams function as a kind of virtual context for our minds to explore and attempt to resolve issues affecting us in the real world? Do dreams simulate scenarios and situations as a means of learning at a subconscious level in the same way we would from a real-world experience?
Probably the most interesting thing demonstrated by this study is the fact that when it comes to the specific reason behind sleeping and dreaming, even in this day and age, we still know practically nothing …