Another thing is how pretty the game is. It's hard to get that out of a video, but when you're actually playing the game you realize just how beautiful it is. Part of the reason is they use a lot of colors. It's not just another dark color palette shooter.
Plus the frame rate is amazing.
Digital Foundry did a great technical analysis of Doom.
Watching it now. Thanks for the link. I love a good tech analysis
Shameless plug: https://www.reddit.com/r/TheMakingOfGames/
Note: that is for Doom 4, not Doom 1
Re:Lessons from Doom (2010)
by whatever_dude on Thursday June 23, 2016 @10:54AM
(#11961361)
Good point. In a world of 30-fps-locked games, a game that is engineered to run with your framerate just feels right, even if you're "only" playing at 60Hz.
But that means the voices get out of sync during cinematics if your fps is too low
Re:Lessons from Doom (2010)
by whatever_dude on Thursday June 23, 2016 @03:19PM
(#11963670)
No, the game uses frame delta times rather than a set tick rate per second.
(In general it's how most games already work; it's just that it's normally convenient to set it at a fixed rate to make some things like physics more deterministic, and it gives a nice target performance/budget).
Re:Lessons from Doom (2010)
by Kristine1975 on Thursday June 23, 2016 @01:48PM
(#11962990)
Not if the cinematics are synced to a global timer instead of the frame rate. Then when the frame rate is too low the game skips some frames to keep up.
Re:Lessons from Doom (2010)
by lookupmobile on Thursday June 23, 2016 @02:27PM
(#11963271)
What's your computer's spec?
For me, it's a similar feeling to the original Doom, albeit in a very different (one could say "more mature") packaging. It's not trying to be a modern FPS as we know it, it's almost like a parallel universe version of a modern FPS. It's really masterly done, any way you put it, but you only realize it as you play through it. When watching a video, it's too easy to get distracted by the superficial qualities of it and miss the meta-game.