@@eatmoregames5026 yes but ill look have to look around for it! Romero said somewhere hes working on 1.1 with fixes and stuff super slowly so don't expect it anytime soon!
Quick Answer: Yes. They kept gamelogic at the original rate but went with interpolated rendering for higher framerates so you can play it at whatever rate works for you without breaking game logic. They also kept the code adherent to previous standards so that basically every mode ever made for doom that doesn't rely on GZ Doom will just work with it. We've definitely been spoiled by NightDive's stellar points over the last few years (Dark Forces notwithstanding ☹) but this is an absolutely fantastic port.
@@Saver310 ah, wonder if the price was disney asking a lot to have it allowed to be worked on, licenses and stuff, so for those fees they had to bump up the price.
It absolutely amazes me how much NightDive Studios finds new ways to improve upon some already amazing remasters. Their dedication is on a whole new level
I like how they bring back Underrated/Obscure games and remaster them like Shadow Man. Which what Nightdive did to that game is amazing, and I can't wait for The Thing remastered.
isnt blood fresh supply still broken? and the quake and doom 64 re-releases had massive input lag (with quake having weird physics issues) when i played them first, and i don't think those ever got fixed either.
xbox player here: -No DEFAULT option, so if you mess something up, you have to guess what the default values are -Stepping over line defs at the perfect angle can cause weird lines to appear, this has been noticeable since the Xbox One port -Audio cut outs, seems there is a HARD limit to the amount of sounds the version can produce. -They re-enabled the OUCH! face
@@J0rdan912 This. It drove me absolutely nuts not having an ammo counter in Doom 64. I kept switching to guns that I had forgotten were empty. If it had the ammo counts in the HUD like all other Doom, it wouldn't have been a problem.
dude these versions rock and im a gzdoom junkie. for the average user this is awesome. plus pick up and play multiplayer, cool mods, with more coming. all good shxt.
15:38 the banding is due to Doom's renderer being 8bit. A 24bit renderer would be incompatible with Boom's complete colour remapping features, as it requires all existing colours to still be in that 8bit colour space to be recapped. It would additionally require invasive changes to the renderer, gzdoom is a terrible thing to compare with as it completely rewrites everything.
Jaguar Doom and later 5th Gen ports bumped it up to 10bit color while still keeping it within pallette restrictions. It's not exactly impossible but it would be unlikely
There are ways to smooth out light diminishing without resorting to 24-bit rendering. Crispy Doom, a fairly faithful source port, features the option to double the light levels to 32 as opposed to the original 16. I also believe old-fashioned dithering could be legitimately effective as a solution; at 4K resolution, the dithering patterns should be nearly impossible to make out with the human eye and wouldn’t need a resource-intensive CRT or Composite Video shader to blend the dithered colors together.
This problem is reversed for knee deep kneedeep in zdoom. This WAD will only work in BOOM's 8-bit environment. (It's not on the official mod list yet, but it's one of the WADs I want to try on KEXPort.)
On that note, I found that increasing the level's brightness is a workaround for the distracting light banding but obviously it's not ideal as it affects the level's atmosphere and dark mood
All Nightdive ports requires ~15 min of tinkering with the controls to feel okay. Thanks for bringing this issue up since nightdive have started to become somewhat of a holy cow in gaming.
Nightdive's definitely overrated. Loads of issues with this port, and yet I keep hearing about how great they are. I had issues with the Quake port too. I don't think Nightdive has a clue about how to keep frame pacing consistent.
Man how does Nightdive have such a fantastic track record? I get that they're just really polished and remastered ports, but they've put out so many so fast, it's amazing that they're all so good. I thought their output would slow down after they released their massively overhauled version of System Shock, but if anything they've actually sped up, it's insane
I kinda want them to come back to Doom 64 for more consistencies with the other Doom and Quake rereleases though. It's weird that on consoles, the only ways to switch weapons in Doom 64 are still the "previous weapon" and "next weapon" commands while I can simply bind a button to "weapon 7" in Doom 1 + Doom 2
@@PolarGuy I'd love an 'id Vault' for Doom 64 and the original Quake, just like Quake II and Doom+Doom II. I know Doom 64 wasn't developed by id Software, but still.
@@PolarGuy Yeah that's exactly my experience! They should add the same quick swap bindings as the other Doom releases. Also quick save and load should be pressing L and R in the pause menu just like the other releases as well. If I want to quick save and load, I have to waste buttons on the Dpad that could be getting used for quick switching. Also higher chance of accidental presses and overwriting a quicksave
Yeah, the online is crazy fun. It’s so chaotic and a mess but in the most beautiful way lol. I think since the remaster came out, I have 45 hours playing the game and probably 35 of those are online either co-op or Deathmatch. 😂
I dont like how all games share the same save files tho, you can boot up DOOM 1 and select your DOOM 2 file, if you have multiple files for each game becomes a mess and hard to find what you want
The lack of QC on the 'Browse' section of mods is completely understated. Before there was a collectivized effort by the community to enforce proper crediting, self-uploads, etc. there was a mass amount of rampant uploads of other mappers works. A not-insignificant amount were also TC's or mods that KEX/RNRDoom cannot functionally run, e.g. anything requiring ZScript. The inherent lack of a search function as well makes it terrible to use regardless, but generally it is a shame it even got out the door in the state it was in considering how the community is very thorough on this matter themselves.
One thing that didn't carry over from the Nerve Software Unity ports is controller vibrations for interactions. Which was nice when wall humping for secrets because sometimes when spamming the interact button you could accidentally close the secret wall without realizing it. So if you missed the sound the vibration would've cued you to go back.
I hope one day they make an “id 3D Classic Collection” that bundles together enhanced ports of Wolfenstein 3D, Catacomb 3-D, and for historical purposes, Hovertank 3D. The evolution of id’s pre-Doom FPSes is a fascinating subject, but I worry they might be seen as too niche, simplistic, and/or outdated for most people to care about were they to receive individual modern rereleases. I feel a bundled deal would be the best means to go about bringing this interesting history to a modern audience, even if most people only got it for Wolfenstein.
I'm glad to see the deadzone/curve issue mentioned. An extension of that issue that applies to both DOOM and Quake, is that diagonal movement around the axes is restricted, and this scales based on the deadzone size as well. Larger deadzones limit more of the stick to perfectly cardinal movement, and the angles are not rescaled so those angles are lost. Lower deadzones restrict less, but then you run back into the curve issue. This was a bigger issue for Quake, but the movement is still restricted in both. The 'Accel Exponent' option in the Quake remasters did control the curve intensity. Increasing it could mitigate the deadzone/curve issue some, but it still becomes uncontrollable. Porting that option would be good if they address the deadzone scaling.
I've played ours of Quake and Doom on the default setting with controllers and really, really don't see what people's issue is. When did gamers get so needy that they need to have the size of their deadzones or curve adjusted just right to play Doom FFS?
@@xxnoxx-xp5bl Yeah. If you need deadzone fix for Doom, you have a problem. It's not like Doom need much accuracy, because the hit boxes are so big. If people are unable to hit anything in Doom, they shouldn't play it at all.
I've noticed that with the Quake remasters too, it forces me to strafe more instead of fine aiming. I just can't seem to find a sweetspot when playing on a controller.
@@xxnoxx-xp5bl If you like the default that's fine. Others might like using smaller deadzones and not have it become uncontrollable. When did console players start being opposed to improving controls? You dont see PC players defending forced mouse smoothing or accel options that don't actually disable acceleration.
@@V3ntilator I've beaten DOOM keyboard only/alt-strafing. I've beaten the OG Xbox and 360 ports with comparably worse thumbstick controls than this remaster. Just because it works doesn't mean it's the best implementation.
There's also stability issues on Nintendo Switch. The game would randomly crash while viewing the Id Vault, but not before throwing an error message intended for developers. It also crashes at random upon returning from the home menu, especially if you have visited the Nintendo Switch Online page and/or the Nintendo eShop before returning to the game. This time, there is no illegal instruction. I just hope Nightdive could fix this before moving on, alongside additional options like resetting to defaults on everything, not just control bindings, and the ability to swap sticks, which is currently impossible.
You can swap sticks in the Switch accessibility/controller options if needed. I've been playing a lot on Switch but didn't run into the Id Vault issues (I'd already browsed that on my Xbox version :P)
Can confirm it’s gonna crash when you’re downloading the mods the first time. Sometimes crashes when you load them. Haven’t had a crash during gameplay.
My biggest issue with this port is that some mods work, but have a broken save game feature. Like, you can save your game, but if you try to load your save, it dumps you back to the title screen and says that you don't have the mod installed. Every time I play a mod, I load up the game, start the first level, quick save, and then try quick loading. If quick load fails, then I just play a different mod. The glitch isn't limited to just quick saving and loading, though. I have many save files that I just can't load. I was like halfway through ancient aliens before I tried loading and I just can't. Thankfully there's level select, but then you lose all of your items.
That's right. I already have The Ultimate Doom and Doom 2 on PC with Zandronum. Although it would be nice to have the Xbox version as well for convenience.
The fact that it's all one package is an improvement on its own. Being separate doesn't have to be a negative, but the way Doom and Doom 2 w're previously done was honestly pretty stupid, at least regarding mods. Every mod seemed to be available for both Doom and Doom 2! In this case, they might as well just combine the two into one, which they did.
This was a great comparison video, thankyou. Nightdive Studios seem to really care about their remasters, the fact that they are lifting the standards for other remasters is a great thing.
The fontface setting may be stuck on Modern, depending on your preferred language, due to the Classic font missing certain regional glyphs (this is the case for the Polish language, as the Classic font face is missing the letters Ą Ę Ć Ł Ś Ó Ź Ż).
I don't get why they didn't add the missing rotation sprites for certain monsters, missing Mancubus pain sprites, missing Spider Mastermind death sprites. Also I noticed it seems monsters fall off of dropoffs. Is this vanilla Doom I and II behavior? I'm not sure.
Monsters falling off of dropoffs is a bug that they seem to have introduced when implementing Boom compatibility. That's likely going to get fixed in a future patch, considering how it can break demos.
@@Varg69420 I don’t think it is, it wasn’t in vanilla Doom iirc. If they did it intentionally, this is a strange change. It makes 100% difficult to get in certain maps with pits that you can’t get out of if monsters fall in, which they seem to do almost immediately.
@@OnionTaco22 To further add on, monsters falling off of ledges is normal behavior for Boom and is expected in quite a few maps made for it. The bug is that it's not falling back to the vanilla Doom behavior within the vanilla IWADs or maps that use vanilla compatibility levels. Nightdive members specifically singled out vanilla (1.9) demo recording/playback compatibility as a goal with the enhanced version, so that and a few other demo-breaking bugs are almost certainly going to get fixed at some point.
While I'm not personally a fan with how "non vanilla" this is straight out of the box, it is WORLDS above the trashfire that is gzdoom default settings. the 2019 port was relatively barebones but incredibly faithful, giving the whole thing a 'crispy doom' feel, and I'm glad to see that this one built off of that!!
I imagine for the CRT filter, that's likely a restriction put in place by Bethesda. Nightdive has that in other ports (as you mentioned), so it couldn't have been an oversight.
It's not perfect. Needs a patch or two. But I definitely like it a lot more than the Unity port, that's for sure. Once it's patched up, it'll be the best official port of classic Doom ever, in my opinion.
The thing I want most from this port is strafe buttons. The GBA version of doom is my favorite non-mouse way to play the game, and having the shoulder buttons dedicated to strafing just feels right.
One thing that I'd really like to see fixed or at least have an option to change is the weapon swapping on controllers. Both the Unity and Kex ports had that awful bar that pops up. I'm sure it's nice for newbies, but for veterans it just slows everything down, and the bar hangs there for a few seconds after I stop pressing buttons to make sure I'm done before it swaps. I hate this delay. I want an option so it works more like the Nerve XBLA ports, where it instantly switches based on how many times I tap the button. On Super Shotgun and need Rocket Launcher? Just tap twice and it switches to the Rocket Launcher. In the Unity/Kex ports, you tap twice, watch the bar switch to Rocket Launcher, wait a second for the bar to decide it's done, and then finally get a weapon switch. That extra delay can be brutal in frantic situations, and I can't believe that both the Unity and the Kex ports don't offer a way to get rid of the bar and switch faster. Also the entire community mods thing is an absolute dumpster fire between plagiarism and incompatible mods. No you can't play MyHouse.WAD on this port. No you can't play Brutal Doom on this port. And unless you made the WAD, you shouldn't be uploading it to the mod server. Nightdive, id, Bethesda, Zenimax, and Microsoft should all be ashamed of themselves for this utter disaster. They need to fix this, and if they can't fix it, they need to go back to a curated list of mods that Nightdive or id or whoever got permission to include like the Unity port did (this might also get the mods list allowed on the Switch port?) instead of this ridiculous free for all.
I've been searching all over the web trying to get rid of the hotbar as well, I've played Doom for well over 10 years and it feels awful having to wait that extra second
I think you can just create seperate weapon binds in this port? Which is as good as using a keyboard. That's what I did with Doom 64. That weapon selector is awful. MyHouse and Brutal Doom aren't Doom proper, so no, they'll never be compatible. That'd almost be like expecting Black Mesa to work on your copy of the original Half-Life.
I think the only major issue I've come across in this port is weird z-fighting for entities in other parts of the map. Sometimes corpses will clip in and out of view if they're in an adjacent room that is also below you. The netcode for multiplayer is also kinda ass.
I wish more youtubers talked about the error issues that some mods cause on this version. If you try to load certain mods, the game simply crashes. I’m sure it’ll be fixed in the next few years, but it’s still disappointing upon release.
Hard disagree on wanting a wider HUD. Maybe as an option, but the farther away the HUD gets from the middle of the screen, the harder it is to see. Particularly bad is games that push HUD elements to the corners of my ultrawide monitor, the HUD is basically invisible unless I specifically look at them, they're so far outside my normal field of view. Really annoying.
I prefer the hud being closer to the corners on my ultrawide. Aside from that the "minimal" hud in this version is just huge. The default minimal hud in gzdoom scales perfectly and can be customized till the cows come home. They should implement a scale slider at least.
It's very good for playing on console. If you want to play Doom on your TV your choices are very very limited, for $10 to have Doom 2 + Final Doom + all BOOM megawads is a pretty sweet deal.
@@ElUltimoLeviathan7901 The KEX port is more in line with ports like Woof or DSDA-Doom, but if you're only on PC I would say no. The Kex port is not as well optimized and not as stable as other ports IMO.
Although I'm still using DSDA-Doom and other ports, I still think this is a love letter to Doom. Especially the id Vault is a gem to have. I just only hope the mod section won't be flooded by random uploads or without any permissions or credits to the author(s). Anyway, great review! Keep it up!
You forgot to mention the new multiplayer spawn system and map condition...which is to me, the most notable feature of the entire thing. Much more interesting than just infinitely respawning until you beat the map, you can actually fail in co-op now. Its more similar to the Halo system.
I don’t play on pc so I can’t speak from that experience. But from a console, the controls feel so much tighter than the unity port. The unity port felt very floaty and I’d always slide past switches, miss shots ect.
@JustinQuinn623 that literally will not fix the original soundtrack volume on consoles. On PC using steam it sounds just fine. On ps5, series X and switch the original music volume is low. Not sure why yall are acting like thos isn't a issue
@@lovelorn88nickon my series X I turned the music down because mine was too loud, and you know what, changing the volume fixed the issue forever, crazy
Although I like it so far, I have encountered some problems, some random crashes. And the audio it's not really good, for example: If too many things are happening at the same time, like you picked up lots of health and armor bonus + a shotgun dropped in the floor at the same time that you are being hurt by demons, every audio track gets bugged instead of everything being played over everything like normally it would happen. Like you just hear a half-cut sound effect, or a half-cut sound of a shotgun, or you dont even hear when you shoot. Take the beginning of the final map on DOOM 2 for example, when you have to pick all the stuff to fight the icon of sin, put attention at how the Item's pickup sound gets bugged. Believe it or not, I encountered less bugs or problems in the previous Unity port, I guess GZDOOM is still the best option, although I'm currently gonna stay with this Nightdive port because it basically have all games and mods in one .exe . + Multiplayer (ONLINE) on 2024 port feels laggy af Hope my english wasn't that bad as I believe it was.
@@Minix_07 Yeah I had that too with Unity, thing is that, when it happened in unity, it wasn't the first gameplay. Here with nightdive, my literal first gameplay (I was at E2M4 i think) went through drain cuz of random crash/freeze
The unity port for me crashed around every hour or so for both doom and doom 2 on the PS5, it wasn't fun trying to beat the games co op on nightmare difficulty and kinda annoying since we basically had to quit the game and re load after each mission
For anymore improvements; I would hope for more options of soundfonts. As much as I like all the Midis and remixes, I also like the Adlib-OPL type you hear from the original DOS version. And maybe other types of Soundfonts like Roland-SC55 and more.
So far I am loving this new port. I just wish they would group Sigil and Sigil II into one game similar to how Legacy of Rust has two episodes. I also miss the old credit sequence from the previous unity port: th-cam.com/video/29KYTA2EdhI/w-d-xo.html
It looks like they are adding on stuff for consoles that PC has had for a few decades with the exception of resolution because it didn't exist yet. It's nice to see these ports are catching up to the modern PC engines that we've been using for years as well like GZDoom. The real benefit here is the new Legacy of Rust episode.
6:25 I wish they still kept this style of control settings for console players, not only it matches the aesthetic of the game in presentation but they made sure to have unique graphics for the supported controllers. As for deathmatch, they could have implemented a better way of knowing you fragged someone, like a killfeed similar to the ones in Odamex.
For preservation I would like to see a Free DLC on at least Steam where you can download the old ports and Steam can ask you which one you want to launch (Steam can set the newer port as default in settings) The ports of Doom, Doom 2, and The Master Levels. Also I think there was a port called Ultimate Doom on Steam.
I mean, good old games (gog) already does that (for almost every other remaster made by Nightdive as well). If you don't mind making an account, you could get it on there
You can already do that. They moved the unity ports to the betas tab in the game settings. Pretty sure they're drm free too, so you can just download it and then place it wherever you want for easier storage and usage with the new ports
12:06 I've had the cheat codes memorized since 1996 lol. I actually prefer sacrificing the convenient menu just to input no clipping mode which is oddly IDCLIP for Doom 1 as all the cheats are The same inputs between all games now. Convenient because I kept forgetting the no clipping input for Doom 1 anyway lol
There was a recent update that added the ability to input cheats, now you don't need to use a Bluetooth keyboard to do so. When you input the cheat codes, the game remembers them and as all the codes you put in to a list so you can activate them whenever you want
This is pretty cool. I grew up with this game. I had no idea the 2019 port was made in Unity! I'll have to try this couch co-op thing on the Switch. I'm glad they 've implemented gyro aim, as it's the best thing ever created if you play with a controller. But no possibility of including friendly fire on coop?! That's really strange! That feature should be mandatory to include! It's part of the fun to hit your friend by mistake! Or was it a mistake...? 😂
Something I really want to know with customizing controls on this port, is if you can not only assign strafe left/right to buttons, but also assign turning instead of strafing to the X-axis on the left stick. The worst part of the Unity ports not allowing you to customize controls on console is that straferunning was impossible, as they assigned strafing to the left stick for some reason instead of to buttons. Then the Doom 64 port let you customize controls, including assigning strafe left/right to buttons, but still wouldn't let you customize the sticks, which again had strafing assigned to the left stick (at least on console, never checked the PC port if it's the same there). Maybe I'm the weirdo, but I always found movement to be better by being able to move forward/back + turn on the same stick and more convenient for the quick aiming that Doom often requires, than it is with always having to use a different stick for turning (I prefer using the right stick for when I do need more precise aiming, as well as for vertical aiming when in GZDoom).
I don't want to heap shit on the port, it was nice of them to give us this for free, I like Andrew's soundtrack remix, it makes multiplayer more accessible outside of Zandronum, etc. but man it feels like an early access release and there is just not enough here for me to not want to immediately go back to GZDoom and Skulltag, which is now a 1.07 GB download versus just a few megaybtes before to get the .wad files necessary to do this. And I am hurting _badly_ for freelook. Additionally there seems to be input delay in the Kex engine, which doesn't feel good.
@@jasperfox6821 Well duh it's better than Dosbox, I think unless you are the most crotchety vanilla purist alive I think one would find it hard to disagree with your assessment of that. But I'd still really like a beta branch with the initial dosbox version, just so that it's like a 72 MB download to start running the source ports that aren't running through dosbox. Only place to get that now is the GOG version. I've always liked GZDoom because it can do room over room and a bunch of other wild stuff with portal linedefs/weapons/NPCs and such. The fact that something like Selaco can do what it does on that engine is a testament to its upper ceiling of quality as an engine, however I agree that it's not very "vanilla doom" and some people have rightful complaints about its underlying optimization, however the amount of quality of life features it adds to doom and its modding scene more than makes up for the source port's shortcomings if you ask me. And that's the key word here: "Adds". What does the Kex engine update really "add" to our existing roster of tools to play doom other than a centralization of mediocre ways to do what we've been doing already for nearly 30 years and more filesize? Sure, people don't have to know about Zandronum to get an online game going anymore, and more people are more easily made aware that there is a doom modding scene via the mod browser, that's an unquestionably good thing, but it's lacking in so many other areas.
@@jasperfox6821 being better than dosbox is a really low bar lmao. Also what don't you like about gzdoom? It's super versatile and comes with loads of options.
16:35 It feels like Nightdive might have some internal audio problems: The System Shock remaster's background music is hard to hear at times too! Hopefully it gets fixed!
Not sure if this is new to the port but on PS5 there is a pretty good implementation of the controllers gyros. So you can crank the sensitivity and make micro adjustments with slight movements of the controller. Becomes muscle memory after a while and about as close as you can get to mouse type twitch controls with a controller.
I’ve played through almost all expansions on Xbox and haven’t noticed any issue with the dead zone or controller.. At least for me it hasn’t affected my enjoyment whatsoever but hopefully they fix it for those that do notice it. The track sound issue is 100% noticeable thought it’s super freaking quiet on some of them it sucks.
I love the fact that they used the exact same remastered music I modded into my PC version of Doom already a long time ago. So glad they didn't use the spooky halloween sounds from the PS1 version instead of music.
i’m not entirely sure if it’s because of the engine, but i have experienced falling through maps, enemies shooting through solid walls, and enemies who are respawned by archviles becoming like ghosts that can no clip through walls and you can’t shoot but can damage with splash damage, not sure if it was like that in 2019 i didn’t play those versions much but ive played about 60 hours of this new release and just wanted to point this out, idk if anyone else has experienced similar things!
I hope some company like IAm8Bit or Limited Run Games can do a physical release of this version at some point. I'd really like to own a physical copy, even if only for posterity sake. Other Nightdive ports have been receiving similar treatment, with Quake and Rise of The Triad Ludicrous Edition actually still currently available on LRG, so I'm hopeful.
I would recommend a more wide array of pixel shader filters than a generic CRT. The game was made in an era of CRT monitors, for sure. But the quality of those could differ a lot, and the monitors used by PCs generally were far better than TV screens. But I like options, and in many cases old games do look better on such a old monitor. Having a pixel shader Library to pick from, with optional user made ones would go a far way. And allow for some funky, fun ones too. Basically, it would be a second mod system. And you can do this manually with a 3rd party tool, but that is a bit finicky. I am sure people would prefer native support. Also, due to these games were made for the PC in mind, I do think that Doom tend to work pretty well even on a modern monitor. Again because if you had a high quality CRT back in the day the clarity was quite high. After all these monitors, unlike TV sets, were made to display clearly readable text that would not strain your eyes to much.
Another little bug(?) its with the audio if you are using a bluetooth device. Once you launch the game it will switch to handsfree mode and sounds horrible. For the moment you can fix this by playing using a headset. I suspect that this is because of the in-game voice communication method, I tried to disable it but the issue remains the same
I'm curious if they're gonna keep adding things to the "featured mods," I quite liked the idea of officially sanctioned mapsets, and now that they've got Boom they could do Ancient Aliens, which felt like the most conspicuous absence from the previous port. also wondering if they'll add any kind of moderation to the mod uploading, cos I know there's plenty of wad authors unhappy about having randos just throw their stuff on there
DOOM 64 is a very different game from DOOM 1 and 2, and it already had its re-release made by Nightdive Studios for the premiere of DOOM Eternal If you want to play it, it's always less than 2 dollars in Steam offers PS: This comment was translated by Google Translator
Movement is wrong too, for strafing the D and S key take full priority over the opposing direciton keys, you don't stand still when pressing 2 oppossing inputs either like the original DOOM from DOS. No other version of DOOM has ever had these issues but this port does. Honestly despite the presentation of the package the team at Nightdive clearly rushed this port for QuakeCon. I hope they actually have the time to fix it or yet again we are just stuck to using Source Ports.
@@CatfishBradley This is a 30 year old game, whose source code has been available for almost as long, and sourceport-ed across different languages and operating systems. For a team with the reputation that NightDive has, this is a really bad situation to be in.
The reason Sigil 2 isn't in the main menu with the first one is solely because it was released too late during the development of Nightdive's port.
i was wondering that
there is also a patch coming for it, hoping to see it added when 1.1 hits!
@@LunarrMyst Do you have a source for this? Would be cool if true.
@@eatmoregames5026 yes but ill look have to look around for it! Romero said somewhere hes working on 1.1 with fixes and stuff super slowly so don't expect it anytime soon!
@@dragonknightkx This is not how modern loading works lol.
Quick Answer: Yes.
They kept gamelogic at the original rate but went with interpolated rendering for higher framerates so you can play it at whatever rate works for you without breaking game logic. They also kept the code adherent to previous standards so that basically every mode ever made for doom that doesn't rely on GZ Doom will just work with it.
We've definitely been spoiled by NightDive's stellar points over the last few years (Dark Forces notwithstanding ☹) but this is an absolutely fantastic port.
what happened with Dark Forces?
@ORLY911 Dark Forces was overpriced and it was just mostly the same game at a higher res
@@Saver310 ah, wonder if the price was disney asking a lot to have it allowed to be worked on, licenses and stuff, so for those fees they had to bump up the price.
@@ORLY911 that was 1 theory for sure
My problem is that doom mods that always caught my eye gzdoom mods. Its unfortunate that they dont work
It absolutely amazes me how much NightDive Studios finds new ways to improve upon some already amazing remasters. Their dedication is on a whole new level
Strife Veteran Edition could use an update too
I like how they bring back Underrated/Obscure games and remaster them like Shadow Man. Which what Nightdive did to that game is amazing, and I can't wait for The Thing remastered.
But this port has a lot of problems still.
isnt blood fresh supply still broken? and the quake and doom 64 re-releases had massive input lag (with quake having weird physics issues) when i played them first, and i don't think those ever got fixed either.
@@shade221 i had no issues with quake and doom 64, they ran 100% fine with no issue
xbox player here:
-No DEFAULT option, so if you mess something up, you have to guess what the default values are
-Stepping over line defs at the perfect angle can cause weird lines to appear, this has been noticeable since the Xbox One port
-Audio cut outs, seems there is a HARD limit to the amount of sounds the version can produce.
-They re-enabled the OUCH! face
that hud is not a waste of space how dare you sir
This. Ammo counter is crucial if you're hardcore Doom player and always trying to follow and keep in mind as much real-time information as possible
@@J0rdan912 This. It drove me absolutely nuts not having an ammo counter in Doom 64. I kept switching to guns that I had forgotten were empty. If it had the ammo counts in the HUD like all other Doom, it wouldn't have been a problem.
Such a heretic for saying that.
That hud is very quake like
@@hangemhighhiltonhe's a fake doom fan
dude these versions rock and im a gzdoom junkie. for the average user this is awesome. plus pick up and play multiplayer, cool mods, with more coming. all good shxt.
absolutely
I can't remember where my car keys are or what I had for lunch last Friday but I will NEVER forget the Doom cheat codes
For whatever reason, I was 100% sure the noclip code was "idcasper". I wonder where I got that from....
@@thewhyzer IDCLIP
@@KanoWhite53 Yeah, I know that now. You can also type noclip in the console.
@@thewhyzer Haha yeah that's definitely a new feature. So cool Doom is still going after all these years
idkfa
iddqd
I’m totally interested in some Why level breakdowns for non-Halo games, thanks for the video!
level breakdowns for quake maybe? also, nice pfp :)
@@LunaPhobos lol I was about to respond with the artist I commissioned it from… AND HERE YOU ARE lmao
15:38 the banding is due to Doom's renderer being 8bit. A 24bit renderer would be incompatible with Boom's complete colour remapping features, as it requires all existing colours to still be in that 8bit colour space to be recapped. It would additionally require invasive changes to the renderer, gzdoom is a terrible thing to compare with as it completely rewrites everything.
Jaguar Doom and later 5th Gen ports bumped it up to 10bit color while still keeping it within pallette restrictions. It's not exactly impossible but it would be unlikely
There are ways to smooth out light diminishing without resorting to 24-bit rendering. Crispy Doom, a fairly faithful source port, features the option to double the light levels to 32 as opposed to the original 16. I also believe old-fashioned dithering could be legitimately effective as a solution; at 4K resolution, the dithering patterns should be nearly impossible to make out with the human eye and wouldn’t need a resource-intensive CRT or Composite Video shader to blend the dithered colors together.
ah yes boom
This problem is reversed for knee deep kneedeep in zdoom.
This WAD will only work in BOOM's 8-bit environment.
(It's not on the official mod list yet, but it's one of the WADs I want to try on KEXPort.)
On that note, I found that increasing the level's brightness is a workaround for the distracting light banding but obviously it's not ideal as it affects the level's atmosphere and dark mood
All Nightdive ports requires ~15 min of tinkering with the controls to feel okay. Thanks for bringing this issue up since nightdive have started to become somewhat of a holy cow in gaming.
Yeah, 'okay' at best, unfortunately!
skill issue
@@SneakyGreninja It's often scrubs that say that lol
Nightdive's definitely overrated. Loads of issues with this port, and yet I keep hearing about how great they are. I had issues with the Quake port too. I don't think Nightdive has a clue about how to keep frame pacing consistent.
@@mjc0961 I love how the Quake 1 port on XSX is just a blurry mess. It's like you can't disable motion blur. Quake II is fine in this regard...
Man how does Nightdive have such a fantastic track record? I get that they're just really polished and remastered ports, but they've put out so many so fast, it's amazing that they're all so good. I thought their output would slow down after they released their massively overhauled version of System Shock, but if anything they've actually sped up, it's insane
I kinda want them to come back to Doom 64 for more consistencies with the other Doom and Quake rereleases though. It's weird that on consoles, the only ways to switch weapons in Doom 64 are still the "previous weapon" and "next weapon" commands while I can simply bind a button to "weapon 7" in Doom 1 + Doom 2
Doom's source code was released in 1999. Since then there's been many updated ports like Skulltag and GZdoom. These wasn't much left to do.
@@PolarGuy I'd love an 'id Vault' for Doom 64 and the original Quake, just like Quake II and Doom+Doom II. I know Doom 64 wasn't developed by id Software, but still.
@@PolarGuy Yeah that's exactly my experience! They should add the same quick swap bindings as the other Doom releases. Also quick save and load should be pressing L and R in the pause menu just like the other releases as well. If I want to quick save and load, I have to waste buttons on the Dpad that could be getting used for quick switching. Also higher chance of accidental presses and overwriting a quicksave
@@jonah1976 Skulltag became Zandronum
I just know I can now play online like the Xbox 360 Arcade version had. Biggest feature im all for.
same, i couldn’t believe the 2019 ports didn’t have that. huge step backwards, im glad Nightdive stepped up ^
Yeah, the online is crazy fun. It’s so chaotic and a mess but in the most beautiful way lol. I think since the remaster came out, I have 45 hours playing the game and probably 35 of those are online either co-op or Deathmatch. 😂
I dont like how all games share the same save files tho, you can boot up DOOM 1 and select your DOOM 2 file, if you have multiple files for each game becomes a mess and hard to find what you want
Plus you can't name them. It's a mess for sure
The lack of QC on the 'Browse' section of mods is completely understated. Before there was a collectivized effort by the community to enforce proper crediting, self-uploads, etc. there was a mass amount of rampant uploads of other mappers works. A not-insignificant amount were also TC's or mods that KEX/RNRDoom cannot functionally run, e.g. anything requiring ZScript.
The inherent lack of a search function as well makes it terrible to use regardless, but generally it is a shame it even got out the door in the state it was in considering how the community is very thorough on this matter themselves.
Its like a half-assed upgrade to the mod selector of the Unity ports. So close to being great...
Now Nightdive needs to give us Duke Nukem and Marathon
One thing that didn't carry over from the Nerve Software Unity ports is controller vibrations for interactions. Which was nice when wall humping for secrets because sometimes when spamming the interact button you could accidentally close the secret wall without realizing it. So if you missed the sound the vibration would've cued you to go back.
You are right! HD rumble is missing. I hadn't realized since I've been playing mostly on Xbox
Wolfenstein 3D needs this kinda love
Very badly. However it's more difficult to port, and I hear the main culprit there is that it uses 16 bit code as opposed to 32 bit like Doom.
I hope one day they make an “id 3D Classic Collection” that bundles together enhanced ports of Wolfenstein 3D, Catacomb 3-D, and for historical purposes, Hovertank 3D. The evolution of id’s pre-Doom FPSes is a fascinating subject, but I worry they might be seen as too niche, simplistic, and/or outdated for most people to care about were they to receive individual modern rereleases. I feel a bundled deal would be the best means to go about bringing this interesting history to a modern audience, even if most people only got it for Wolfenstein.
@@johnclark926100% agreed. I'd personally prefer a Wolfenstein collection but your idea is probably the way to go
@@DeafeningChaif anyone can do it is these guys. In ND we trust
@@alexsilva28Nightdive should remaster Fallout 1, 2, and Tactics.
I just want an option to DISABLE AUTOMATIC WEAPON SWITCHING.
Yes yes YES. The auto swap ruins the flow at times.
I'm glad to see the deadzone/curve issue mentioned.
An extension of that issue that applies to both DOOM and Quake, is that diagonal movement around the axes is restricted, and this scales based on the deadzone size as well. Larger deadzones limit more of the stick to perfectly cardinal movement, and the angles are not rescaled so those angles are lost. Lower deadzones restrict less, but then you run back into the curve issue.
This was a bigger issue for Quake, but the movement is still restricted in both.
The 'Accel Exponent' option in the Quake remasters did control the curve intensity. Increasing it could mitigate the deadzone/curve issue some, but it still becomes uncontrollable. Porting that option would be good if they address the deadzone scaling.
I've played ours of Quake and Doom on the default setting with controllers and really, really don't see what people's issue is. When did gamers get so needy that they need to have the size of their deadzones or curve adjusted just right to play Doom FFS?
@@xxnoxx-xp5bl Yeah. If you need deadzone fix for Doom, you have a problem.
It's not like Doom need much accuracy, because the hit boxes are so big. If people are unable to hit anything in Doom, they shouldn't play it at all.
I've noticed that with the Quake remasters too, it forces me to strafe more instead of fine aiming.
I just can't seem to find a sweetspot when playing on a controller.
@@xxnoxx-xp5bl
If you like the default that's fine. Others might like using smaller deadzones and not have it become uncontrollable.
When did console players start being opposed to improving controls? You dont see PC players defending forced mouse smoothing or accel options that don't actually disable acceleration.
@@V3ntilator
I've beaten DOOM keyboard only/alt-strafing. I've beaten the OG Xbox and 360 ports with comparably worse thumbstick controls than this remaster.
Just because it works doesn't mean it's the best implementation.
This and Quake 2 enhanced is such a treat for classic fps lover like myself and the newer content added was so baddass.
There's also stability issues on Nintendo Switch. The game would randomly crash while viewing the Id Vault, but not before throwing an error message intended for developers. It also crashes at random upon returning from the home menu, especially if you have visited the Nintendo Switch Online page and/or the Nintendo eShop before returning to the game. This time, there is no illegal instruction.
I just hope Nightdive could fix this before moving on, alongside additional options like resetting to defaults on everything, not just control bindings, and the ability to swap sticks, which is currently impossible.
You can swap sticks in the Switch accessibility/controller options if needed. I've been playing a lot on Switch but didn't run into the Id Vault issues (I'd already browsed that on my Xbox version :P)
Can confirm it’s gonna crash when you’re downloading the mods the first time. Sometimes crashes when you load them. Haven’t had a crash during gameplay.
Why in my Doom, let's gooo!
I'm glad you are covering more games, your analysis is truly great.
Played through all of SIGIL expecting Buckethead on the track but it never played 😭
My biggest issue with this port is that some mods work, but have a broken save game feature. Like, you can save your game, but if you try to load your save, it dumps you back to the title screen and says that you don't have the mod installed. Every time I play a mod, I load up the game, start the first level, quick save, and then try quick loading. If quick load fails, then I just play a different mod. The glitch isn't limited to just quick saving and loading, though. I have many save files that I just can't load. I was like halfway through ancient aliens before I tried loading and I just can't.
Thankfully there's level select, but then you lose all of your items.
I didn’t even realize doom 1 + 2 wasn’t using the unity port
For Console players, yes, for PC players - stick to source ports.
Gzdoom for PC
That's right. I already have The Ultimate Doom and Doom 2 on PC with Zandronum. Although it would be nice to have the Xbox version as well for convenience.
The fact that it's all one package is an improvement on its own. Being separate doesn't have to be a negative, but the way Doom and Doom 2 w're previously done was honestly pretty stupid, at least regarding mods. Every mod seemed to be available for both Doom and Doom 2! In this case, they might as well just combine the two into one, which they did.
I was really glad to get controller bindings added to this version. I'd been spoiled by the Doom 64 re-release.
P.S. really excellent review, Joe! Excellent editing and great insights. I hadn’t realised many of the aspects you pointed out. Very, very cool.
This was a great comparison video, thankyou.
Nightdive Studios seem to really care about their remasters, the fact that they are lifting the standards for other remasters is a great thing.
The fontface setting may be stuck on Modern, depending on your preferred language, due to the Classic font missing certain regional glyphs (this is the case for the Polish language, as the Classic font face is missing the letters Ą Ę Ć Ł Ś Ó Ź Ż).
Consolidating the HUD requests to simply be “Full HUD Customization” would be a good idea.
I don't get why they didn't add the missing rotation sprites for certain monsters, missing Mancubus pain sprites, missing Spider Mastermind death sprites. Also I noticed it seems monsters fall off of dropoffs. Is this vanilla Doom I and II behavior? I'm not sure.
Monsters falling off of dropoffs is a bug that they seem to have introduced when implementing Boom compatibility. That's likely going to get fixed in a future patch, considering how it can break demos.
im certain monsters falling from ledges is intentional, assuning thats what you're referring to
@@Varg69420 I don’t think it is, it wasn’t in vanilla Doom iirc. If they did it intentionally, this is a strange change. It makes 100% difficult to get in certain maps with pits that you can’t get out of if monsters fall in, which they seem to do almost immediately.
@@DukeBluedevil70 It's due to the port having Boom compatibility. It, isn't an issue specifically with the new port, it's a problem with Boom.
@@OnionTaco22 To further add on, monsters falling off of ledges is normal behavior for Boom and is expected in quite a few maps made for it. The bug is that it's not falling back to the vanilla Doom behavior within the vanilla IWADs or maps that use vanilla compatibility levels. Nightdive members specifically singled out vanilla (1.9) demo recording/playback compatibility as a goal with the enhanced version, so that and a few other demo-breaking bugs are almost certainly going to get fixed at some point.
Very helpful video, even I've been playing a couple of hours is very interesting to see the differences with previous releases!
While I'm not personally a fan with how "non vanilla" this is straight out of the box, it is WORLDS above the trashfire that is gzdoom default settings. the 2019 port was relatively barebones but incredibly faithful, giving the whole thing a 'crispy doom' feel, and I'm glad to see that this one built off of that!!
Finally some good quality TH-cam content. That Halo Infinite store browsing video you uploaded put a bad taste in my mouth.
I imagine for the CRT filter, that's likely a restriction put in place by Bethesda. Nightdive has that in other ports (as you mentioned), so it couldn't have been an oversight.
THANK YOU! First time I see someone comment the light issue! Light banding
It's not perfect. Needs a patch or two. But I definitely like it a lot more than the Unity port, that's for sure. Once it's patched up, it'll be the best official port of classic Doom ever, in my opinion.
I will subscribe to your channel simply because of its name
"why"
truly incredible
The thing I want most from this port is strafe buttons. The GBA version of doom is my favorite non-mouse way to play the game, and having the shoulder buttons dedicated to strafing just feels right.
One thing that I'd really like to see fixed or at least have an option to change is the weapon swapping on controllers. Both the Unity and Kex ports had that awful bar that pops up. I'm sure it's nice for newbies, but for veterans it just slows everything down, and the bar hangs there for a few seconds after I stop pressing buttons to make sure I'm done before it swaps. I hate this delay. I want an option so it works more like the Nerve XBLA ports, where it instantly switches based on how many times I tap the button. On Super Shotgun and need Rocket Launcher? Just tap twice and it switches to the Rocket Launcher. In the Unity/Kex ports, you tap twice, watch the bar switch to Rocket Launcher, wait a second for the bar to decide it's done, and then finally get a weapon switch. That extra delay can be brutal in frantic situations, and I can't believe that both the Unity and the Kex ports don't offer a way to get rid of the bar and switch faster.
Also the entire community mods thing is an absolute dumpster fire between plagiarism and incompatible mods. No you can't play MyHouse.WAD on this port. No you can't play Brutal Doom on this port. And unless you made the WAD, you shouldn't be uploading it to the mod server. Nightdive, id, Bethesda, Zenimax, and Microsoft should all be ashamed of themselves for this utter disaster. They need to fix this, and if they can't fix it, they need to go back to a curated list of mods that Nightdive or id or whoever got permission to include like the Unity port did (this might also get the mods list allowed on the Switch port?) instead of this ridiculous free for all.
I've been searching all over the web trying to get rid of the hotbar as well, I've played Doom for well over 10 years and it feels awful having to wait that extra second
I think you can just create seperate weapon binds in this port? Which is as good as using a keyboard. That's what I did with Doom 64. That weapon selector is awful.
MyHouse and Brutal Doom aren't Doom proper, so no, they'll never be compatible. That'd almost be like expecting Black Mesa to work on your copy of the original Half-Life.
So glad someone else mentioned a CRT filter. I'm a huge fan of them and would love to play Doom with one.
All the suggestions you made are great and I hope Nightdive takes the time to implement those kind of QOL changes.
I think the only major issue I've come across in this port is weird z-fighting for entities in other parts of the map. Sometimes corpses will clip in and out of view if they're in an adjacent room that is also below you. The netcode for multiplayer is also kinda ass.
I wish more youtubers talked about the error issues that some mods cause on this version. If you try to load certain mods, the game simply crashes. I’m sure it’ll be fixed in the next few years, but it’s still disappointing upon release.
I have this issue also
Hard disagree on wanting a wider HUD. Maybe as an option, but the farther away the HUD gets from the middle of the screen, the harder it is to see. Particularly bad is games that push HUD elements to the corners of my ultrawide monitor, the HUD is basically invisible unless I specifically look at them, they're so far outside my normal field of view. Really annoying.
There should be an option to customize the hud size
The Technodrome's screen is big af, I understand how you feel.
I prefer the hud being closer to the corners on my ultrawide. Aside from that the "minimal" hud in this version is just huge. The default minimal hud in gzdoom scales perfectly and can be customized till the cows come home. They should implement a scale slider at least.
It's very good for playing on console. If you want to play Doom on your TV your choices are very very limited, for $10 to have Doom 2 + Final Doom + all BOOM megawads is a pretty sweet deal.
having gzdoom on pc is it worth buying it?
@@ElUltimoLeviathan7901 The KEX port is more in line with ports like Woof or DSDA-Doom, but if you're only on PC I would say no. The Kex port is not as well optimized and not as stable as other ports IMO.
Although I'm still using DSDA-Doom and other ports, I still think this is a love letter to Doom. Especially the id Vault is a gem to have. I just only hope the mod section won't be flooded by random uploads or without any permissions or credits to the author(s). Anyway, great review! Keep it up!
You forgot to mention the new multiplayer spawn system and map condition...which is to me, the most notable feature of the entire thing. Much more interesting than just infinitely respawning until you beat the map, you can actually fail in co-op now. Its more similar to the Halo system.
I wish they would do this for Hexen.
I don’t play on pc so I can’t speak from that experience. But from a console, the controls feel so much tighter than the unity port. The unity port felt very floaty and I’d always slide past switches, miss shots ect.
My biggest issue is the music, the original music soundtrack volume is WAY to low
Put your overall volume higher and the game sound effects volume lower
This is a non issue just decrease volume.
@@gordonfreeman7187 found the troll
@JustinQuinn623 that literally will not fix the original soundtrack volume on consoles. On PC using steam it sounds just fine. On ps5, series X and switch the original music volume is low. Not sure why yall are acting like thos isn't a issue
@@lovelorn88nickon my series X I turned the music down because mine was too loud, and you know what, changing the volume fixed the issue forever, crazy
Awesome video. While this port was a nice surprise, it has room for improvement.
Although I like it so far, I have encountered some problems, some random crashes. And the audio it's not really good, for example: If too many things are happening at the same time, like you picked up lots of health and armor bonus + a shotgun dropped in the floor at the same time that you are being hurt by demons, every audio track gets bugged instead of everything being played over everything like normally it would happen. Like you just hear a half-cut sound effect, or a half-cut sound of a shotgun, or you dont even hear when you shoot.
Take the beginning of the final map on DOOM 2 for example, when you have to pick all the stuff to fight the icon of sin, put attention at how the Item's pickup sound gets bugged.
Believe it or not, I encountered less bugs or problems in the previous Unity port,
I guess GZDOOM is still the best option, although I'm currently gonna stay with this Nightdive port because it basically have all games and mods in one .exe .
+ Multiplayer (ONLINE) on 2024 port feels laggy af
Hope my english wasn't that bad as I believe it was.
Me personally I've had the unity port freeze on me and play a buzzing sound multiple times
@@Minix_07 Yeah I had that too with Unity, thing is that, when it happened in unity, it wasn't the first gameplay. Here with nightdive, my literal first gameplay (I was at E2M4 i think) went through drain cuz of random crash/freeze
The unity port for me crashed around every hour or so for both doom and doom 2 on the PS5, it wasn't fun trying to beat the games co op on nightmare difficulty and kinda annoying since we basically had to quit the game and re load after each mission
i like the name "kex engine" - i don't know why
I really don't care about this port. I just wanna play the new mod. Gzdoom is the best engine
2:22 use multiplayer itens instantly becomes nightmare difficult after you load from a saved game
For anymore improvements; I would hope for more options of soundfonts. As much as I like all the Midis and remixes, I also like the Adlib-OPL type you hear from the original DOS version. And maybe other types of Soundfonts like Roland-SC55 and more.
The 4K actually looks insanely better I wasn’t expecting much
Dang, you have quite the eagle eye! I hope the developers fix the issues you mentioned.
14:59 literally the half life one hud
So far I am loving this new port. I just wish they would group Sigil and Sigil II into one game similar to how Legacy of Rust has two episodes. I also miss the old credit sequence from the previous unity port: th-cam.com/video/29KYTA2EdhI/w-d-xo.html
It looks like they are adding on stuff for consoles that PC has had for a few decades with the exception of resolution because it didn't exist yet.
It's nice to see these ports are catching up to the modern PC engines that we've been using for years as well like GZDoom. The real benefit here is the new Legacy of Rust episode.
6:25 I wish they still kept this style of control settings for console players, not only it matches the aesthetic of the game in presentation but they made sure to have unique graphics for the supported controllers.
As for deathmatch, they could have implemented a better way of knowing you fragged someone, like a killfeed similar to the ones in Odamex.
This chap's voice is sooo relaxing! 😌
16:19 thats why i like the new port more
I hope they keep updating the 2019 ports!
Joe Pera does game reviews too? Very cool!✌️😁👍
For preservation I would like to see a Free DLC on at least Steam where you can download the old ports and Steam can ask you which one you want to launch (Steam can set the newer port as default in settings)
The ports of Doom, Doom 2, and The Master Levels. Also I think there was a port called Ultimate Doom on Steam.
I mean, good old games (gog) already does that (for almost every other remaster made by Nightdive as well). If you don't mind making an account, you could get it on there
You can already do that. They moved the unity ports to the betas tab in the game settings. Pretty sure they're drm free too, so you can just download it and then place it wherever you want for easier storage and usage with the new ports
@@dbowl7111 wait really? I’ll have to go try it out (so kinda like csgo legacy)
@@TILR yeah it's exactly like csgo legacy but I wasn't sure if you were aware of that at all
@@dbowl7111 nope I had no idea, thank you for letting me know 🙂👍
12:06 I've had the cheat codes memorized since 1996 lol. I actually prefer sacrificing the convenient menu just to input no clipping mode which is oddly IDCLIP for Doom 1 as all the cheats are The same inputs between all games now. Convenient because I kept forgetting the no clipping input for Doom 1 anyway lol
There was a recent update that added the ability to input cheats, now you don't need to use a Bluetooth keyboard to do so. When you input the cheat codes, the game remembers them and as all the codes you put in to a list so you can activate them whenever you want
This is pretty cool. I grew up with this game. I had no idea the 2019 port was made in Unity! I'll have to try this couch co-op thing on the Switch. I'm glad they 've implemented gyro aim, as it's the best thing ever created if you play with a controller. But no possibility of including friendly fire on coop?! That's really strange! That feature should be mandatory to include! It's part of the fun to hit your friend by mistake! Or was it a mistake...? 😂
Informative video!
friendly fire for coop is a must imo otherwise the game mode is just easier with no drawbacks
Something I really want to know with customizing controls on this port, is if you can not only assign strafe left/right to buttons, but also assign turning instead of strafing to the X-axis on the left stick. The worst part of the Unity ports not allowing you to customize controls on console is that straferunning was impossible, as they assigned strafing to the left stick for some reason instead of to buttons. Then the Doom 64 port let you customize controls, including assigning strafe left/right to buttons, but still wouldn't let you customize the sticks, which again had strafing assigned to the left stick (at least on console, never checked the PC port if it's the same there). Maybe I'm the weirdo, but I always found movement to be better by being able to move forward/back + turn on the same stick and more convenient for the quick aiming that Doom often requires, than it is with always having to use a different stick for turning (I prefer using the right stick for when I do need more precise aiming, as well as for vertical aiming when in GZDoom).
I don't want to heap shit on the port, it was nice of them to give us this for free, I like Andrew's soundtrack remix, it makes multiplayer more accessible outside of Zandronum, etc. but man it feels like an early access release and there is just not enough here for me to not want to immediately go back to GZDoom and Skulltag, which is now a 1.07 GB download versus just a few megaybtes before to get the .wad files necessary to do this. And I am hurting _badly_ for freelook. Additionally there seems to be input delay in the Kex engine, which doesn't feel good.
It's perfect in my eyes, and has replaced the dosbox release for me, I never really liked GZDoom, but I can respect it.
@@jasperfox6821 Well duh it's better than Dosbox, I think unless you are the most crotchety vanilla purist alive I think one would find it hard to disagree with your assessment of that. But I'd still really like a beta branch with the initial dosbox version, just so that it's like a 72 MB download to start running the source ports that aren't running through dosbox. Only place to get that now is the GOG version.
I've always liked GZDoom because it can do room over room and a bunch of other wild stuff with portal linedefs/weapons/NPCs and such. The fact that something like Selaco can do what it does on that engine is a testament to its upper ceiling of quality as an engine, however I agree that it's not very "vanilla doom" and some people have rightful complaints about its underlying optimization, however the amount of quality of life features it adds to doom and its modding scene more than makes up for the source port's shortcomings if you ask me.
And that's the key word here: "Adds". What does the Kex engine update really "add" to our existing roster of tools to play doom other than a centralization of mediocre ways to do what we've been doing already for nearly 30 years and more filesize? Sure, people don't have to know about Zandronum to get an online game going anymore, and more people are more easily made aware that there is a doom modding scene via the mod browser, that's an unquestionably good thing, but it's lacking in so many other areas.
@@jasperfox6821 being better than dosbox is a really low bar lmao. Also what don't you like about gzdoom? It's super versatile and comes with loads of options.
@@WMan37 AFAIK the old port is actually in the beta branches section in steam
@@dylan10182000 The old UNITY port is. Not the Dosbox version. Unless there's a beta branch code I don't know about.
16:35 It feels like Nightdive might have some internal audio problems: The System Shock remaster's background music is hard to hear at times too!
Hopefully it gets fixed!
Not sure if this is new to the port but on PS5 there is a pretty good implementation of the controllers gyros. So you can crank the sensitivity and make micro adjustments with slight movements of the controller. Becomes muscle memory after a while and about as close as you can get to mouse type twitch controls with a controller.
They do have a crt filter in the DOS mode. But I agree, it should be a feature in the enhanced version.
16 Player Coop is my new favorite thing
Or you could just download Zandronum and do 64 instead
@@doompunk64 true but some people want a more easy/convenient way to play online co-op
@@doompunk64Why? Don't see any good reason to play Doom with that many players.
I’ve played through almost all expansions on Xbox and haven’t noticed any issue with the dead zone or controller.. At least for me it hasn’t affected my enjoyment whatsoever but hopefully they fix it for those that do notice it. The track sound issue is 100% noticeable thought it’s super freaking quiet on some of them it sucks.
Why, I didn't realise the 2019 port was so bad.
I guess it's in part because it launched in a terrible state, so by the end of it's support it was way better
it's not bad but it was just decent
I love the fact that they used the exact same remastered music I modded into my PC version of Doom already a long time ago. So glad they didn't use the spooky halloween sounds from the PS1 version instead of music.
Doom PSX did have some great music though.
@@doompunk64it didn't
@@Jesion-kv9tu Just because it’s not the metal tracks doesn’t make it bad. Have you even played Doom PSX or 64 for that matter?
@@doompunk64 random noise isn't music
@@Jesion-kv9tu ambient music is still music.
i’m not entirely sure if it’s because of the engine, but i have experienced falling through maps, enemies shooting through solid walls, and enemies who are respawned by archviles becoming like ghosts that can no clip through walls and you can’t shoot but can damage with splash damage, not sure if it was like that in 2019 i didn’t play those versions much but ive played about 60 hours of this new release and just wanted to point this out, idk if anyone else has experienced similar things!
ghost enemies is a bug from the original doom engine, wich this port runs on
I hope some company like IAm8Bit or Limited Run Games can do a physical release of this version at some point. I'd really like to own a physical copy, even if only for posterity sake.
Other Nightdive ports have been receiving similar treatment, with Quake and Rise of The Triad Ludicrous Edition actually still currently available on LRG, so I'm hopeful.
I would recommend a more wide array of pixel shader filters than a generic CRT. The game was made in an era of CRT monitors, for sure. But the quality of those could differ a lot, and the monitors used by PCs generally were far better than TV screens. But I like options, and in many cases old games do look better on such a old monitor. Having a pixel shader Library to pick from, with optional user made ones would go a far way. And allow for some funky, fun ones too. Basically, it would be a second mod system. And you can do this manually with a 3rd party tool, but that is a bit finicky. I am sure people would prefer native support.
Also, due to these games were made for the PC in mind, I do think that Doom tend to work pretty well even on a modern monitor. Again because if you had a high quality CRT back in the day the clarity was quite high. After all these monitors, unlike TV sets, were made to display clearly readable text that would not strain your eyes to much.
Another little bug(?) its with the audio if you are using a bluetooth device. Once you launch the game it will switch to handsfree mode and sounds horrible. For the moment you can fix this by playing using a headset. I suspect that this is because of the in-game voice communication method, I tried to disable it but the issue remains the same
Other than that I LOVE the port and all of its features
Sreen size is not something new, it was there from the start so those who lacked a 486 could play at a decent fps as well.
Doom had an adjustable viewing area, but the resolution was still 320x200.
I'm curious if they're gonna keep adding things to the "featured mods," I quite liked the idea of officially sanctioned mapsets, and now that they've got Boom they could do Ancient Aliens, which felt like the most conspicuous absence from the previous port. also wondering if they'll add any kind of moderation to the mod uploading, cos I know there's plenty of wad authors unhappy about having randos just throw their stuff on there
Now I'm thinking of buying this version.
Amazing how you can play mods on consoles. Well, hopefully more will be added soon
Yes, yes it is, and I love it
That same crt filter was used in their Turok 3 port
I’m glad I got this for free. Plus the extra game that had the cut beta content was worth it
While I already have it on Steam, o hope they update the mobile port sometime.
Nightdive really just enhanced my favorite games, now we wait for doom3 turn next year 💁♂️
I feel like they maybe could have also added Doom 64 in the mix unless they add Doom 64 as free or paid DLC
DOOM 64 is a very different game from DOOM 1 and 2, and it already had its re-release made by Nightdive Studios for the premiere of DOOM Eternal
If you want to play it, it's always less than 2 dollars in Steam offers
PS: This comment was translated by Google Translator
DOOM 64 sold separately.
I bought a mystery pack off of fanatical 4 dollars for four games and i got this a one of them. Neat, saved money i guess
What were the other games?
Movement is wrong too, for strafing the D and S key take full priority over the opposing direciton keys, you don't stand still when pressing 2 oppossing inputs either like the original DOOM from DOS. No other version of DOOM has ever had these issues but this port does. Honestly despite the presentation of the package the team at Nightdive clearly rushed this port for QuakeCon. I hope they actually have the time to fix it or yet again we are just stuck to using Source Ports.
Well yes, it's not a Doom sourceport.
I love the DOOM community but I can tell some of us are autistic and grumpy lol
@@CatfishBradley Exactly, he should stop complaining about messing up a 30+ year old game and just consume the slop like the good little goy he is.
@@CatfishBradley This is a 30 year old game, whose source code has been available for almost as long, and sourceport-ed across different languages and operating systems. For a team with the reputation that NightDive has, this is a really bad situation to be in.