DOOM Eternal

DOOM Eternal

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talloyer (Banned) Sep 9, 2021 @ 5:08pm
Hugo Martin should stop NOOBing on his streamings
It is more than cringey to see Hugo Martin insisting on using a Controller to play DOOM Eternal, it is deplorable. Joshua Boyle (who is too ridiculous wearing his cap all the time forever) never stops yapping over and over to fill the silence, guy is so annoying. And on top of that, apparently he plays that on Nightmare too, which is so baffling. Result: Hugo Martin keeps dying over and over again, extending the streaming for hours and hours, making them extanuating to watch and ultimately looking like a Noob to the Public.
Fortunately I stopped watching full streaming on 2nd time, but it is baffling to see Bethesda insisting on this alienating experience. After all, only Doom fans or worse, the idBoys, care to watch the streamings. The casual player, noticing the Game Director of DOOM Eternal doesn't know to properly play his own game is definitely appaled thus rejecting to play DOOM Eternal, leading to smaller sales.
The way this goes, it is almost like Hugo Martin plays this way on purpose to skip work at id Software, preferring to chat with "the chat" and Josh instead...
Anyway, The Solution was to make Hugo Martin play DOOM Eternal on Mouse + Keyboard on "Hell on Earth" or, at most, "Ultra-Violence" difficulty. So trivial.
Last edited by talloyer; Nov 21, 2021 @ 10:55pm
Originally posted by SuperFly:
Originally posted by Mez Koo:
Originally posted by talloyer:
It is more than cringey to see Hugo Martin insisting on using a Controller to play DOOM Eternal, Result: Hugo Martin keeps dying over and over again extending the streaming for hours and hours
Mystery solved boys. Controllers are also used not only to slow the game down for presentation but also make it smoother. Why they would do this for Doom I don't know but there are reasons why controllers are used for presentation.

He might also be challenging himself like wearing weighted clothes.
No, he's a confirmed console gamer -- who was put in charge of idSoftware's flagship PC franchise. The results are apparent, creating a game designed for thumbrolling and playing against an invincibility timer/power-ups instead of engaging deadly enemies with deadly force.

He prefers to use the controller, and complains about the prospect of playing QC against Joe Rogan on mouse+KB, in those podcasts.
The OP's observation of how Hugo Martin prefers to stream, and try to curry his own celebrity that way -- instead of focusing on designing the best DOOM game possible -- are spot on.
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Showing 46-60 of 110 comments
mpz (Banned) Sep 17, 2021 @ 5:17am 
100% agree. It's a controversial opinion because this community loves to simp this moron and bot Hugo Martin.
UnKn0wN Sep 17, 2021 @ 6:00am 
Martin ruined Doom anyway, he took a classic brutal game and turned it into a parody for kids.
Last edited by UnKn0wN; Sep 17, 2021 @ 6:14am
COOM_Eternal Sep 17, 2021 @ 6:09am 
Originally posted by mphz:
100% agree. It's a controversial opinion because this community loves to simp this moron and bot Hugo Martin.

Eh, I just watch it for the master level and horde mode news. Maybe some gameplay footage if I'm bored, but not the whole
DanySD Sep 17, 2021 @ 7:35am 
Originally posted by UnKn0wN:
Martin ruined Doom anyway, he took a classic brutal game and turned it into a parody for kids.
Yeah because doom 1 and 2 are such brutal and manly games.
svindel Sep 17, 2021 @ 7:51am 
like, chill out dude
Grampire Sep 17, 2021 @ 8:03am 
Originally posted by UnKn0wN:
Martin ruined Doom anyway, he took a classic brutal game and turned it into a parody for kids.

Being real here, but replaying Quake 1 (when the old guard was mostly all present) and I'm basically 100% convinced that Eternal is pretty close to what these guys would've made if the tech were there and the industry were evolved to that point.

These "originalist" conversations are admittedly fluffy ♥♥♥♥♥♥♥♥, but in my mind I see how newer devs could look back at this stuff and come up with something like Eternal.

Quake 1 has platforming and "jumping puzzles" that make Eternal's platforming look like stackable toddler toys in comparison. They're tedious, complex and often involve finding hidden switches and triggers to advance. And failure usually has severe consequences (death).

Eternal just wants you to jump at the green light.

I'm increasingly amazed at how Eternal really does just iterate on ideas that were present in id's DNA decades ago, introduced by the founding members.

So the "no True Scotsman" gatekeeping stuff holds even less water in my mind as I keep playing.
UnKn0wN Sep 17, 2021 @ 8:37am 
Originally posted by Grampire:
Originally posted by UnKn0wN:
Martin ruined Doom anyway, he took a classic brutal game and turned it into a parody for kids.

Being real here, but replaying Quake 1 (when the old guard was mostly all present) and I'm basically 100% convinced that Eternal is pretty close to what these guys would've made if the tech were there and the industry were evolved to that point.

These "originalist" conversations are admittedly fluffy ♥♥♥♥♥♥♥♥, but in my mind I see how newer devs could look back at this stuff and come up with something like Eternal.

Quake 1 has platforming and "jumping puzzles" that make Eternal's platforming look like stackable toddler toys in comparison. They're tedious, complex and often involve finding hidden switches and triggers to advance. And failure usually has severe consequences (death).

Eternal just wants you to jump at the green light.

I'm increasingly amazed at how Eternal really does just iterate on ideas that were present in id's DNA decades ago, introduced by the founding members.

So the "no True Scotsman" gatekeeping stuff holds even less water in my mind as I keep playing.


only if you think that taking the most juvenile elements of the originals and doubling down on those aspects was the way to go.

Doom16 was a fresh restart, still had some of that darker and more mature edge (Doom3) while offering fast paced, brutal and frantic gameplay, from there you could go either in one direction (think even more Doom3 or Doom64) or another (more juvenile and sillier than the originals).

unfortunately, they went for extremely juvenile and silly to the point I no longer dig it.

I am talking both gameplay and atmo/aesthetics of the game.




Grampire Sep 17, 2021 @ 9:32am 
Originally posted by UnKn0wN:
Originally posted by Grampire:

Being real here, but replaying Quake 1 (when the old guard was mostly all present) and I'm basically 100% convinced that Eternal is pretty close to what these guys would've made if the tech were there and the industry were evolved to that point.

These "originalist" conversations are admittedly fluffy ♥♥♥♥♥♥♥♥, but in my mind I see how newer devs could look back at this stuff and come up with something like Eternal.

Quake 1 has platforming and "jumping puzzles" that make Eternal's platforming look like stackable toddler toys in comparison. They're tedious, complex and often involve finding hidden switches and triggers to advance. And failure usually has severe consequences (death).

Eternal just wants you to jump at the green light.

I'm increasingly amazed at how Eternal really does just iterate on ideas that were present in id's DNA decades ago, introduced by the founding members.

So the "no True Scotsman" gatekeeping stuff holds even less water in my mind as I keep playing.


only if you think that taking the most juvenile elements of the originals and doubling down on those aspects was the way to go.

Doom16 was a fresh restart, still had some of that darker and more mature edge (Doom3) while offering fast paced, brutal and frantic gameplay, from there you could go either in one direction (think even more Doom3 or Doom64) or another (more juvenile and sillier than the originals).

unfortunately, they went for extremely juvenile and silly to the point I no longer dig it.

I am talking both gameplay and atmo/aesthetics of the game.

I can appreciate the diverging opinion on that - It's not really the vibe I get when I play the older titles though but I get it.

I think the problem is that the games are comparatively simple and that allows the player to kinda infuse some of their interpretation into the game's aesthetics. Two people can look at these old games and see something different.

Quake 1 is a lot of muted greys and browns, but the dialog, the character and weapon design - I mean, it's not high culture. It's pretty silly even then - you're running around killing armored knights with a "super nailgun" and a rocket launcher. Its juvenile at its core - that's by design and part of the fun IMO.

The level design in Quake in my mind so clearly inspired modern Id it's really hard to deny. Level design is still janky, but it's still definitely doing a lot of things that were likely limited technically in Doom.

The leap from Doom to Quake was more substantial than my adolescent mind could realize at the time, but it really was a sea change. Somehow though? It feels like the logical move from Doom. And I feel like the game has things that are still relevant from a design standpoint.

Weapon switching for example? It's in Quake 1, and it's a powerful skill. (Possibly accidental, since weapon swaps arent animated and instant. I now understand why people say it's an "exploit" in this game- they probably thought it was then).

There's just so much there that's like a foundation for Eternal and it makes me realize that the current guard didnt iterate quite as much as I thought they did.
UnKn0wN Sep 19, 2021 @ 3:03am 
Originally posted by Grampire:
Originally posted by UnKn0wN:


only if you think that taking the most juvenile elements of the originals and doubling down on those aspects was the way to go.

Doom16 was a fresh restart, still had some of that darker and more mature edge (Doom3) while offering fast paced, brutal and frantic gameplay, from there you could go either in one direction (think even more Doom3 or Doom64) or another (more juvenile and sillier than the originals).

unfortunately, they went for extremely juvenile and silly to the point I no longer dig it.

I am talking both gameplay and atmo/aesthetics of the game.

I can appreciate the diverging opinion on that - It's not really the vibe I get when I play the older titles though but I get it.

I think the problem is that the games are comparatively simple and that allows the player to kinda infuse some of their interpretation into the game's aesthetics. Two people can look at these old games and see something different.

Quake 1 is a lot of muted greys and browns, but the dialog, the character and weapon design - I mean, it's not high culture. It's pretty silly even then - you're running around killing armored knights with a "super nailgun" and a rocket launcher. Its juvenile at its core - that's by design and part of the fun IMO.

The level design in Quake in my mind so clearly inspired modern Id it's really hard to deny. Level design is still janky, but it's still definitely doing a lot of things that were likely limited technically in Doom.

The leap from Doom to Quake was more substantial than my adolescent mind could realize at the time, but it really was a sea change. Somehow though? It feels like the logical move from Doom. And I feel like the game has things that are still relevant from a design standpoint.

Weapon switching for example? It's in Quake 1, and it's a powerful skill. (Possibly accidental, since weapon swaps arent animated and instant. I now understand why people say it's an "exploit" in this game- they probably thought it was then).

There's just so much there that's like a foundation for Eternal and it makes me realize that the current guard didnt iterate quite as much as I thought they did.


I also appreciate the diverging opinion and I see where you coming from.
I think the new trend in "boomer shooters" of the last few years plays some role on how eternal was made and probably how near future id games will be.
more arcadey, fast paced, etc.. that said eternal seemed to me more like a mod than a sequel to Doom16.

don´t know if you played Arcane Dimensions for Quake but as soon as I saw the hub and how you can choose to go to a map from there and the general structure of the game reminded me quite of it.
there is definitely a Quake vibe in eternal and that´s ok.

what I don´t like are other influences like mario, lara or ass creed or fortnite lol

I prefer a more mature and less juvenile approach to design, for example I think the strogs in Quake 4 were amazing (art design) but I hated the vehicle parts and the military shooter influence of that one.

I think you could have both a less juvenile and more serious design together with a fast paced brutal gameplay minus other bad influences of the current era

and I think id would be better off trying to capitalize on their own historical strengths without trying to incorporate other elements just because those are somehow trendy.

that´s all.
Last edited by UnKn0wN; Sep 19, 2021 @ 3:15am
Walrus Beard Sep 19, 2021 @ 5:30am 
Come on dude. I've played Doom Eternal on nightmare, and it is HARD! The fact that he's able to do as well as he does, even with the limitations of a controller is really impressive. And if you watch speedrunners with M/K, it is apparent that the game has not been gimped in any way for controllers. Speedrunners fly through the game at an unbelievable rate.
Don't watch him. Problem solved.
Kyoki Sep 19, 2021 @ 5:38am 
I thought the whole appeal of watching Hugo play was to see him get boned in his own game. Which i find fun personally.
DanySD Sep 19, 2021 @ 5:45am 
Originally posted by Kyoki:
I thought the whole appeal of watching Hugo play was to see him get boned in his own game. Which i find fun personally.
I just watch the meme videos of him for that, which are funnier than seeing him fail on stream.
talloyer (Banned) Sep 19, 2021 @ 3:59pm 
Originally posted by DanySD:
Originally posted by Kyoki:
I thought the whole appeal of watching Hugo play was to see him get boned in his own game. Which i find fun personally.
I just watch the meme videos of him for that, which are funnier than seeing him fail on stream.
So true, definitely the best part of Hugo streamings:
https://www.youtube.com/watch?v=sJoyFx0ZpSU
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Date Posted: Sep 9, 2021 @ 5:08pm
Posts: 110