Can HI learn from Doom Eternal?

The main key points I’d like to put here are;
-starting you out immediately with the main stead weapon (BR +)
-picking and changing the OSTs during the HUB (if there is one) or main menu
-optional challenge sections for a powerful unlock
-return of a readable codex/terminals

don’t get me wrong doom can learn lots from halo like Forge, spartan customization, and an expansive multiplayer but here are my points on how halo infinite could learn from the latest doom game.

I think if anything, Halo should take away the completeness from Doom Eternal. Doom Eternal was easily the best game to release in the last 10 years for me personally due to just how perfectly refined it was. Every inch of that game felt immaculate to me. Maybe I’m delusional because I am a huge fan of DOOM but if Halo Infinite can release in a state that has that polish that Doom Eternal had I will be very very happy. I don’t even think I’d be opposed to the hub style campaign thing that DOOM had going on. Would be neat to be able to have a little outpost on Halo that you can explore and communicate with the allies you’ve recruited and or Blue Team etc.

I think HI shouldn’t look at Doom and be its own unique game.

> 2533275001522797;3:
> I think HI shouldn’t look at Doom and be its own unique game.

Arguably, this is the number one lesson to learn from the reboot of Doom.

> 2533274825830455;4:
> > 2533275001522797;3:
> > I think HI shouldn’t look at Doom and be its own unique game.
>
> Arguably, this is the number one lesson to learn from the reboot of Doom.

Im sorry but thats a complete contradiction if i have ever read one, what has halo being blame of being, Oh yes a Call Of Duty Clone for implementing what should fundamental combat Mechanics. If Halo re-implements the old movement style in began with how further the divide in consumer types will there be, If any from of how ever minor they may be to mirror a satisfactory result wouldn’t it not be DOOM-LIKE and thus in concurrence make a rip off Doom clone.

> 2533274799966722;5:
> > 2533274825830455;4:
> > > 2533275001522797;3:
> > > I think HI shouldn’t look at Doom and be its own unique game.
> >
> > Arguably, this is the number one lesson to learn from the reboot of Doom.
>
> Im sorry but thats a complete contradiction if i have ever read one, what has halo being blame of being, Oh yes a Call Of Duty Clone for implementing what should fundamental combat Mechanics. If Halo re-implements the old movement style in began with how further the divide in consumer types will there be, If any from of how ever minor they may be to mirror a satisfactory result wouldn’t it not be DOOM-LIKE and thus in concurrence make a rip off Doom clone.

I’m not entirely sure what you’re trying to say. What exactly does the statement that a game should have a strong identity contradict? You don’t believe a game should be unique? Because that is all I said. If you’re reading any more into it, that’s your problem, not mine.

> 2533274825830455;6:
> > 2533274799966722;5:
> > > 2533274825830455;4:
> > > > 2533275001522797;3:
> > > > I think HI shouldn’t look at Doom and be its own unique game.
> > >
> > > Arguably, this is the number one lesson to learn from the reboot of Doom.
> >
> > Im sorry but thats a complete contradiction if i have ever read one, what has halo being blame of being, Oh yes a Call Of Duty Clone for implementing what should fundamental combat Mechanics. If Halo re-implements the old movement style in began with how further the divide in consumer types will there be, If any from of how ever minor they may be to mirror a satisfactory result wouldn’t it not be DOOM-LIKE and thus in concurrence make a rip off Doom clone.
>
> I’m not entirely sure what you’re trying to say. What exactly does the statement that a game should have a strong identity contradict? You don’t believe a game should be unique? Because that is all I said. If you’re reading any more into it, that’s your problem, not mine.

Fine i can take a L whenever I want and I do so now, this forum has the bane to me as the there is the constant immature ramblings from this fan-base the nonsense fan theories and speculations. There are to many threads that do makes no sense or equates to halo, so I’m sorry for jumping off the point but in this forum has become quite literally Flood infested and needs to purge.

> 2533274799966722;7:
> > 2533274825830455;6:
> > > 2533274799966722;5:
> > > > 2533274825830455;4:
> > > > > 2533275001522797;3:
> > > > > I think HI shouldn’t look at Doom and be its own unique game.
> > > >
> > > > Arguably, this is the number one lesson to learn from the reboot of Doom.
> > >
> > > Im sorry but thats a complete contradiction if i have ever read one, what has halo being blame of being, Oh yes a Call Of Duty Clone for implementing what should fundamental combat Mechanics. If Halo re-implements the old movement style in began with how further the divide in consumer types will there be, If any from of how ever minor they may be to mirror a satisfactory result wouldn’t it not be DOOM-LIKE and thus in concurrence make a rip off Doom clone.
> >
> > I’m not entirely sure what you’re trying to say. What exactly does the statement that a game should have a strong identity contradict? You don’t believe a game should be unique? Because that is all I said. If you’re reading any more into it, that’s your problem, not mine.
>
> Fine i can take a L whenever I want and I do so now, this forum has the bane to me as the there is the constant immature ramblings from this fan-base the nonsense fan theories and speculations. There are to many threads that do makes no sense or equates to halo, so I’m sorry for jumping off the point but in this forum has become quite literally Flood infested and needs to purge.

People are literally just sharing their own opinions on how the game can be played. You can have your own too. The thing is is that if Halo were to try to be completely original, it would be impossible. Everything sort of copy’s something in a game.

My opinion is that Halo is fine with all the abilities it brought from Reach to 5 (except armor lock) but they aren’t necessary to make the game fun. I still go back to Halo 3 and have as much fun as I do in Halo 4. Halo can’t be completely original, but it can still take the gameplay that it started with and make that better. I don’t know if you know what I mean, and you don’t have to. I just want to talk like everyone else on a fictional piece of technology. :confused:

The biggest thing it can learn from DOOM is to be itself. People want the Halo they remember, not some watered-down, market-tested version of it meant to have mass appeal.

> 2533274974350131;8:
> The thing is is that if Halo were to try to be completely original, it would be impossible. Everything sort of copy’s something in a game.

I don’t think anyone’s asking for complete originality. I’m not. Originality is overrated anyway. It’s much more valuable to be unique, to have an identity, a personality. Good games come from strong creative vision that is not too worried about what’s in right now. It doesn’t matter if you’re building off some previous work if you think it’s the right thing to do, not because it’s marketable, but because it’s fun and interesting.

Doom isn’t original. I mean, it’s a modernized triple-A reboot of an old game updated with mechanics that entered mainstream at the start of the previous decade. How original can it be? But it’s so well aware of what it is and what it needs to be, and what it is is just far enough from the mainstream of triple-A game design that it’s at least interesting.

Well the thing it can learn from this second part of DOOM reboots is that Halo should do it’s own thing & not ape everything from other games, not even from DOOM itself.

Mostly Halo should, imo, focus on doing something that is unlike other games, as in not chase the current trends as that leads to the whole gray mesh where all the new releases seem like reskins of each other.

So in short, every DOOM clone on the market should do their own little twists by some aspects.

> 2533274825830455;10:
> > 2533274974350131;8:
> > The thing is is that if Halo were to try to be completely original, it would be impossible. Everything sort of copy’s something in a game.
>
> I don’t think anyone’s asking for complete originality. I’m not. Originality is overrated anyway. It’s much more valuable to be unique, to have an identity, a personality. Good games come from strong creative vision that is not too worried about what’s in right now. It doesn’t matter if you’re building off some previous work if you think it’s the right thing to do, not because it’s marketable, but because it’s fun and interesting.
>
> Doom isn’t original. I mean, it’s a modernized triple-A reboot of an old game updated with mechanics that entered mainstream at the start of the previous decade. How original can it be? But it’s so well aware of what it is and what it needs to be, and what it is is just far enough from the mainstream of triple-A game design that it’s at least interesting.

That’s the word I was looking for, unique. I meant to say that Halo should take the gameplay that made it unique from other shooters and keep true to itself. As long as it has that, then I’ll continue to enjoy Halo games. Of course, again, there are elements from other shooters that are in Halo, but it’s the way Halo uses those elements that makes it unique if you know what I mean. 343 shouldn’t have to copy and paste elements that were recently added to other shooters and instead try to focus on why Halo itself is fun to play. That’s why I say that having the armor abilities in Halo 5 (or 4 and Reach for that matter) are not necessary to make the game fun, but I still don’t mind if they stay, if that’s what 343 wants.

I would like to see Halo learn from how Doom Eternal balances it’s weapons in campaign. While the weapons in Halo tend to have purposes, a lot of those purposes bleed into one another and don’t really require planning what weapons are best for the circumstance. And even on Legendary you don’t really need to dip into most weapons’ strengths and weaknesses to complete a level. You just use what you have and drop bad guns for better guns.

It would be nice if they find a way to make every weapon more unique from one another, and really increase enemy resistances to weapons in the sandbox that aren’t suited to taking them out. Make it so that drones escape your aim assist at full speed, but automatic weapons will stunlock them and tracking weapons are particularly effective at hitting them. Make it so that on Legendary Elites laugh at your bullets so you really do want to grab a plasma weapon when they show up. Let us blow the cannons off of Hunters, or the arms off of Knights to make their attacks weaker. In fact let’s take Hunters a step further than they already are and make bullets nigh-useless against them, inspiring you to consider what actually WOULD damage one such as Supercombines and other explosives. Use these features to make weapons like the Needle Rifle feel like they are actually better in certain situations than the BR and vice versa.

Then in competitive matches leave all that at the door and stick to the shields and health only resistances at levels we’d expect from the Halo series.

Also, increase the movement speed and don’t include sprint. I think movement could be just a little faster than it has ever been in the franchise. A smidge. With really snappy acceleration to give us a lot of strafing options.

> 2533274810177460;13:
> I would like to see Halo learn from how Doom Eternal balances it’s weapons in campaign. While the weapons in Halo tend to have purposes, a lot of those purposes bleed into one another and don’t really require planning what weapons are best for the circumstance. And even on Legendary you don’t really need to dip into most weapons’ strengths and weaknesses to complete a level. You just use what you have and drop bad guns for better guns.
>
> It would be nice if they find a way to make every weapon more unique from one another, and really increase enemy resistances to weapons in the sandbox that aren’t suited to taking them out. Make it so that drones escape your aim assist at full speed, but automatic weapons will stunlock them and tracking weapons are particularly effective at hitting them. Make it so that on Legendary Elites laugh at your bullets so you really do want to grab a plasma weapon when they show up. Let us blow the cannons off of Hunters, or the arms off of Knights to make their attacks weaker. In fact let’s take Hunters a step further than they already are and make bullets nigh-useless against them, inspiring you to consider what actually WOULD damage one such as Supercombines and other explosives. Use these features to make weapons like the Needle Rifle feel like they are actually better in certain situations than the BR and vice versa.
>
> Then in competitive matches leave all that at the door and stick to the shields and health only resistances at levels we’d expect from the Halo series.
>
> Also, increase the movement speed and don’t include sprint. I think movement could be just a little faster than it has ever been in the franchise. A smidge. With really snappy acceleration to give us a lot of strafing options.

Doom can do that because you’re not limited to two weapons. In Halo, you’d leave the player in a frustrating situation where they constantly have to juggle weapons around, searching for the right weapon on the ground, and in some circumstances the correct weapon might not even be available. Halo would have to relax the two weapon limit if you wanted specific weapon categories for specific enemies.

> 2533274825830455;14:
> > 2533274810177460;13:
> > I would like to see Halo learn from how Doom Eternal balances it’s weapons in campaign. While the weapons in Halo tend to have purposes, a lot of those purposes bleed into one another and don’t really require planning what weapons are best for the circumstance. And even on Legendary you don’t really need to dip into most weapons’ strengths and weaknesses to complete a level. You just use what you have and drop bad guns for better guns.
> >
> > It would be nice if they find a way to make every weapon more unique from one another, and really increase enemy resistances to weapons in the sandbox that aren’t suited to taking them out. Make it so that drones escape your aim assist at full speed, but automatic weapons will stunlock them and tracking weapons are particularly effective at hitting them. Make it so that on Legendary Elites laugh at your bullets so you really do want to grab a plasma weapon when they show up. Let us blow the cannons off of Hunters, or the arms off of Knights to make their attacks weaker. In fact let’s take Hunters a step further than they already are and make bullets nigh-useless against them, inspiring you to consider what actually WOULD damage one such as Supercombines and other explosives. Use these features to make weapons like the Needle Rifle feel like they are actually better in certain situations than the BR and vice versa.
> >
> > Then in competitive matches leave all that at the door and stick to the shields and health only resistances at levels we’d expect from the Halo series.
> >
> > Also, increase the movement speed and don’t include sprint. I think movement could be just a little faster than it has ever been in the franchise. A smidge. With really snappy acceleration to give us a lot of strafing options.
>
> Doom can do that because you’re not limited to two weapons. In Halo, you’d leave the player in a frustrating situation where they constantly have to juggle weapons around, searching for the right weapon on the ground, and in some circumstances the correct weapon might not even be available. Halo would have to relax the two weapon limit if you wanted specific weapon categories for specific enemies.

I agree. Also, it works in DOOM Eternal because each weapon has very specific uses on certain enemy parts, armour and limbs, especially on harder modes. Halo would also need the enemies designed around dismemberment and armour degradation imo.

> 2592250499819446;15:
> > 2533274825830455;14:
> > > 2533274810177460;13:
> > > I would like to see Halo learn from how Doom Eternal balances it’s weapons in campaign. While the weapons in Halo tend to have purposes, a lot of those purposes bleed into one another and don’t really require planning what weapons are best for the circumstance. And even on Legendary you don’t really need to dip into most weapons’ strengths and weaknesses to complete a level. You just use what you have and drop bad guns for better guns.
> > >
> > > It would be nice if they find a way to make every weapon more unique from one another, and really increase enemy resistances to weapons in the sandbox that aren’t suited to taking them out. Make it so that drones escape your aim assist at full speed, but automatic weapons will stunlock them and tracking weapons are particularly effective at hitting them. Make it so that on Legendary Elites laugh at your bullets so you really do want to grab a plasma weapon when they show up. Let us blow the cannons off of Hunters, or the arms off of Knights to make their attacks weaker. In fact let’s take Hunters a step further than they already are and make bullets nigh-useless against them, inspiring you to consider what actually WOULD damage one such as Supercombines and other explosives. Use these features to make weapons like the Needle Rifle feel like they are actually better in certain situations than the BR and vice versa.
> > >
> > > Then in competitive matches leave all that at the door and stick to the shields and health only resistances at levels we’d expect from the Halo series.
> > >
> > > Also, increase the movement speed and don’t include sprint. I think movement could be just a little faster than it has ever been in the franchise. A smidge. With really snappy acceleration to give us a lot of strafing options.
> >
> > Doom can do that because you’re not limited to two weapons. In Halo, you’d leave the player in a frustrating situation where they constantly have to juggle weapons around, searching for the right weapon on the ground, and in some circumstances the correct weapon might not even be available. Halo would have to relax the two weapon limit if you wanted specific weapon categories for specific enemies.
>
> I agree. Also, it works in DOOM Eternal because each weapon has very specific uses on certain enemy parts, armour and limbs, especially on harder modes. Halo would also need the enemies designed around dismemberment and armour degradation imo.

That’s why I went out of my way to say that these resistances would only be more apparent on higher skill levels. Normal and Easy I think shouldn’t really require them to get through, with damage feeling similar to the way it does now. But on Heroic I’d say at least a basic understanding of the system should be required for later levels, while on Legendary you aught to need to know these things from the get-go. As for the weapon limit, I don’t think it would be much of a problem. Weapons can be found lying around or in enemy hands throughout the campaign. It would be on the level designers to make sure what you need is available. Like how you can usually find Rockets, or lasers around a battlefield when the game is about to throw Wraiths your way in current Halo games.

I’m gonna use Truth and Reconciliation from Halo CE as an example real quick. When you first board the ship, you fight wave after wave of enemies coming through the doors. A combination of grunts, jackals, stealth elites, and zealots followed by two Hunters. First you get the two stealth elites as usual. Since they don’t have shields in CE you should be able to take them out with your Assault Rifle, or if you didn’t have one on you there should be one lying next to one of the two dead marines in the room (one had ammo, and the other had a health pack in CE). Next up comes a wave of grunts and jackals, with no Elites, these enemies all have plasma weapons to ensure that when the Zealots show up there will be plasma laying on the ground so you have them there. The fight continues as expected from there. The last wave, however, will all have Needlers, specifically so that they are available for the player when the Hunters come through the door at the end of the encounter. You’ll also have acquired plasma grenades which are useful for destroying the Hunter’s fuel rod cannons. This would make the encounter a bit more interesting than it is in CE. Since in CE you pretty much just need a Plasma Pistol, grenades, and to have collected ammo for your Sniper whenever possible to get through this encounter easily. But with a Doom inspired system you’ll want to take full advantage of the AR, Plasma Pistol, Needler, and both grenade types. A refreshing change of pace after a Sniper-heavy opening section to the level. In a game featuring weapons from later in the series you could imagine having used other weapons in the early section, like BR’s, Focus Rifles, or Carbines that you wouldn’t have seen as well.

no doom is terrible

All of your points are quite on point imho, but for me the most important factor is that both Doom 2016 and Eternal proof that a game can be fast and frenetic without sprint. Also what id nailed with Doom Eternal specifically is the fact that you can innovate without breaking the core gameplay. The much discussed grappling hook for instance is basically a weapon attachment for the super shotgun. In fact almost every new addition in the game enhances the sandbox instead of morphing the BMMs! And even when it adds to the base mechanics, it does it in a way that feels natural and situational improving what was already good in the older games. It’s a bit what H2 did with the melee swing!

So yeah! Hi/343i can learn a lot from Doom! If not, well… At least we finally have a good sp alternative to Halo. It’s not the same thing of course, Halo is quite different to Doom, but at least it inherits a gameplay philosophy that I really respect and enjoy in FPS games!

> 2535454088782009;17:
> no doom is terrible

Young boy! Wash that filthy mouth of yours with some soap, pronto!

> 2533274847370776;9:
> The biggest thing it can learn from DOOM is to be itself. People want the Halo they remember, not some watered-down, market-tested version of it meant to have mass appeal.

This 100% is the lesson to be learned. There was a DOOM Eternal TV trailer that got major negative reception (from the loyal fanbase, which DOOM has a rather large one) because instead of playing the iconic DOOM music by composer Mick Gordon, the marketing team decided to play a more popular, marketable song that is not characteristic of DOOM. Halo should learn to stand on it’s own again.

> 2535418979567138;19:
> > 2533274847370776;9:
> > The biggest thing it can learn from DOOM is to be itself. People want the Halo they remember, not some watered-down, market-tested version of it meant to have mass appeal.
>
> This 100% is the lesson to be learned. There was a DOOM Eternal TV trailer that got major negative reception (from the loyal fanbase, which DOOM has a rather large one) because instead of playing the iconic DOOM music by composer Mick Gordon, the marketing team decided to play a more popular, marketable song that is not characteristic of DOOM. Halo should learn to stand on it’s own again.

Yeah, but that’s a TV commercial. Reason why no gore was shown either… Most Doom fans don’t watch TV, it doesn’t make sense to create an add for them in that specific case. All YT adds had the amazing metal tracks still in tact! Not a fan of it either, but for once I see where the marketing team was coming from!