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History Trivia / Doom2016

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** Text strings found in the Alpha and Beta indicate, among other things, that the Cyberdemon and Summoner would have been available to use in Snapmap and the Praetor Suit being unlocked for multiplayer usage by completing the single-player mode on Nightmare. The BFG-9000 also had a number of weapon mods listed for it, all of which were cut. And [[spoiler: the Spider Mastermind was to show up halfway through the game instead of being the FinalBoss, with Olivia turning into something completely different for the final battle]].

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** Text strings found in the Alpha and Beta indicate, among other things, that the Cyberdemon and Summoner would have been available to use in Snapmap and the Praetor Suit being unlocked for multiplayer usage by completing the single-player mode on Nightmare. The BFG-9000 also had a number of weapon mods listed for it, all of which were cut. And [[spoiler: the Spider Mastermind was to show up halfway through the game instead of being the FinalBoss, with Olivia turning into something completely different for the final battle]]. The Praetor Suit would eventually be patched into multiplayer, instead with the requirement to hit Echelon 11 in that mode.



** The ''[[https://www.twitch.tv/bethesda/v/82131729 Bringers of Doom]]'' panel at Quakecon 2016 revealed a number of things that didn't make the final game. Dr. Samuel Hayden was originally a fully human character named Spencer, who acted as a much more humorous MissionControl NPC. Echos had to be activated by bots in the area, and were longer and had much more dialogue. These were quickly dumped for a minimalist, ShowDontTell approach to the story.

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** The ''[[https://www.twitch.tv/bethesda/v/82131729 Bringers of Doom]]'' panel at Quakecon 2016 revealed a number of things that didn't make the final game. Dr. Samuel Hayden was originally a fully human character named Spencer, who acted as a much more humorous MissionControl NPC. Echos Echoes had to be activated by bots in the area, and were longer and had much more dialogue. These were quickly dumped for a minimalist, ShowDontTell approach to the story.
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*KillerApp: The Nintendo Switch port, which released soon after the console's launch, is cited by many Switch owners as the game that convinced them the Switch was something special after the disastrous Platform/WiiU. The other major notable third party port at the time, ''VideoGame/TheElderScrollsVSkyrim'', was six years old and so people expected it to run well. But for ''DOOM'' to run well, even with the technical cuts and shortcuts, proved the Switch was a much more viable competitor in the console market than its predecessor.
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* FandomNod: The name of the Pinky demon. The creature was simply called "Demon" in the original Doom and gained the FanNickname "pinky" to distinguish it from all the other demons.
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* AscendedFanfic: The game features the ability to [[BoomHeadshot shoot enemies in the head for extra damage]], and ''Ultra-Nightmare'' difficulty[[note]]where dying returns you to the start of the game[[/note]] like that of the ''VideoGame/BrutalDoom'' mod.[[note]]Doom 2016's Glory Kill system also appears to be lifted from Brutal Doom, but the mechanic already existed in builds of Doom 4 dating back to 2008, preceding Brutal Doom by two years.[[/note]] Mods to upgrade and improve weapons are hidden around the levels, similar to ''VideoGame/{{DRL}}''. Argent Energy, Earth's reliance on it as a clean and bountiful source, and the UAC harvesting it leading into the demon invasion is ''extremely'' similar to the lore in ''VideoGame/HideousDestructor''.
** Gone full-circle for ''VideoGame/BrutalDoom'', since [[https://www.youtube.com/watch?v=863D-TWAbJQ there's a mutator that replaces the mod's weapons with the ones from this game.]]
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* NamesTheSame: "Argent Energy", which in this game refers to a power source derived from the suffering of souls in Hell, also happens to be the name of a British company (established in 2001) who manufacture biodiesel from "fatbergs" and other waste products. They probably ''hate'' Bethesda by this point.

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* TroubledProduction: Was first announced in 2008, but repeatedly hit delays due to Creator/IdSoftware being bought out by Zenimax, as well as development resources being channeled into ''VideoGame/{{Rage}}''. As the years went on, [[http://kotaku.com/five-years-and-nothing-to-show-how-doom-4-got-off-trac-468097062 development suffered a number of restarts and employees leaving, with poor management and direction being blamed for the lack of progress]]. Id and Zenimax eventually rebooted the project entirely, and the game was finally shown to a tightly controlled private audience at Quakecon 2014, officially shown to the public at E3 2015, and finally released on May 13, 2016.

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* TroubledProduction: Was first announced in 2008, but repeatedly hit delays due to Creator/IdSoftware being bought out by Zenimax, as well as development resources being channeled into ''VideoGame/{{Rage}}''.''VideoGame/Rage2011''. As the years went on, [[http://kotaku.com/five-years-and-nothing-to-show-how-doom-4-got-off-trac-468097062 development suffered a number of restarts and employees leaving, with poor management and direction being blamed for the lack of progress]]. Id and Zenimax eventually rebooted the project entirely, and the game was finally shown to a tightly controlled private audience at Quakecon 2014, officially shown to the public at E3 2015, and finally released on May 13, 2016.



** The first gameplay trailer implies that the Doom Slayer was meant to be a normal SpaceMarine, with the helmet bearing "F-90" mark and the lack of the arcane rune that was stamped on the helmet.

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** The first gameplay trailer implies that the Doom Slayer was meant to be a normal SpaceMarine, with the helmet bearing "F-90" mark and the lack of the arcane rune that was stamped on the helmet.helmet.
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Fan Nickname is now YMMV.


* FanNickname:
** Given the RecycledTitle, many fans refer to this game as either ''Doom '16'' or ''Doom 4'' (although since the announcement of ''VideoGame/DoomEternal'', the latter has gotten less popular).
** Thanks to some {{Malaproper}} by [[WebAnimation/{{Hololive}} Korone Inugami]] and [[WebVideo/VOMSProject Amano Pikamee]] during their playthroughs of the game, the BFG has taken up the alternate name of "the BLT" among their fans.
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* BTeamSequel: The is the first ''Doom'' game to be developed after the departures of id co-founders John and Adrian Carmack (no relation), meaning almost the entire ''VideoGame/Doom'' (1993) team had no involvement. The only exceptions are "id Mom" Donna Jackson (who, as the studio's office manager, has only a limited role in game development) and artist Kevin Cloud (who only worked on the [=SnapMap=] mode for ''2016'', leaving the main game to the newer blood). [[note]]John Carmack was still at the studio when work began on the original "''Doom 4''" version of the game, but he left in 2013, before the design overhaul took place.[[/note]]

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* BTeamSequel: The is the first ''Doom'' game to be developed after the departures of id co-founders John and Adrian Carmack (no relation), meaning almost the entire ''VideoGame/Doom'' ''VideoGame/{{Doom}}'' (1993) team had no involvement. The only exceptions are "id Mom" Donna Jackson (who, as the studio's office manager, has only a limited role in game development) and artist Kevin Cloud (who only worked on the [=SnapMap=] mode for ''2016'', leaving the main game to the newer blood). [[note]]John Carmack was still at the studio when work began on the original "''Doom 4''" version of the game, but he left in 2013, before the design overhaul took place.[[/note]]
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* BTeamSequel: The is the first ''Doom'' game to be developed after the departures of id co-founders John and Adrian Carmack (no relation), meaning almost the entire ''VideoGame/Doom1993'' team had no involvement. The only exceptions are "id Mom" Donna Jackson (who, as the studio's office manager, has only a limited role in game development) and artist Kevin Cloud (who only worked on the [=SnapMap=] mode for ''2016'', leaving the main game to the newer blood). [[note]]John Carmack was still at the studio when work began on the original "''Doom 4''" version of the game, but he left in 2013, before the design overhaul took place.[[/note]]

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* BTeamSequel: The is the first ''Doom'' game to be developed after the departures of id co-founders John and Adrian Carmack (no relation), meaning almost the entire ''VideoGame/Doom1993'' ''VideoGame/Doom'' (1993) team had no involvement. The only exceptions are "id Mom" Donna Jackson (who, as the studio's office manager, has only a limited role in game development) and artist Kevin Cloud (who only worked on the [=SnapMap=] mode for ''2016'', leaving the main game to the newer blood). [[note]]John Carmack was still at the studio when work began on the original "''Doom 4''" version of the game, but he left in 2013, before the design overhaul took place.[[/note]]
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* BTeamSequel: The is the first ''Doom'' game to be developed after the departures of id co-founders John and Adrian Carmack (no relation), meaning almost the entire ''VideoGame/Doom1993'' team had no involvement. The only exceptions are "id Mom" Donna Jackson (who, as the studio's office manager, has only a limited role in game development) and artist Kevin Cloud (who only worked on the [=SnapMap=] mode for ''2016'', leaving the main game to the newer blood). [[note]]John Carmack was still at the studio when work began on the original "''Doom 4''" version of the game, but he left in 2013, before the design overhaul took place.[[/note]]

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