I think we'll just have to wait and see. My faith wains in iD Software and ZeniMax. Particularly the latter. You would hope that, as Mr. Deviance quite-rightly points out.. they've already abolished one version of the game, which they apparently had put some significant work into. This shows that
someone on the inside at Doom 4 gives a damn, and for me that's nothing but a positive sign. If they're willing to start again, it shows they're serious about doing the Doom franchise justice. They can't afford to fuck up Doom. It's one of the most iconic series in all of gaming history, right up there with Super Mario Bros.
Time will tell.
Commando Nukem, on 26 July 2014 - 08:47 AM, said:
Ambient music is a legitimate genre. Also the repetitive use of samples is an unfortunate necessity of the cart size restriction. (The same reason we lost some of the monster and weapon animations on the 64) The PSX stuff is more varied. Also it's not really aimed at activating your killing mode. It's aimed at getting under your skin and unnerving you. Doom 64 was all about atmospheric horror.
Duke 64 has missing weapon and monster animations? News to me. I thought we only lost the Assault Trooper's colour/rank variations (they can all just teleport now), and the weapons were redrawn or redesigned entirely? I'm not saying that you're wrong, I've just never heard this before. I love the N64 version. Holds a massive place in my heart. We certainly lost the music due to cartridge constrains, and one can only imagine that there would probably have been a few more levels with a bigger cart. Still, amazing (for the time) port of a true classic. Duke 64 was ahead of it's time! First time I ever saw local FPS coop campaign and multiplayer with bots! Didn't see that again until Perfect Dark!
I also think a lot of Doom 64. Was a great spin on the classic Doom formula, with an intense atmosphere. It's palpable. It's easily as foreboding as Doom 3, yet plays like classic Doom! The music is really great if you ask me, goes perfectly with Doom 64. I should think you are right about the cart size limit and the use of repetitive samples. However, this is also a technique used in horror soundtracks and whatnot. The composer really had his thinking-cap on with his work on Doom 64. He did a fine job of embodying a feel into the soundtrack, and keeping to a genre, all the while respecting the cart size limit. Bravo.
The N64 was such a great console for FPS gaming in the 90s.