Recently Bethesda’s Global Content Lead Gary Steinman got a chance to sit down with the creative director on DOOM, Hugo Martin, at the id Software studios in Texas for a speedy demonstration on the game’s power. And by speedy, we mean that epic, obscenely fast paced DOOM gameplay referred to as “Bruce Lee in a skatepark with a shotgun”, a characteristic as much a hallmark of DOOM as demons, chainsaws, and flick-switching.
In the engrossing write-up over at Bethesda’s official blog, Steinman touches on the game design of DOOM and how it encourages the turbo-speed at which the game is played through the use of mechanisms like ammo drops, guns that do not reload, and Glory Kills, a damage boost received for racking up successive kills. During the demonstration he was given a glimpse at the player progression system, a new addition to the series, and how its significant boosts affect performance and allow the player to customize according to their needs. He also got a look into the game’s iconic and gore-inducing chainsaws as well as weapon mods and how they are used. Hailed as an essential component of combat, each weapon can have up to two mods and switching between them can be done with the press of a button. This will make up one of the many ways you will need to rapidly respond to your ever-changing needs in-game.
Of the major gameplay elements bringing the combat experience of DOOM together, the style and speed with which the player circle-strafes with each enemy encounter, Executive Producer Marty Stratton says, “You become your own fight choreographer while playing DOOM”. Truly, a sentiment any hardened FPS player will instantly understand. Hit up the article to read all the details in full.
DOOM says Hell-o (sorry not sorry) on PC, PlayStation 4, and Xbox One on May 13, 2016. For more on the game and to catch up on all our past news, hit up the Gameranx site tag.