Digital Foundry - Doom Eternal Engine Upgrades

As well as sitting down for *three hours* to play the upcoming Doom Eternal, Digital Foundry's John Linneman also had the opportunity to discuss the new id Tech 7 engine upgrades with Doom Eternal executive producer and id software studio director, Marty Stratton. From engine upgrades to ray tracing to Switch to next-gen consoles, there's a ton of new info in this one.

POWER A working on a DOOM Eternal-themed Enhanced Wireless Controller

A truly DOOMed controller

POWER A just recently revealed two Animal Crossing-themed Enhanced Wireless Controllers for Switch, but they're also going to offer up something for the 17+ audiences as well. The company is cooking up a DOOM Eternal-themed Enhanced Wireless Controller, and it's set to launch on March 10th, 2020. This is exactly the same as all over the other Enhanced Wireless Controllers from POWER A, just with a DOOM Eternal theme. You can preorder yours here.

id Software dev talks Animal Crossing: New Horizons and DOOM Eternal releasing on the same day, shares his excitement

Time for a crossover!

March 20th, 2020 is going to be a very interesting day. DOOM Eternal is set to launch on PC/PS4/XB1, and is sure to be one of the goriest games we've ever seen. On that very same day, Animal Crossing: New Horizons is hitting the Switch, and it couldn't be any further from the DOOM Eternal experience. However you look at it, March 20th, 2020 is a great day for gamers!

In an interview with GameSpot, DOOM Eternal director Hugo Martin talked about both games having the same release date, and also shared his excitement for Animal Crossing.

"I think it's awesome and it speaks to the amazing diversity that we see in games today. I honestly root for other games and other studios.. I'm so proud to work in the game industry and the fact that two games that are so completely different, getting a ton of press, come out on the same day. It's an incredible time to be in development and I'm excited to play Animal Crossing."

IGN Video - Doom Eternal: Why Gore Makes Combat Smarter

Doom Eternal is powered by a super-smart combat loop that uses gore as more than just gross set dressing.

DOOM Eternal director says DOOM (2016) played it too safe when it came to multiplayer

Righting the previous game's wrongs

While DOOM 2016 was universally praised for its single player experience, multiplayer was a different story. Both critics and fans alike felt that the multiplayer offering was a bit ho-hum, which is why the dev team is setting out to fix things in DOOM Eternal. In an interview with USGamer, DOOM Eternal Co-Director Hugo Martin explains why he thinks DOOM 2016's multiplayer fell flat.

"I think fans of id were disappointed by the last multiplayer because it did not innovate enough. [W]hat we learned was being safe, taking a little bit of column A and B of a bunch of things that people know and mashing them together, is not good enough. We played it very safe last time. It was very kind of formulaic, and that's a fair and objective view of that product."

DOOM Eternal is putting its new 'Battlemode' front and center this time around. For a recap of what this multiplayer feature has to offer, check out this post.

DOOM Eternal director says they've talked to Nintendo about 'DOOM Slayer' in Smash Bros. Ultimate, but its 'never gone anywhere'

Is this speculated character doomed?

Doom Slayer (commonly referred to as "Doomguy") has always been a highly speculated character for Super Smash Bros. Ultimate. Due to the legacy of the DOOM franchise, and how recognizable the character is across the gaming community, the demon destroyer would be an excellent addition to Smash. Recently, Marty Stratton, director of Doom Eternal, was interviewed by Metro, where he was asked about the rumors of Doom Slayer being added to the game. According to his response, discussions have been had, but "it’s never gone anywhere serious." Check out the full interview snippet below!

What about the rumours of Doom Slayer being in Smash Bros.? [This was a couple of days before the Byleth announcement] Do you think it could ever happen?

MS: I don’t know. We’ve asked them.

You asked them?

MS: Yeah.

Well, that’s how Solid Snake got in it. Would they discount it just because of the gore and violence though?

MS: I dunno. You would honestly have to ask them. We’ve never been approached and said, ‘Hey can Doomguy be in Smash Bros.?’ But we’re open-minded if they wanna ask. But we hear it all the time [from fans]. Who would say no? [laughs]

But you did ask them?

MS: We’ve had… I don’t even know who talked to who, but we’ve bantered with them. We have a great relationship with them through bringing Doom 2016 to Switch and that kind of stuff. So we have great people over there but it’s one of those things where it’s like, ‘Wouldn’t it be cool?’ But it’s never gone anywhere serious, so we’ll see.

DOOM Eternal's third act will really let you showcase your skills

Power trip

DOOM Eternal is going to be a balls-to-the-wall experience from beginning to end, thanks to the crazy action of the 2016 title, plus a ton of new abilities for you to mess around with. While you'll have plenty of time to master those new mechanics, the game's finale will present you with the perfect setup to showcase your talents. Director Hugo Martin hyped up the game's third act and its over-the-top nature.

“The fun is mastering it, because that power fantasy, you’re going to earn that… the game is just going to let you put it on display. The third act of the game is just like, ‘Okay, let’s see how you do.’ It’s Bruce Lee walking into the dojo, just like, ‘I’m going to wreck 30 dudes,’ you know.'"

DOOM Eternal to feature a new higher difficulty option

Ready for a real challenge?

In DOOM 2016, players could dial up the difficulty to Nightmare in order to give themselves a real challenge. That option will still be in DOOM Eternal, but it's no longer the highest option players have to choose from.

The dev team has confirmed that there will be a level higher than Nightmare made available, and it even includes some unique twists to gameplay. This mode starts off with the difficulty of Nightmare, but adds in some roguelike features to the experience. For example, you'll only have one life to make it through the entire campaign with. You'll have to do that without any checkpoints as well.

There's no hiding your performance in this new difficulty either. Other players will be able to see how far into the experience you made it before you kicked the bucket. That's an extra bit of incentive to keep revisiting the mode and one-upping your previous performance.

DOOM Eternal's director compares the game's difficulty settings to Mario Kart

Blue shell me plenty

DOOM Eternal is going to continue the series' tradition of multiple difficulty options to choose from. You'll find the usual 'Hurt Me Plenty' and other settings, but Director Hugo Martin doesn't want you to feel like you're copping out by picking the easier options. In an interview with USGamer, Hugo explains why all options are a valid way to play.

"In Mario Kart if I play on easy, it's the slowest setting. I mean, I'm still needing to power slide. I still need to use my resources. I still need to do all the same things; hit the jump the same way. The only difference is that on the hardest setting, it's just way fucking faster, you know? So I think that's our goal."

DOOM Eternal director explains why the 2016 game's mechanics weren't working for this sequel

DOOMed from the start

DOOM Eternal might be the follow-up to DOOM 2016, but this isn't a paint-by-numbers sequel. As a matter of fact, the same approach to development just didn't work for the dev team. In an interview with Gamasutra, director Hugo Martin explains why things were broken right from the start of DOOM Eternal's development.

It was the player's [new] abilities that we gave them, like "meathook" and "dash," that made the racecar super fast. Immediately you notice that you were so quick that nothing could touch you. So you were never really under any kind of duress.

...In the early part of development, because of the abilities we gave the player and the imbalance that it created, there was nothing to master. It was basically a very simple, child-like puzzle, that really wasn't engaging anybody at all and I don't think anyone would have wanted to play more than two hours of it.


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