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Limited Run Games to offer a DOOM Classic Limited Edition bundle with a wearable helmet

Be the DOOMslayer

Full-size wearable replica as seen on the original Doom Slayer. Limited to 4,000 helmets available worldwide.

Detailed battle-worn painting effects
Inner adjustable head straps
Material: PVC / ABS
Dimensions: 13 x 14 x 11.4 in (33.02 x 35.56 x 28.96 cm)

Includes:

DOOM FLOPPY DISC PIN: Proudly display this recreation of the MS-DOS hardware that started it all. Modeled after the classic 3.5 in floppy disk. Features classic Doom logo.

CLASSIC DOOM COVER ART PRINT: Give your place a badass ambiance with the iconic and brutal first cover art of the franchise. Created by Don Ivan Puchantz, Godfather of Dallas Illustration. High quality litho print on acid-free paper.

If you're willing to go all-out on this bundle, you can do so Friday, Sept. 25th. You'll have to cough up $140 to lock down your purchase, but I think that's a fair price to snag a wearable DOOM helmet!

Microsoft buys Bethesda parent ZeniMax

Now that's a major acquisition

This week has been kicked off with some major news in the gaming industry. Microsoft has announced that they've acquired ZeniMax, the parent company of Bethesda Softworks, for $7.5 billion. Bethesda is responsible for game franchises such as the Elder Scrolls, Fallout, DOOM, Wolfenstein, and many others.

This news means that the vast majority of Bethesda's work is going to be exclusive to the Xbox side of things. This is a huge get for Microsoft, and will no doubt impact the future of gaming in a major way. That said, Bethesda's Pete Hines did say that the company will still be publishing its own games, which may leave some wiggle room for releases on non-Xbox platforms.

DOOM Eternal executive producer says the Switch version is "very close," more details coming in the "not too distant future"

DOOMer sooner

DOOM Eternal released for all other platforms back in March of 2020, yet here we are in September and there's no sign of the Switch version. Is it time to get worried? Not at all, says DOOM Eternal executive producer Marty Stratton. Mr. Stratton says work continues, and the game is quite close to releasing.

“I wish I could give you specifics. I read all the comments, and when we say anything about Doom Eternal, there’s always the one out of every five comments is, ‘Yeah, how about you tell us about the Switch?’ I know people are anxious.

We’re trying to make it the best version of the game it possibly can be, so we’ve been working with Panic Button. They’re also like everybody in work from home. It’s taken a little bit longer to get there, but we want it to be everything it possibly can be. It’s very close, and we’re trying to be very uncompromising with what it needs to be because there’s a high demand for it. We will be talking about it again in the not too distant future. It is close, but I can’t say exactly how close.”

Two mods mesh together the worlds of DOOM and Super Mario 64

Mario is DOOMed

There's just something about DOOM and Super Mario 64 that keeps modders and hackers coming back. They can't get enough of tinkering with both these games, and now two more mods have popped up that actually bring the games together.

On mod takes Super Mario 64 and puts it into DOOM, while the other takes DOOM and puts it into Super Mario 64! Two classic games that can be enjoyed in all new ways. Which version would you rather play?!

Thanks to MysteryMan for the heads up!

DOOM and DOOM II updated for 16:9 support, gyro aiming, and more

Some really nice updates

Bethesda and id Software continue to update DOOM and DOOM II with impressive features, and today's round of tweaks might be the best. Both games now include 16:9 support for the first time, and also feature gyro controls. Check out the full patch notes below.

Added widescreen rendering support

For the first time in an official port, the original DOOM renderer has been modified to natively render 16:9 without any letterboxing. The FOV has been increased to reveal more image on the side instead of chopping off the top and bottom. All new 16:9 versions of the titlescreen, intermission, and ending screens have been added. Many of our Add-Ons have also had widescreen support added, so download the latest version from the Add-Ons listing to check it out!

DeHackEd support

The engine now can load DeHackEd patches, a popular tool for the original release that modified the game in order to support more advanced behavior. Add-Ons can now use new weapons, change enemy behavior, and more!

Deathmatch 3.0 in split-screen multiplayer

Split screen deathmatch has been changed to what is commonly known in the community as "Deathmatch 3.0." Weapons will stay in the world after being picked up in order to account for the extreme lethality of DOOM's weapons, and the weakness of the starting pistol, while all items and ammo respawn on a 30 second timer. Invulnerability and Invisibility will never respawn after being picked up for the first time.

Added optional crosshair

A crosshair, which can be disabled in Gameplay Options, will also change colors when targeting an enemy. This means less guessing if firing a rocket is going to aim at the enemy above you, or fire directly into your face, bringing about an untimely death. Enabling the crosshair may also help reduce motion sickness by giving you a fixed point to focus on.

PC/Switch/PS4: Added Gyro Aim

Gyro Aim, enabled by default, allows you to look left and right by either turning the controller, or rolling the controller left or right. This allows for an additional amount of precision by enabling fine corrections to turning in order to track moving enemies, while still using the right analog stick for large turning movements. Gyro Aim can be set to either use the controller's yaw, or pitch, or disabled entirely, along with a separate sensitivity slider. Please note: On the PC version, Gyro Aiming is only supported when using a DualShock 4 controller.

Added millisecond accurate timer

A millisecond accurate timer has been added to the minimap, and to the end of level intermission, for anyone looking to speedrun levels.

Added secret area notification

A message and notification is now displayed when you enter into a secret area for the first time.

Added Ultra-Violence+ Skill Level

Ultra-Violence+ is a twist on our existing Ultra-Violence skill level. Deathmatch/Co-op only weapons will spawn in, and enemies are fast like in Nightmare mode. In DOOM II, this means you get the BFG and Rocket Launcher right from the start, but in Final DOOM: Plutonia you'll have a Spider Mastermind staring you down as soon as you spawn in on the first level. It cuts both ways.

BTSX Episode 1 and Episode 2 are now available in both games

Previously available for DOOM II, both parts of this amazing community Add-On set are now available for owners of either title.

Fixes Header

Nightmare behavior has been fully restored to the original 1993 release by making enemies move twice as fast.

In honor of double speed enemies returning, the warning when selecting Nightmare difficulty has been restored.

Resolved an issue where lighting in split screen was not accurate compared to single player.

Improved behavior of additional lighting option to increase light levels more accurately across walls and floors.

PC/Switch: Reduced input latency by disabling rendering extra frames in advance.

Reduced delay in starting certain MIDI music in Add-On levels.

Resolved an issue from the original 1993 release where the Super Shotgun blast will linger for an extra frame.

Resolved an issue from the original 1993 release where the Former Human would not light up when firing.

Resolved a rendering issue from the original 1993 release where certain textures wouldn't tile vertically, commonly known as the "Tutti-Frutti Effect"

Changes Header

Restored original attract loop to the original 1993 release. The original title screen and credits screen are now visible between demo playback.

Restored cut message from the original 1993 release when picking up a medkit, while having with less than 25 health.

Restored cut "ouch face" from the original 1993 release for when a lot of damage is taken in a single hit.

Intermission screen is now shown after boss levels, instead of cutting immediately to the ending screens in order to see level completion stats and time. Par times have been added to E1M8, E2M8, and E3M8.

Random SFX pitch is now disabled for chainsaw sounds to allow for better looping. Random pitch variation has been reduced for other sounds.

Pickup sounds and player voices will no longer interrupt weapon firing sounds.

PS4/XB1/PC: VSync option in Video Settings to minimize input latency, at the cost of potential screen tearing.

Add-Ons will now use their intended custom graphics during intermission and level loading screens.

Latest Add-Ons appear on the top of the Downloaded list.

DOOM Eternal: The Ancient Gods composers revealed

Big shoes to fill

As you may know, DOOM Eternal composer Mick Gordon stepped away from the franchise after he had a rather public falling out with both id Software and Bethesda. That left composing duties for future content up in the air, and today we find out who's taking the reigns.

DOOM Eternal: The Ancient Gods is the first DLC heading to the game, and now we know who's in charge of music. Andrew Hulshult, who's composed for Quake Champions, Brutal Doom, and Dusk, is hopping in on the project. He'll be collaboration with id Software's David Levy.

Future DOOM Eternal DLC will put you up against mechs and dragons

There be dragons!

Just yesterday, the piece of art above made its way onto the internet. It's a bit of early concept art that features some elements you don't find in the game's campaign. This lead to fans on Reddit wondering if this concept art showed elements that were cut, or hints of things to come.

None other than DOOM Eternal director Hugo Martin hopped in on the official Reddit discussion to clear the air. When a fan asked if future DLC will let players take on mechs and dragons, Martin said that it indeed will. Now when that DLC releases and what else it entails remains to be seen.

The original DOOM used camel and cat noises to create its iconic sounds

I can guess that sound in one grunt

There's a series of sound effects in DOOM that have become absolutely iconic. They're noises you continue to hear in movies, TV shows, and even some other games to this day. Every wonder where they came from? In the video above, you can see how DOOM used the sounds of camels, cats, and more to create its iconic audio experience.

BTSX: Episode 1 fan-made WAD, in development since 2009, has been added to DOOM and DOOM II

New, free DOOM content!

There's another new fan-made Episode available to play in DOOM for free. BTSX: Episode 1 is now up for grabs, and can be access in either DOOM or DOOM II. Check out full details below.

With Add-Ons, you can enjoy curated episodes and megawads for our re-releases of DOOM (1993) and DOOM II! Add-Ons can be downloaded free from the Main Menu, hooking you up with even more pulse-pounding action to enjoy from over 25 years of community-created excellence! For more information on Add-Ons, check out our official FAQ

Another notable Add-On joins the roster as BTSX, Episode 1 comes to our re-releases of DOOM (1993) and DOOM II. Download the WAD direct from the Main Menu today and get ready to hit the ground running.

BTSX, Episode 1

Don’t let the “Episode 1” bit fool you – this WAD is the full package. Power your way through 27 maps with custom palettes and unique music to give each level its own feel.

Adding to the jam-packed nature of BTSX is its impressive credits list. Among the list of authors that collaborated on this project are familiar Nods to Mods names such as No End in Sight’s Xaser, Double Impact’s RottKing and Deathless’ own Jimmy!

Bethesda also spoke to Sarah “esselfortium” Mancuso, BTSX’s project lead, about her work on the project. In the snippet below, Sarah talks about how long the Episode has been in development.

Episode 1 started back in 2009 with far less ambitious plans. The project was effectively shelved for a while due to other projects taking focus, and was picked back up in 2011, which is when most of the team was invited. 2011 and 2012 were the busiest years for BTSX development, when momentum snowballed due to all the newly-invited mappers inspiring each other, and most of E1 and E2’s levels were made in that time. A few levels date back to 2009, including “Vesta Station” and “The Annex” and some others, but they changed a lot between then and their finished release.

Amusingly, at one point I was actually planning to release all three episodes a month apart from each other! I had vastly underestimated the workload and the level of burnout we’d be feeling after each release.

The terrifying answer: I recently found a YouTube comment on an E1 playthrough where someone said “I played this map in co-op with my dad long ago, this is going to be nostalgic”.

If you want even more insight into the creation of this WAD, you can check out the full interview here.

The Elder Scrolls: Blades updated to Version 1.7.1, motion controls added

Fight with all your might

Bethesda has updated The Elder Scrolls: Blades to Version 1.7.1 on Switch. Check out full patch notes for this update below.

Added motion controls for combat on Nintendo Switch!

· Enable motion controls in the Settings Menu.
· Hold ZL or ZR to raise your weapon like usual, then flick the corresponding Joy-Con to attack.
· Keep ZL or ZR held to start a combo attack as soon as possible or release it to stop attacking.

Bug fixes

· Fixed a bug causing poor performance on Android devices with the Exynos chipset.
· Fixed a bug on Nintendo Switch causing the player’s Gems to temporarily disappear.
· Fixed a bug on Nintendo Switch preventing banner decorations from swaying in the wind.
· Fixed a bug that disabled the button to reduce how many potions you want to brew at the Alchemy Laboratory.
· Fixed a bug preventing the exclamation point icon from appearing above Varro Matius while he has the Mining Misfortune quest to give.
· Revised how Arena trophy rewards are calculated.
· Fixed a wide variety of interface bugs, quest progression blockers, and crashes.

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