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When you think of Doom it’s easy to think about massive demons and huge guns.
It’s fun to play off of those things," saysDoom: The Dark Agesexecutive producer Marty Stratton.
That’s where it becomes really engaging."
“You’re just slaughtering everything.
Usually those kinds of experiences don’t have a lot of long term engagement.
They’re not very sticky.”
“You’re always making decisions, right?
Locked down [with the shield], but atthisexpense, now I have to move… With Doom Eternal, though, the loop evolved but it also felt more complicated.
Raise your shield to block, for instance, and reticules will appear on enemies you might charge towards.
You don’t simply move from one to the next, either.
“For example, perform melee attacks while using the skull crusher, it will feed the charge.
And once it’s fully charged, it lights up yellow and it fires at a faster rate.
It feels amazing,” says Martin.
There’s a synergy between the tools.
That’s what we focus on.
“As you saw in this demo, quick switching is not a requirement in this game.
“You could literally play and beat an entire level with one gun.
So you switch to guns more depending on preference.”
“It becomes a little bit of a build because you have three different melee weapons.
For example, melee feeds the charge of the skull crusher,” explains Martin.
“Well, the mace, the last melee weapon in the game, has limited charges.
Different upgrades for guns can affect how they can combo with melee and the shield as well.
Shooting an enemy stunned with the shield buzzing in their belly may cause the shots to ricochet.
The depth of those tools just continues to expand throughout the game,” says Martin.
“It’s contextual.