“This brave new world is going to hell.” Marty Stratton, executive producer on Id Software’s upcoming Doom, apparently has a thing for understatement. Or perhaps literality, given the premise of the game. Either way, the troubled project formerly known as Doom 4 has found new life as a Bethesda-published product and made its big re-debut at this year’s QuakeCon event.
The publicly streamed portion involved a trailer, some PR-infused speech, and concept art showing the transition that the team made from old school to reimagined new school. In fact, you’ve mostly likely already seen the trailer as it was released back during E3. It’s gone unchanged.
But here are the quick facts: Doom takes place in a UAC research facility on Mars right before a demonic invasion begins, it will run on brand new id Tech 6 (dubbed “id Tech 666″ by the team, says Stratton) for 1080p and 60 FPS, and will be coming to PC, Xbox One, and PlayStation 4.
Most interesting was perhaps the exact words Stratton used to describe the team’s ambitions with Doom. He says this is a return to the franchise’s roots (hence the rebranding as just Doom) but they will also “evolve the way you play.” It’s an “origin game” with “fast, fast-paced” gameplay, where along the way he dropped the word “relentless” somewhere between five and 67 times. No regenerating health and a full arsenal. Sure sounds like Doom.
Then, watching the two back-to-back live gameplay demos, it’s very obvious that Stratton meant it all as a single gestalt statement. This looks precisely like a Doom game made to be an interpretation of modern sensibilities. The first demo was a slightly more subdued chunk of gameplay. It seemed to serve to mostly highlight the blend of new and old.
The character puts on a helmet and activates a HUD that is very reminiscent of Metroid Prime, giving a diegetic reason to why you can see real time data like objectives, enemies, and the like. One of the first things we then encounter after entering the UAC station is a locked red door, obviously meant to be an HD version of the franchise’s classic keyed obstacle. Then, rather quickly, the enemies start to appear.
They will literally materialize out of nothing, ostensibly teleporting from Hell itself. Demons and Imps are the order of the day, as are some rather brutal melee finishing moves. Enemies will flash briefly as they taken sufficient damage, telling you that you can close in and rip of their head or rip out their heart or kick off their head or split their head in half. There’s a lot involving the head. In fact, by utilizing the double jump, you can Mario them to death as you leap off of some conveniently located crates.
While not as ridiculously fast as the old games, Doom is still a rather fast-moving experience. There’s a sprint button that hits that nearly ludicrous speed, and dumping ammo into demonic flesh looks as quick and easy as breathing. Mantling and double jumping adds some much-desired verticality to a traditionally and unrelentingly horizontal franchise, though it’s certainly no Uncharted (nor should it be). Also, unconfirmed, but it looked like there might have been a lateral dodge move? I’ll ask for clarification.
There certainly was a lot of dude-shooting, but definitely nothing on par with the likes of Doom II. This was a surprisingly meted demo. Minutes at a time would pass where enemies would not attack, allowing you to even solve a “puzzle” where you ripped the hand off a nearby fallen guard to bypass a biometric scanner. But when the classic double-barreled shotgun made its appearance, the shooting came back with a vengeance.
The second demo was seemingly more oriented towards combat, as there was an entire segment where we saw all the different ways you could slice up Demons with the chainsaw. It was a one-hit kill, but it looked rather satisfying regardless as you lopped off limbs and heads and entire sides of bodies with a reckless abandon. You also see more clearly how time dilation affects the moment-to-moment action whenever you open up the radial weapon menu.
It also appeared that at least some portion of weapons will have an alternative fire. The double-barreled shotgun had this thing where it seemed to charge up three shots (out of two barrels?) at once and would unload in rapid succession. That served to really highlight how enemies would actively deteriorate as you damaged them more and more, chunks flying off before turning into straight-up gibs.
Then we entered a large arena-type room, which was appropriate given that a bunch of large boss-like enemies proceeded to attack you. This is where it felt most old school, as you were given an open-ish area with a bunch of weapons and a veritable deluge of bad guys would come after you. I’m talking Cyberdemons, Demons, Imps, and even a couple of Mancubuses (Mancubi?). Here we see prolonged usage of the plasma rifle and rocket launcher, two more classic weapons that did not disappoint.
This was absolutely a great showing for the revamped Doom. Nothing all that surprising, but it highlighted how Id was blending the classic tenets of the franchise with the lessons learned from modern shooters. And even in these nascent stages, this is already a fantastic-looking and sounding game. Most impressively, blood actually looks like blood.
Of course, there are reservations. Tentative ones given that this was purely eyes-on with a supremely vertical slice, but reservations nonetheless. Melee seems to have greatly affected the cadence of the game’s combat. It’s now more geared towards tireless forward progress, always moving to another stomped head. It feels a lot more like diving into the middle of the fray rather than dodging around and firing shots into the cluster.
We’ll try to find out more. Not sure you’ll be seeing these demos anytime soon; they were diligent about restricting camera usage in the theater. No release date or timeframe announced either, but Doom will be making its way to PC, Xbox One, and PlayStation 4 once it does come out.