Bethesda presents the second part of 22 reasons to love DOOM
Shotgun/Double
Part of the popularity of DOOM is attributable to his iconic weapons, including one of the most iconic of all time: the shotgun, shotgun. Originally inspired by a toy (the first model is still kept in a glass case in the offices of id Software), this weapon had considerable firepower, and even today, in the new installment of the series, does his dirty work. "I love the double," says General Manager Garrett Young. "It's amazing!" says the Executive producer Marty Stratton, adding "the combination of rapid movements of the player with the short-range power of shotgun is really enjoyable." It is also the weapon of choice of the animator senior Brett Paton. "I think the fairest of the rifles seen in all other games ... and they've seen very good," he says. "Looks and incredible power. In addition, hides a few tricks up his sleeve ... ".
Demonic
Of powerful weapons would be useless without ferocious enemies to face on their way. DOOM reports back its throngs of demons, including the Revenant, the Mancubus, Pinky, the Imp and Cacodemoni. The team at id has inspired original titles, reinventing these iconic enemies to create something that would fit the vision of the new game. And here the id, all have their own preferred enemy. "Love the new Mancubus" says Stratton. "It looks interesting and it looks fun to deal with." The Chief Darocy the evolution of environments Lear prefers another villain. "The Hell Knight was a very threatening demon in DOOM 3," says Darocy: "the new DOOM, we recreated all that made him unique this demon and we took it even further." Young, however, is lured by an enemy. "Our dogs scare me, but my favorite is probably the Imp," says Young. "Moves quickly, shooting at you from the walls and, at higher difficulties, can destroy you with its fireballs. You've been warned. ".
Chainsaw
Yes, she's back again. Yes, it is more brutal than ever. But this time, it also plays a strategic role. Although its fuel is very limited, is a deadly alternative that not only sventrerà , but will also provide abundant ammunition demons ferociously, often in times of greatest need.
An arsenal of options
For designer Peter Sokal, the gameplay of DOOM can be summarized in one sentence: "thanks to the speed and to weapons, DOOM provides you with all the tools to dominate every meeting." Similarly to the graphic team, also the team designing the id is based on cooperation, in contrast to the solitary DOOM Marine. Sokal is especially proud of how the team will continue to analyze their work to enhance the gaming experience. "At work, we continuously provide feedback to each other. This helps us grow as a team, to collaborate more and ultimately achieve better results. "
It's all about exploring the best alternatives, which is reflected in the game itself. "Although there are many significant aspects of the game, one of the main ones is the variety of options on the approach to the fighting," says Sokal. "We branding elements that provide very different experiences. I can't wait to see what combinations will find players. ".
Battles involving
The core of the gameplay is the concept of "battles involving", an evolution that has defined the clashes of the original DOOM. "Our Director animations and his team were the first to coin this term," says Stratton. "The term is born from the idea that many FPS hinder players: hide behind cover, back ... DOOM, instead, will inspire you to proceed, to be faster and to engage them directly. Using the weapons to put in check the enemies and making the most of the character's speed and its violent moves (epic kills), we've created something compelling and suitable to the tone, at the speed and style of DOOM. "
"Supported our clashes reward players for an aggressive and direct approach to the challenges," adds Sokal. "If your health is scarce, uploaded the demon closer and cut it in half to recover a good chunk of health. Low on ammo? Grab your saw and take apart the enemy to reload ammunition. For me, these are the most rewarding moments of the game. ".
As understood from the words of Young, shoot isn't the only thing that matters in DOOM. "What many people don't understand is that the original DOOM was not limited only to shoot: the most important thing was the movement. Aim was easy, there was no viewfinder. The challenge was to stay alive and this required rapid movements. The DOOM of today is based on this lesson. Yes there is a viewfinder, but who stays in one spot too long pretending. You want to win? Move. ".
New single-player weapons
The movement will also be the key to stay alive, but the DOOM Marine will need all the heavy weapons they can find. In addition to the traditional weapons (fully updated), DOOM will boast two new weapons for single player mode: the Gauss cannon and assault rifle.
Serious injury
Not enough to kill demons. Players want to hear firsthand the sheer power of the DOOM Marine. To enhance the feeling of total domination, there is nothing better than a good sound design. In fact, this is precisely the guiding principle of the audio team of DOOM: "define and create an audio experience based on the great power of the DOOM Marine" says Hite. A difficult task, but centered in the Middle by the team. "Our game sounds unique in many ways and I'm really proud of this uniqueness," said Hite. "We got a good mix of old and new".
What helps specifically to bring to life this great power? Hite reports two aspects in particular. First, their weapons: "we can't wait to let you hear the sounds of the weapons of the DOOM of 2016," he says. Second, the music: "musical accompaniments are a perfect mix of the original tracks of Bobby Prince and the modern innovations," says Hite. "Is an example of how it should sound modern sci-fi shooters". racks, "Hite notes. "It's also a look forward to what a modern sci-fi shooter should sound like."
DOOM will be released on Xbox One on 13 May.