


People will be as excited about where they're going next in the game as they were in 2016 about what they were going to fight next. Marty Stratton: And widely varied - hopefully that's what people saw. Hugo Martin: Because it's true: last time you only went to Mars and Hell, so we'll take you to more places than that this time. That's one of the things we're most excited about. How many different environments are there? Seeing the new environments was lovely because Doom 2016 had what felt like two main environment types. We hope the question of 'Where am I?' and 'What's going on here?' is what drives people to dig into the story. You will learn what that place is when you play Doom Eternal, and the answer to that question is really compelling. Hugo Martin: What do you think it is? We don't want to say. What was the bluey grey-ey fantasy city level? The hellish cityscape we saw in the demo was one of the Hell on Earth levels. It is a Crucible, and there is a Crucible at the end of 2016 - Samuel pulls it out - so yes. I can't go into details about how you'll use it because that would be giving away too much, but you'll certainly be able to use it. Hugo Martin: I can only say you'll end up using it in a satisfying way. Is it going to be a weapon we can only use in a scripted-kind of boss battle, or can we use it whenever? Marty Stratton: That would be the greatest downer ever if that's how we ended that presentation and then you don't get to use that! (Onto the bitty questions.) The sword we saw the Doom Slayer ignite, or whatever you want to call it, at the end of the gameplay footage - are we going to be wielding that? Marty Stratton: Not getting into the release date yet, but we're doing well - the game is really coming along. Will we have to wait longer than 2019 for it? Sometimes game engines flex around other metrics but for us we try to set the line at always trying to maintain 60. The engine has an interesting way of flexing. Marty Stratton: Yeah - that's always the goal. Doom 2016 didn't run at 60 on Switch, it ran at 30, and really it was no sacrifice to the experience.īut on all the other platforms it will run at 60? Marty Stratton: We don't run at 60 on Switch. Graphically it sounds like you're doing even more with Eternal but you said it will run at 60 frames per second - on Switch as well? It's nice to know the platforms we want to hit up front. We're actually working with Panic Button again, but before, we made the game and then we brought it to Switch, and now we are making the game with Switch in mind. We're still a way away from launching but we have made the decision to make Switch a, what we call internally, 'first class citizen'.

Marty Stratton: That's the plan right now we'll see.
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Will the game launch on Switch at the same time as PC, PS4 and Xbox One?
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Whether that means Doom Eternal is far away, or whether it means id Software and Bethesda are holding their cards close for a surprise-it's-nearly-here release date reveal at some point, I don't know. Id Software is also working on a new kind of multiplayer experience in addition to the Souls-like Invasions - where players play demons in other people's games - for the game, and id is making it internally.īut it's still early, and there's still no whiff of a release date - not a "2019" or anything. That bluey-grey fantastic city we flew through in the trailer? That could be it - that could be Heaven. Yesterday I sat down with Doom Eternal duo Marty Stratton (executive producer) and Hugo Martin (creative director) and rattled through a list of questions I had about the freshly unveiled game.Įxcitingly, there's a suggestion Doom Eternal may take us up to Heaven as well as down to Hell.
