STROGG RE­SEM­BLANCE

EDGE - - FROM HELL -

While Doom is inar­guably of its se­ries, the de­sign hap­pily bor­rows from Quake, too – not least dur­ing a sec­tion in Hell where we find a di­ag­o­nal jump pad amid the ru­ins. “We can have you man­tle up a ledge, but if it’s a high space we want you to get out even quicker than that,” Strat­ton ex­plains. “So it’s like, ‘OK, does a jump pad make sense in Hell? [Laughs] Is it fun? Yes, it’s fun, so let’s make it make sense.’ There are things we try not to tread too heav­ily on when mix­ing Quake and

Doom, but we of­ten just let the game tell us what it needs and then we’ll fic­tion­ally jus­tify it in one way or an­other.”

“IT’S AL­WAYS BEEN OUR MANTRA THAT WE’RE GO­ING TO BE THE BEST-LOOK­ING FPS. I’M RE­ALLY HAPPY WITH WHERE WE’RE AT”

LEFT The Man­cubus is heav­ily ar­moured and grotesque. Its flamethrower at­tack is wide reach­ing and very dam­ag­ing.

FAR LEFT The SnapMap editor’s UI is un­ob­tru­sive and slick.

BELOW Revenants are a greater threat than ever, leap­ing about and launch­ing vol­leys of fast-mov­ing rock­ets

BELOW The up­dated Ca­codemons’ pupil-less eyes are un­nerv­ing. They’ve gained stubby arms, too.

RIGHT As is cor­rect and proper, the cam­paign opens in a UAC fa­cil­ity

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