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