There’s no hiding and staying still means almost certain death//
you can quickly switch between using a weapon wheel. When in it, time slows to a crawl, giving you extra breathing room while you work out which tool is best for eviscerating whichever hell spawn happens to be bearing down on you at that moment. They can all be modified, too, capable of hosting up to two secondary functions at any one time – the rocket launcher’s projectiles can be detonated early if they sail wide of a target, for example, while a minigun erupts into a devastating three‑pronged turret. In addition, significantly injuring enemies will put them into a stunned state, in which they flash blue when you’re at a distance and orange when
in range. Hit a button and you’ll pull off a Glory Kill: a brief, canned animation in which you go hands‑on with dismemberment. The kill you pull off depends on your angle of approach and will gift you health and ammo.
Should this wide-ranging onslaught of violence prove too much, you can take a breather with SnapMap, Doom’s in-built map editor. We’re told to work our way through the handful of brief training tasks. Fifteen minutes later, we’ve built our first level, replete with enemies and pick-ups courtesy of a pair of brilliantly conceived emitters that randomly populate your creations. You can stick with this, or handplace every element, but in both cases the results are instantly playable and surprisingly solid. And id is already toying with the tool’s potential – we’re shown a tower defence effort and a brain-stretching memory challenge.
With no firm release date, there’s still likely to be a reasonable wait left to endure for Doom. But what’s already here is a striking riposte to its mechanically similar peers and one with every chance of proving you can teach an old god new tricks. Ben Maxwell Portals must be destroyed to progress, but ripping out their glowing yellow hearts takes a second or two.