The fiery road to DOOM Eternal wasn’t quite as smooth as expected for its developers, well at least first.
During an interview with Shacknews, the game’s director Hugo Martin revealed that the game’s first year of development had somehow become a slog for the team – such that no one was actually excited to playtest the game.
Martin felt that something was off about the initial build of DOOM Eternal.
From boring to EPIC
You couldn’t put your finger on it, but the game got really boring because nothing could touch you. You could dash away from projectiles and enemies so easily that you could blast through the whole game like it was nothing. That wasn’t good.
Martin notes he reflected on the success of DOOM (2016) for possible solutions. Ironically enough, this just made him realize that the original had lacking areas as well – a revelation that steered DOOM Eternal into the sequel it is now:
Doom 2016 was a one-trick pony. Our combat was world-class, but everything else about the game wasn’t necessarily up to the level of the combat… Every aspect of the game had to get better.
About DOOM Eternal
Developed by id Software, DOOM Eternal is the direct sequel to DOOM (2016). Experience the ultimate combination of speed and power with the next leap in push-forward, first-person combat.
As the DOOM Slayer, return to take your vengeance against the forces of Hell. Set to an all-new pulse pounding soundtrack composed by Mick Gordon, fight across dimensions as you slay new and classic demons with powerful new weapons and abilities.
DOOM Eternal is now available for PS4, Xbox One, and PC. The game will launch on Nintendo Switch in the future.