Doom devs discuss speed and glory kills at QuakeCon

28 July 2015
Doom

The upcoming Doom reboot looks to inject a serious dose of intensity, brutality and speed into the popular FPS franchise, and following the E3 reveal video, we’d have to agree.

It should feel like Bruce Lee with a shotgun on a skateboard,” said art director Hugo Martin, speaking about the movement and speed in the game at the recent Quakecon expo.

We wanted to focus on these traditional id roots,” multiplayer producer Brad Bramlett said. When the game is fast and fluid, “it’s exactly what we wanted it to be, so there’s no better feeling than that.

Robert Duffy, chief technology officer at id, mentioned that Doom‘s development began when they took the player movement framework from Rage (id’s previous project) and doubled it.

This dedication to speed also drove the adoption of the glory kills, the brutal hand-to-hand finishing moves which are showcased throughout the gameplay demo.

Movement is king and you don’t want players stopping to regenerate health, you want them moving forward to see the resources of the game. That also leads to needing a lot of skill for players to get through the game.

Glory kills are not only to speed up the momentum of the game, but they also reward the player, as glory kills give bigger health and ammo pickups than you’d see from simply shooting enemies.

For those who bought Wolfenstein: The New Order, Doom will be available for alpha and beta testing over the next nine months as it heads toward a final release in 2016.

 


Source: PC Gamer

Article courtesy of MenStuff.co.za.

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  1. Wurnman
    28.07.2015 at 13:41

    Boring…

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