

The forward momentum and pace is complemented by some more contemporary mechanics. Spamming an entranceway with anticipatory rockets, or pounding the wall next to a retreating enemy isn’t an effective tactic here. Doom has jump-pads, railgun-like weapons, an announcer, quad damage (seriously), and a rocket launcher that feels like it was ripped out of Quake III, with the exception of the damage output. Keen eyes will have noticed that’s the second time I’ve referenced Quake when talking about Doom’s multiplayer, and that’s because it feels a lot like Quake III (in a good way). The jaded Quake-loving old-school gamer in me hated the lack of damage while I was playing but, upon reflection, I developed an appreciation for how the requirement for rocket precision further raises the already high skill cap. This is obviously a work in progress, and even Duffy flat out admitted, in its current form, “the rocket launcher is a little nerfed.” Executive producer Marty Stratton seemed to disagree with Duffy’s assertion (or, at least, his choice of raising it during the panel), which showed that it’s a contested topic at id Software.

Direct hits to the torso reap the most damage, but the numerical damage counters showed that anything outside of this did not afford the kind of explosive feedback one would expect from such a weapon. Splash damage is seriously underpowered compared to what id veterans are used to from the likes of Quake.

The rocket launcher weapon description reads, “Fires rockets that explode on impact and deals damage over a large area.” While the first part of that phrase is true, the latter is less so. And it was clear in my handful of matches that the rocket launcher was the go-to arsenal choice.īut this is where some of that controversy kicks in. The 6v6 team deathmatch mode we played forced even the most cautious of players to move, lest they die from accurate rocket fire. Get closer and eviscerate them with a glory kill (when they’re on low health), and you’re rewarded with more health. Moving backwards in multiplayer, even jumping backwards, isn’t just ill advised, it goes against the grain of how Doom’s been designed.įorward momentum is incentivised by the health drops that come from slain opponents. He offered an anecdote that described E3 judges, clearly from the newer-school of shooters, whose first instinct when playing Doom was to stop, duck, back up… and proceed to get annihilated. There’s a crouch button, but even chief tech officer Robert Duffy laughed at its inclusion. This is as true of multiplayer as it is of what’s been shown of the solo stuff, to date. Doom is all about fast pace, forward momentum and big fucking guns. While the core pillars from that carry over into multiplayer, there’s also some QuakeCon troversial choices thrown into the mix, at least for fans hoping for a pure old-school experience. Many of you will have seen the single-player content from E3.
