Doom (2016 video game)

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Doom Cover.jpg
Developer(s) id Software
Publisher(s) Bethesda Softworks[1]
Director(s) Hugo Martin
Marty Stratton[2]
Artist(s) Hugo Martin[3]
Composer(s) Mick Gordon[4]
Series Doom
Engine id Tech 6[5]
Platform(s) Microsoft Windows
PlayStation 4
Xbox One
Release date(s)
  • WW May 13, 2016[6]
Genre(s) First-person shooter
Mode(s) Single-player, multiplayer

Doom (stylized as DOOM and originally known as Doom 4) is an upcoming first-person shooter video game developed by id Software and published by Bethesda Softworks. The game will be a reboot of the Doom series and is the first major installment in the series since the release of Doom 3 in 2004. Doom is set to be released on Microsoft Windows, PlayStation 4, and Xbox One on May 13, 2016.


Doom will be a first-person shooter which has "badass demons, big effing guns, and moving really fast" as key principles, according to id Software executive producer Marty Stratton.[7] The game will feature a large arsenal of weapons, which can be collected and freely switched by players throughout the game. Many classic weapons, including the super shotgun and BFG 9000, will make a return. In addition, melee weapons such as the chainsaw, which can cut enemies in half, are also featured. Many enemies from the original games like the Revenant, Mancubus, and Cyberdemon return as well, some of them redesigned.[8] As the combat system of the game puts emphasis on momentum and speed, the game allows players to perform movements like sprinting and double-jumping. A combat system known as "push forward combat" is featured, which discourages players from taking cover behind obstacles or resting to regain health.[9] As a result, the game will not feature any cover mechanics or a health-regeneration system. Players can collect health and armour pick-ups scattered throughout levels, or kill enemies to regain health. A new mechanic introduced in Doom is the melee execution system. It allows players to perform a melee-takedown when players deal enough damage to enemies. Enemies available for melee-takedown will be highlighted.[10]

The game's multiplayer is being developed in conjunction with Certain Affinity.[11] Several multiplayer modes, such as traditional four-player deathmatch, domination, freeze tag, and clan arena, are included in the game.[12] Power-ups and teleports are also to be featured in the game. Certain game modes feature asymmetrical structures, in which players can pick-up a pentagram in the map that allows them to transform into and fight as one of the monsters featured in the game. The game will also include a built-in tool titled "Doom SnapMap" which allows players to construct custom maps, create new game modes and share them with the online community.[13]


As Doom 4[edit]

The game was announced as in production on May 7, 2008,[14] after John Carmack, then lead developer at id Software, hinted it at QuakeCon on August 3, 2007.[15] The CEO of id Software, Todd Hollenshead, suggested that, like Doom II: Hell on Earth, it will take place on Earth,[16] and will feature gameplay more akin to the original Doom games rather than the horror styled gameplay of Doom 3.[17]

On August 1, 2008, John Carmack said that Doom 4 will look three times better than Rage does, intended to run at 30 frames per second; on Xbox 360 and PlayStation 3; rather than 60 that Rage targets.[18] In its Windows version, Doom 4 was intended to run at 60 frames per second with state-of-the-art hardware.[19] In 2009, he revealed that the multiplayer component is being developed separately and will run at 60 frames per second.[20] Carmack stated in 2011 that "you can't have 30 guys crawling all over you at 60 frames per second at this graphics technology level because it's painful. -- So, [in single-player] we can have 30 demons crawling all over you on there."[21]

In April 2009, Hollenshead said Doom 4 was "deep in development". When asked if Doom 4 would be "a sequel? A reboot? A prequel?", his response was: "It's not a sequel to Doom 3, but it's not a reboot either. Doom 3 was sort of a reboot. It's a little bit different than those."[22]

On June 23, 2009, ZeniMax Media, best known for Bethesda Softworks, acquired id Software and announced that all future id games will be published by Bethesda Softworks, including Doom 4 in addition to Rage and future Quake titles.[1] Carmack said at Quakecon 2011 that once Rage shipped its development team would move to Doom 4 to speed up on that project. Doom 4 might also feature dedicated servers unlike Rage.[23]

At the 2011 QuakeCon, Carmack mentioned that new Doom will be using a new scripting language that is based on C++, and called it "super-script". This so-called "super-script" is a subset of C++; with features like scheduling and type safety.[23] In February 2012, some alleged screenshots were released on Official Xbox Magazine UK's website,[24] but the images were discredited by id Software's creative director Matthew Hooper.[25] In November 2013, Carmack left id Software to commit to his work at Oculus VR.[26]

In April 2013, Kotaku published an exposé describing Doom 4 as trapped in "development hell". Citing connections to id, the article claims that Doom 4 has suffered under mismanagement, and that development was completely restarted in 2011. Inside sources described the pre-2011 version, which was to portray the uprising of hell on Earth, as heavily scripted and cinematic, comparing it to the Call of Duty franchise. The pre-2011 version was criticized as mediocre, but the sources also described the new version as "lame" and a "mess".[27] Id's Tim Willits said during Quakecon 2013: "Every game has a soul. Every game has a spirit. When you played Rage, you got the spirit. And [Doom 4] did not have the spirit, it did not have the soul, it didn't have a personality."[28]

As Doom[edit]

After the game was sent back to the drawing board, Willits revealed in August 2013 that the next game in the Doom franchise was still the team's focus although he did not make it clear if the game was still meant to be titled Doom 4.[29] On February 19, 2014, Bethesda revealed that access to a beta version of Doom 4, renamed Doom, will be available for those who pre-ordered Wolfenstein: The New Order on any of the platforms.[30] Those players were also eligible for selection to participate in the game's multiplayer-only limited alpha, which ran between December 3 and December 6, 2015.[31]

On June 10, 2014, a teaser trailer of Doom[32] was presented at Electronic Entertainment Expo 2014 as well as at QuakeCon's website and at a new official Doom website. A more expansive trailer was unveiled at QuakeCon 2014 on July 17, 2014, where a closed presentation was made mainly to silence ongoing rumors of the project being in jeopardy.[33] From what was seen in the QuakeCon presentation, the new Doom is to feature mechanics such as melee combat, finishing moves, and the ability to rip someone's arm off and use it to open a biometric security door.[33] Also said to be featured in the game are double jumping and freedom of movement such as vaulting and manteling.[34] On July 19, 2014, in light of Crytek's financial difficulties, it was announced that Tiago Sousa, head R&D graphics engineer at Crytek, was leaving to join the Doom and id Tech 6 engine team.[35] On May 18, 2015, a brief teaser trailer was released to promote gameplay being shown at E3 2015 on June 14, 2015; the trailer depicted the double-barreled shotgun, and the Revenant, a monster returning to the game.[36] On June 14, 2015, around 15 minutes of gameplay footage were shown at E3.[37] Initial reception of the trailer was positive, despite receiving criticisms by some critics who considered the game to be "too violent".[38] Pete Hines from Bethesda Softworks responded by saying that the game is designed to allow players to apply violence on demons instead of humans. Hines added that "If you're not into violent, bloody games... Doom's probably not a game for you."[39]

The biggest challenge id Software experienced while developing the game was to create a game that can compete with other popular shooters like Call of Duty and Battlefield, as they considered that the popularity of the Doom series among younger audiences are relatively low when compared to the aforementioned franchises, since the last installment in the series was released back in 2004. Another challenge they encounter is to build a game that is unique enough to establish its own identity, while "being faithful" to other games in the series. According to Stratton, in order to solve these challenges, the team consulted the game directors at Bethesda Game Studios, who he considered "[had gone] through the same thing when they were working on Fallout 3."[40] At QuakeCon 2015, it was announced that the game will run 1080p & 60fps on console, as they considered it "the most necessary graphical goal", and that it can effectively improve gameplay fluidity.[41]

According to Hugo Martin, the game's creative director, the game was inspired by rock and roll. The team intended to create a personality for the game by adding lots of over-the-top skulls. The team did not put lots of emphasis on the game's story, as they believed that it is not an important feature of the franchise.[42]


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