![]() ![]() ![]() The game's executive producer Marty Stratton added to this: We play it all the time internally and it’s really, really fantastic. ![]() I think it’s going to be every bit as satisfying to play as the single-player campaign. We’d rather provide players with an incredibly polished and engaging experience that’s really tight, than something that’s huge with a million modes – which is another thing we did in Doom 2016. When we had one Slayer on the battlefield and let players control the demons it felt really good. We took the DNA of the ‘Doom dance’ – the loop of one Slayer versus many demons – and turned that into a competitive, social experience. This time around we really wanted it to feel like Doom. It’s a good mode and it’s fun to play, but it’s not necessarily original. With the single-player campaign I think we led, but with the multiplayer we followed. With Doom 2016 we learned that id has to lead and not follow when it comes to game design. While Doom 2016 was predominantly focused on the single-player campaign, this time around the plan is to distribute the fun across both the single-player and multiplayer modes.ĭuring an interview with VGC, Doom Eternal's creative director Hugo Martin said the game's multiplayer component would lead this time around rather than follow: Doom Eternal is easily one of the biggest third-party titles coming to the Nintendo Switch later this year. ![]()
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