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DOOM Eternal
DOOM Eternal

Genre: First Person Shooter
Developer: id Software
Publisher: Bethesda Softworks
Thursday, 21 May 2020
Post by KostaAndreadis @ 12:54pm 21/05/20 | 0 Comments
If you're a game development studio all you need to do to garner immediate backlash is walk up to a microphone and say... "Denuvo". The anti-piracy and anti-cheat technology has long been associated with performance and privacy concerns. The former being the idea that any game with Denuvo Anti-Cheat will run noticeably slower and offer up complete access to your system via Kernel integration.

As part of its most recent update to the game, id Software introduced Denuvo Anti-Cheat into DOOM Eternal. With the game's BATTLEMODE in a way it made sense for the studio to look into anti-cheat measures. Naturally, the response was immediate and vocal across the various hot-spots and content creators that continuously feed their audiences anti-Bethesda sentiment. But with Denuvo's troubled and spotty history there was some genuine cause for concern.

And now it seems, Denuvo Anti-Cheat will be removed from DOOM Eternal, with id Software's Marty Stratton taking to Reddit offering a calm and measured response as to why it was included and that its removal will see the studio look at alternative measures for anti-cheat.

First up there's the reasoning.
Our team’s original decision to include Denuvo Anti-Cheat in Update 1 was based on a number of factors:
  • Protect BATTLEMODE players from cheaters now, but also establish consistent anti-cheat systems and processes as we look ahead to more competitive initiatives on our BATTLEMODE roadmap
  • Establish cheat protection in the campaign now in preparation for the future launch of Invasion – which is a blend of campaign and multiplayer
  • Kernel-level integrations are typically the most effective in preventing cheating
  • Denuvo’s integration met our standards for security and privacy
  • Players were disappointed on DOOM (2016) with our delay in adding anti-cheat technology to protect that game’s multiplayer

And then the solution.
Despite our best intentions, feedback from players has made it clear that we must re-evaluate our approach to anti-cheat integration. With that, we will be removing the anti-cheat technology from the game in our next PC update. As we examine any future of anti-cheat in DOOM Eternal, at a minimum we must consider giving campaign-only players the ability to play without anti-cheat software installed, as well as ensure the overall timing of any anti-cheat integration better aligns with player expectations around clear initiatives – like ranked or competitive play – where demand for anti-cheat is far greater.

In a way Marty's response is as efficient as the Slayer himself - quelling backlash and an irate fan-base with the power of a Super Shotgun. He also notes that the decision to put Denuvo in the game didn't come from Bethesda and that the technology is sound - with recent DOOM Eternal performance issues relating to changes to how the game handles memory.

The big takeaway though is that in addition to story-based DLC expansions id is looking at ramping up the competitive side of DOOM Eternal's BATTLEMODE - where we could be getting a ranking system, seasons, and potentially some Slayer and demon-filled esports.
Monday, 11 May 2020
Post by KostaAndreadis @ 01:16pm 11/05/20 | 0 Comments
A definite game of the year contender (and stay tuned for our in-depth making of feature with id Software) DOOM Eternal has big plans for the rest of 2020. Namely in the form of DLC expansions and updates to the game. When it comes to the latter id has posted a rundown of what to expect soon - from Empowered Demons to BATTLEMODE updates to the studio adressing "a few balance concerns and annoyances".

Maruader nerf? Who knows. Here are the details on what's being dubbed Update 1.
Empowered Demons

Spice up your campaign runs with Empowered Demons! When a player is killed in the single player campaign, the demon that felled them is beefed up and transported to another player’s game to fight again! Will you fall to this fearsome challenger or avenge your fellow Slayer? Take out an Empowered Demon and you’ll not only be rewarded with tons of health and ammo, but also bonus XP to progress in-game events!

BATTLEMODE Enhancements

We’re adding a suite of features designed to improve the overall experience in BATTLEMODE. Some of these additions include implementing Denuvo Anticheat features, changes to the tutorial walkthrough, poor network connection indicators, Echelon Leveling for players at the maximum level and a Death Report screen to offer players more combat insight mid-match.

Single Player Quality-of-Life Improvements

It’s not just BATTLEMODE that’s getting some enhancements! We’ve heard your feedback on the single player campaign and Update 1 addresses a few balance concerns and annoyances players have brought to our attention. Some of these changes include expanded demon tutorials, Dashing vertically in water and adjusting toxic damage while swimming.

Empowered Demons sound like a very cool mechanic and should pave the way for the long-awaited Invasion mode where players can take on the role of demons in other people's games. Going a little further into the future, id has taken to Twitter to tease the first DLC expansion showcasing two new locations and screenshots. A city in the clouds and an off-shore oil rig of sorts.

If you haven't had the chance to check out DOOM Eternal yet, get in quick as the game is currently on sale and 25% off across PlayStation 4, Xbox One and PC today.
Tuesday, 5 May 2020
Post by KostaAndreadis @ 01:26pm 05/05/20 | 1 Comments
Which means id Software is not working with composer Mick Gordon to create music for the upcoming DOOM Eternal DLC. As the composer behind the iconic music found in DOOM (2016) and Eternal, Mick Gordon has become a household name with DOOM fans thanks to the larger than life combat music that matches the intensity of the action. So what happened? Well, time to strap in.

Recently some fans noticed that the official DOOM Eternal soundtrack featured very different mastering across different tracks - with noticeable clipping.

In terms of the listening experience the result is volume over clarity. When approached, Gordon responded that he was only responsible for a "small handful of tracks" and "wouldn't have done that" in relation to the rest of the soundtrack.

In addition to this in a separate response he added that he probably wouldn't work with id again. This sparked outrage and with the internet being what it is, id's Lead Audio Designer - who was responsible for the mixing and mastering of several tracks on the soundtrack - became a target for online abuse.

Today, in a very lengthy statement written for the DOOM community - seen here on Reddit - Marty Stratton, the Executive Producer on DOOM Eternal outlines the developer's troubled history with the composer. Reading in many ways like a classic episode of VH1's Behind The Music it details missed deadlines, agreements in place, and communication with Mick Gordon that broke down.

It's a lengthy post and well worth reading in full, with Marty noting, "Some have suggested that we’ve been careless with or disrespectful of the game music. Others have speculated that Mick wasn’t given the time or creative freedom to deliver something different or better. The fact is – none of that is true."

"Mick has had near limitless creative autonomy over music composition and mixing in our recent DOOM games, and I think the results have been tremendous," he adds. "Talent aside, we have struggled to connect on some of the more production-related realities of development, while communication around those issues have eroded trust. For id, this has created an unsustainable pattern of project uncertainty and risk."

This pattern revolves around the delivery of 12 tracks for the official soundtrack release which was part of the collector's edition - that subsequently got delayed. As creating music for a game versus the sequencing and mastering for an audio-only release soundtrack are very different, this led to id using the in-game music already supplied by Mick to stitch together the remaining tracks.

And this was after granting a six-week extension to the deadline for delivering the music for the soundtrack release. As id only had access to the music already delivered for the game itself, the dynamic range of these recordings were noticeably different to the fully produced soundtrack cuts that were to be supplied by Mick.

"After listening to the 9 tracks he’d delivered," Marty explains, "I wrote him that I didn’t think those tracks would meet the expectations of DOOM or Mick fans – there was only one track with the type of heavy-combat music people would expect, and most of the others were ambient in nature." From there the agreement would be that the remaining tracks would be "heavy combat music" and that the use of id Software's own edits to round-out the release was agreed upon.

After several delays and the eventual release of the soundtrack, id Software were surprised by Mick's response. They had shared everything they planned to release ahead of the deadline, with the goal being to release a comprehensive soundtrack.

"Mick also communicated that he wasn’t particularly happy with some of the edits in the id tracks," Marty adds of the recent discussions with Mick Gordon. "I understand this from an artist’s perspective and realize this opinion is what prompted him to distance from the work in the first place. That said, from our perspective, we didn’t want to be involved in the content of the OST and did absolutely nothing to prevent him from delivering on his commitments within the timeframe he asked for, and we extended multiple times."

Of course there are multiple sides to any story and professional relationship, but this lengthy statement does add quite a bit of context. The market realities of releasing a game alongside a soundtrack, how long can something be delayed in order to meet commercial obligations, and the eventual breakdown of communication between artists in different fields.

But, both parties agreed that the treatment id's own audio team got in relation to the soundtrack release was troubling.

"I’m as disappointed as anyone that we’re at this point," the statement concludes. "But as we have many times before, we will adapt to changing circumstances and pursue the most unique and talented artists in the industry with whom to collaborate."
Monday, 20 April 2020
Post by KostaAndreadis @ 01:55pm 20/04/20 | 2 Comments
As part of an ongoing IGN video series capturing developer reactions to speed runs, the latest on DOOM Eternal with id Software is simply wonderful to watch. With executing producer Marty Stratton, game director Hugo Martin, design director Jerry Keehan and programmer Evan Eubanks stunned at how a number of exploits seemingly break the game.

From clipping to using the 200+ frames-per-second performance on PC to glitch velocity and jumping to bugs that can turn bullets into auto-missiles.

Check it out.

What's interesting is that the team actively discuss whether these glitches should be patched out of the game, whilst they marvel at the sheer insanity and effort that goes into a speed-run of this nature. Or, whether or not they put Easter Eggs and cut-scenes and messages in the sky specifically for speed-runners.
Monday, 30 March 2020
Post by KostaAndreadis @ 12:54pm 30/03/20 | 0 Comments
Via Cheat Engine -- as there's currently no way to select third-person from within DOOM Eternal. Not that you would play the game this way but it's pretty cool to see Glory Kills and the fast-paced combat of Eternal with the Slayer right there on screen.

Check it out.

As to how this is possible for a first-person shooter, well we probably have Battlemode to thank for that. The multiplayer mode does let you see the Slayer run around and do his thing when played from the perspective of a demon, so all those Glory Kills are fully animated.

This naturally comes from the same group that recently unearthed the hidden Pistol.
Saturday, 28 March 2020
Post by KostaAndreadis @ 02:51pm 28/03/20 | 5 Comments
With all the uncertainty and stresses we face at the moment there's still room for distractions that are well worth it. Case in point, one of the key founders and developers from id Software's rise in the 1990s, and one of the creative leads on the original Doom - John Romero - playing DOOM Eternal. Developed and released by id Software in 2020.

This is John firing up the campaign for the first time, playing on Ultra Violence. It's wholesome ripping and tearing.

Romero worked at id Software from its inception in 1991 until 1996. He was involved in the creation of several milestone games, including Commander Keen, Wolfenstein 3D, Doom, Doom II: Hell on Earth and Quake. He served as executive producer (and game designer) on Heretic and Hexen. He designed most of the first episode of Doom, a fourth of the levels in Quake, and half the levels in the Commander Keen and Wolfenstein 3D: Spear of Destiny. He wrote many of the tools used at id Software to create their games, including DoomEd (level editor), QuakeEd (level editor), DM (for deathmatch launching), DWANGO client (to connect the game to DWANGO's servers), TED5 (level editor for the Commander Keen series, Wolfenstein 3D: Spear of Destiny), IGRAB (for grabbing assets and putting them in WAD files), the installers for all the games up to and including Quake, the SETUP program used to configure the games, and several others. In his keynote speech at WeAreDevelopers Conference 2017, Romero named this period Turbo Mode, in which he emphasizes having created 28 games, in 5.5 years with a team consisting of fewer than 10 developers.

For the full Twitch VOD - head here. It's awesome being able to watch one of the creators of Doom learn the re-imagined mechanics and have fun with Eternal -- even if that first Arachnotron encounter takes a while. It's the sort of entertainment we need right now -- after completing a Glory Kill he notes "that's a lot of health for killing stuff".
Friday, 27 March 2020
Post by KostaAndreadis @ 03:57pm 27/03/20 | 0 Comments
The default weapon in DOOM Eternal is the Shotgun, and for those wondering where the Pistol went -- the one seen in DOOM (2016) -- well it looks like at one stage it was in the game. Fully animated too, with New Blood's head honcho Dave Oshry taking to Twitter to showcase how to access it via console commands.

Here's a look.

And also here's a vid showcasing the slight hacking required to get it up -- but not exactly usable by YouTuber SliceyMcBreadmaker. And 40 lives apparently.

For more on DOOM Eternal, be sure to check out our full review.
Thursday, 26 March 2020
Post by KostaAndreadis @ 11:14am 26/03/20 | 0 Comments
After winning our demon slaying hearts thanks to its amazing campaign and breakneck pace, DOOM Eternal, the latest game in the long-running franchise from id Software has become the fastest selling DOOM to date. Although exact figures aren't available, in its first week it broke the impressive 100,000 concurrent user ceiling on Steam and became the platform's top seller.

Compared to the well-received DOOM 2016 that concurrent player count is almost double that game's record. And when factoring in console sales and things like not everyone plays the same games at the same time -- DOOM Eternal sales are easilly six-figures. And that's in today's uncertain climate.

“We want to thank our millions of fans for their enthusiastic support of this amazing title,” said Ron Seger, SVP of Global Sales at Bethesda Softworks. “Despite thousands of retail stores closing, we are pleased so many fans have been able to enjoy DOOM Eternal.”

As per our own review, DOOM Eternal is a masterpiece -- another genre-defining moment for the veteran team at id. "If DOOM 2016 was the proof of concept, DOOM Eternal is the masterwork. A single chord or musical phrase expanded into an all-encompassing symphony of cartoon hyperviolence. An experience that feels quite unlike anything else in the first-person space."
Thursday, 19 March 2020
Post by KostaAndreadis @ 04:42pm 19/03/20 | 0 Comments
Captured with a NVIDIA GeForce RTX 2080 Ti with details set to maximum (which is gloriously called 'Ultra Nightmare Detail' in the game). Running on the latest id Tech 7, DOOM Eternal is a technical showcase and one of the most well optimised games out there.

Which you can clearly see here. And for those wondering about performance on a 2080 Ti, running at native 4K with no dynamic scaling the frame-rate sits in the 80-100 fps range without any noticeable dips no matter how hectic it gets.

And it gets hectic.

On, and be sure to check out our full review.
Wednesday, 18 March 2020
Post by KostaAndreadis @ 01:26am 18/03/20 | 4 Comments
DOOM Eternal is not only a breath of first-person shooter fresh air when it comes to the single-player side of things, it's unlike anything else in the genre. How it strives to take the core of what made the 2016 DOOM reboot feel great and what made the 1994 original define the genre back in the day -- and run with it -- is commendable.

How it manages to succeed is nothing short of a miracle. A chainsaw wielding, flamethrower spraying, BFG carrying spectacle.
If DOOM 2016 was the proof of concept, DOOM Eternal is the masterwork. A single chord or musical phrase expanded into an all-encompassing symphony of cartoon hyperviolence. An experience that feels quite unlike anything else in the first-person space. It’s this sentiment that makes the whole 1993 connection more profound than a simple point of reference. To put it another way, DOOM Eternal is the vision of a genre that went in a different direction after we traded in 2D sprites for vast 3D polygonal worlds.

Instead of linear battlefields, scripted action sequences, cinematics worthy of a Hollywood feature, and the drive towards the realistic – the single-player side of the genre became something else. DOOM Eternal is that something else, a release that feels as relevant and iconic today as the original did back in the day.

Click Here to Read Our Full DOOM Eternal Review
Friday, 13 March 2020
Post by KostaAndreadis @ 12:01pm 13/03/20 | 0 Comments
Which means we're days away from being able to rip and tear as the Slayer in id Software's highly anticipated DOOM Eternal. A week to be exact, with the game set to make its debut on March 20. Not that you'd need a reminder or anything but this "is a game that re-defines the genre".

As highlighted in the trailer - a pull quote from a certain recent hands-on preview.

No doubt one of the biggest releases of the year, DOOM Eternal sees id Software taking all the good stuff from the DOOM 2016 re-imagining and creating what looks to be its biggest game to date. With a renewed focus on story alongside deeper and more engaging first-person combat, it almost feels like 1993 again and we're about to witness something truly special.
Wednesday, 11 March 2020
Post by KostaAndreadis @ 12:46pm 11/03/20 | 0 Comments
Which is every little dial and drop-down graphics setting pushed to its limit - and spoiler alert, the answer is - a NVIDIA GeForce RTX 2080 Ti. Because, of course. Providing a little more detail to the specs that appeared on Steam the other day this updated hardware rundown from Bethesda outlines what you'll need in terms of PC grunt to run DOOM Eternal at low-settings all the way up to 2080 Ti land.

But, DOOM Eternal will still support the majority of system and will scale accordingly. As per below to run the game at 1080p 60 FPS on High Quality Settings you'll only need a NVIDIA GeForce GTX 1060 (6GB) or an AMD RX 480 (8GB).

These updated requirements are also different and more current than what you'd find on the back of the retail box for DOOM Eternal - which apparently is a thing that still exists.
PC Ultra-Nightmare Specs (2160p / 60 FPS / Ultra-Nightmare Settings) OR (1440p / 120 FPS / Ultra-Nightmare Settings)
  • 64-bit Windows 10
  • Intel Core i9-9900K or better, or AMD Ryzen 7 3700X or better
  • 16GB System RAM
  • NVIDIA GeForce RTX 2080 Ti (11GB) or AMD Radeon VII (16GB)
  • 50 GB hard drive space

PC Recommended Specs (1440p / 60 FPS / High Quality Settings)
  • 64-bit Windows 10
  • Intel Core i7-6700K or better, or AMD Ryzen 7 1800X or better
  • 8GB System RAM
  • NVIDIA GeForce GTX 1080 (8GB), RTX 2060 (6GB) or AMD Radeon RX Vega56 (8GB)
    OR (1080p/ 60 FPS / High Quality Settings) NVIDIA GeForce GTX 1060 (6GB), NVIDIA GeForce 970 (4GB), AMD RX 480 (8GB) Note : On GTX 970 only - set Texture Quality to Medium
  • 50 GB hard drive space

PC Minimum Specs (1080p / 60 FPS / Low Quality Settings)
  • 64-bit Windows 7/64-Bit Windows 10
  • Intel Core i5 @ 3.3 GHz or better, or AMD Ryzen 3 @ 3.1 GHz or better
  • 8GB System RAM
  • NVIDIA GeForce 1050Ti (4GB), GTX 1060 (3GB), GTX 1650 (4GB) or AMD Radeon R9 280 (3GB), AMD Radeon R9 290 (4GB) or RX 470 (4GB)
  • 50 GB hard drive space

Bethesda and id Software also confirm that on PC - HDR will be supported at launch.

Oh, and we've also got word on DOOM Eternal's console performance - though no clarification on what the relevant detail settings might be. we'd guess somewhere in the range of High Quality.
Xbox One X
  • DOOM Eternal on Xbox One X will up-sample to 4K (2160p) from 1800p @60 FPS.
  • The Xbox One X version of the game also supports HDR.

PlayStation 4 Pro
  • DOOM Eternal on PlayStation 4 Pro will up- sample to 4K (2160p) from 1440p @60 FPS.
  • The PlayStation 4 Pro version also supports HDR.

Xbox One and Xbox One S
  • DOOM Eternal on Xbox One and Xbox One S will up-sample to 1080p @60 FPS from 900p.
  • The Xbox One S version of the game also supports HDR.

PlayStation 4
  • DOOM Eternal on PlayStation 4 will run at 1080p @60 FPS.
  • The PlayStation 4 version also supports HDR.

Interestingly the Nintendo Switch version isn't listed.
Monday, 9 March 2020
Post by KostaAndreadis @ 01:51pm 09/03/20 | 0 Comments
Where the game's minimum requirements are now just about in line with DOOM (2016)'s recommended. Based on our recent hands-on DOOM Eternal is without a doubt going to be one of the most visually impressive titles in 2020, as id Software is once again pushing the FPS genre forward.

And on the subject of Etenral's graphics we wrote.
Then there’s the presentation and underlying id Tech 7 engine, which on PC looks nothing short of stunning – the perfect blend of raw detail, lighting, visual effects, animation, destructible demons whose flesh falls apart the more you shoot, and rock solid performance.

Here's what you'll need to run it on PC.

    OS: 64-bit Windows 7/64-Bit Windows 10
    Processor:  Intel Core i5 @ 3.3 GHz or better, or AMD Ryzen 3 @ 3.1 GHz or better
    Memory: 8 GB RAM
    Graphics: NVIDIA GeForce GTX 970 (4GB), GTX 1060 (6GB), GTX 1650 (4GB) or AMD Radeon R9 290 (4GB)/RX 470 (4GB)
    Storage: 50 GB available space
    Additional Notes: (1080p / 60 FPS / Low Quality Settings)


    OS: 64-bit Windows 10
    Processor: Intel Core i7-6700K or better, or AMD Ryzen 7 1800X or better
    Memory: 16 GB RAM
    Graphics: NVIDIA GeForce GTX 1080 (8GB), RTX 2060 (8GB) or AMD Radeon RX Vega56 (8GB)
    Storage: 50 GB available space
    Additional Notes: (1440p / 60 FPS / High Quality Settings)

What's great is that even at minimum DOOM Eternal is meant to be played at 60 frames-per-second. With a GTX 1080 and an RTX 2060 listed as the recommended - 2020 is certainly shaping up as a transitional year for games. In that it's probably time to consider that upgrade you've been holding off on for a while. Or, break open the champagne as you recently build a new gaming beast.
Friday, 6 March 2020
Post by KostaAndreadis @ 05:36pm 06/03/20 | 1 Comments
With Mick Gordon back in the composer chair to deliver the soundtrack to this month's highly anticipated DOOM Eternal, Bethesda has released a behind-the-scenes clip showcasing the music and it's use of a "heavy metal choir". After an open casting call we get to see and hear snippets of the ancient demonic chants we can expect to hear in the full game.

Check it out - and it goes without saying, crank it up to 11.

Mick Gordon, who composed the score for Doom (2016), like with id Software looks to be taking the music of the franchise to the next level with DOOM Eternal. A full heavy metal album experience where the choir's chant is made of a "mysterious and ancient language that harkens back to the Slayer’s origins".

DOOM Eternal is out March 20.
Thursday, 13 February 2020
Post by KostaAndreadis @ 12:48pm 13/02/20 | 0 Comments
Where two player-controlled demons go up against the Slayer. The gameplay video, courtesy of IGN, showcases an entire Battlemode match with commentary from DOOM Eternal game director Hugo Martin. Who described the experience as "a game of cat and mouse" where "the Slayer is the cat, and the demons, even though they're these giant creatures with rockets on their hands, are definitely the mice."

Check it out.

In terms of setup it all looks fairly straight-forward, a fully loaded Slayer needs to take out demons - with the demons trying to take out the Slayer. With demons having a respawn cooldown timer the Slayer needs to take out both within a certain time-frame in order to win a round. Of course there's a lot of strategy with the video showcasing demon and Slayer abilities that go beyond simple fast-paced arena deathmatch.

Battlemode is the multiplayer component of DOOM Eternal which according to id Software will not ship with traditional modes ala DOOM 2016.
Monday, 27 January 2020
Post by KostaAndreadis @ 01:12pm 27/01/20 | 0 Comments
With id Software's DOOM Eternal a couple of months away from release, one of the pure tech questions floating around is whether or not the game will feature real-time raytracing and support for NVIDIA GeForce RTX. With Wolfenstein: Youngblood getting RTX support in a recent patch (which runs on id Tech), studio director Marty Stratton opens up to Digital Foundry about the possibility of DOOM Eternal RTX.

In the interview which covers id Tech 7 and the development of the game when asked about raytracing Marty notes that "the team did some initial implementation and exploration about a year ago" but that was put on hold so the team could focus on getting the core game right.

"Our tech team are the biggest fans of new tech, and it was a hard to pull people off of that because it was the shiny new toy," Marty adds. But, with development now wrapping up he mentions that the tech team at id are just about ready to start looking at implementing raytracing into DOOM Eternal. Interestingly he says that some of the plans extend beyond things like reflections and shadows and overall lighting - and that raytracing can be leveraged to make things easier for developers to create.

Here's the full interview which covers a range of topics including insight into the Nintendo Switch port process.

In our hands-on preview with the PC build of the game, it ran at a rock-solid frame-rate at 1440p and looked incredible.
Wednesday, 22 January 2020
Post by KostaAndreadis @ 12:04pm 22/01/20 | 0 Comments
Watch as we rip and tear through hordes of demons and take some time to briefly take in the sights and sounds of all the new alien locales and stunning vistas that make up id Software's follow-up to DOOM (2016). Before we go back to ripping and tearing of course.

These 15 minutes were captured from our recent hands-on preview session hosted by Bethesda, where it quickly dawned on us that this was more than a sequel. More than simply expanding on ideas and throwing a few more into the mix. How the core mechanics inform the combat truly feels fresh, and the tactical nature of encounters adds a new dimension to how you might envision a fast-paced arena shooter might play.

Separate to that though this video highlights the amazing id Tech 7 engine, and how it's improved animation and special effects live up to id's track record of technical prowess. Check it out.

For more on DOOM Eternal be sure to read our full preview - where we manage to compare it to Super Mario 64. Yeah, the nerve! Also it's out soon too - March 20 for PC, Xbox One, PS4, and Nintendo Switch.
Post by KostaAndreadis @ 11:51am 22/01/20 | 6 Comments
After spending three hours with a near-final build of DOOM Eternal thanks to Bethesda, we discover that id Software has been quietly building a stunning genre-defining experience that could potentially become the high watermark for the FPS genre.

A snipper from our preview.
After playing through a lengthy section of DOOM Eternal’s final campaign (about three hours all up) there was a sense that this could have been a sequel in the traditional sense. A sentiment born from the impressive ambition and scope we saw in the game last year, where elements return but are expanded upon. New stuff found around every corner, but with a look and feel that is still every bit DOOM. As a movie poster might tell you – ‘Bigger and better, the Slayer is back!’.

On that note DOOM Eternal is a revelation. Almost overwhelming in its scope and seamless execution of pure first-person action. An experience chock full of genuinely fascinating ideas of how a first-person shooter can play. Or could. With story, level design, platforming, and intuitive puzzles that feel like they belong. Familiar and refreshing and unlike anything else in the shooter space.

Click Here to Read Our Full DOOM Eternal Preview
Wednesday, 15 January 2020
Post by KostaAndreadis @ 11:27am 15/01/20 | 2 Comments
Out in March, Bethesda and id Software's DOOM Eternal is easily one of our most anticipated games of the year. The direct sequel to 2016's excellent reboot/re-imagining not only looks to be upping the sheer freedom of carnage but also adding an emphasis on story. And with the latest trailer opening up with a look at Hell on Earth - we can't wait to see more.

Also we love a good trailer that simply cuts together in-game footage in a cinematic way.

DOOM Eternal is set to feature multiplayer but as per the description provided the "epic single-player campaign" is definitely the centre-piece. It's out March 20 on PC, PS4, and Xbox One. A Nintendo Switch release is expected at a later date.

Stay tuned as we'll have more on DOOM Eternal in the lead-up to launch.
Thursday, 15 August 2019
Post by KostaAndreadis @ 12:50pm 15/08/19 | 0 Comments
And you had us at 'Summoning Wheel', the interface used by player-controlled demons to spawn in enemies to take on the Slayer. With DOOM Eternal out in November, this time around it's approaching multiplayer from a very different angle - a 2v1 multi-round battle between a pair of demons and the DOOM Slayer.

With abilities, cool-downs, resource management, portals that only the Slayer can use, upgrades, and new abilities that open up the longer a match takes there's certainly a lot happening in BATTLEMODE.

Developed in-house at id Software, it looks to build on the mechanics and gamaplay found in the single-player game. Bringing all of the tactics and combat puzzle stuff into the realm of PvP. With multiple maps and a suite of playable demons set to be available at launch it's something we can't wait to check out - and figure out. Because, yeah, there's a lot happening. But if it manages to capture the feel of DOOM Eternal, then there's every chance it'll turn out great.