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DOOM Eternal
DOOM Eternal

Genre: First Person Shooter
Developer: id Software
Publisher: Bethesda Softworks
Friday, 22 October 2021
Post by KostaAndreadis @ 02:00pm 22/10/21 | 0 Comments
Bethesda and id Software have released a teaser for the upcoming Horde mode coming to DOOM Eternal. Slated (or is that Slayered) to drop on October 26, it arrives in Update 6.66 which also includes Battlemode 2.0 (where there'll be a new arena and streak-based rewards) and two more Master Levels.

DOOM Eternal getting a dedicated Horde mode sounds very cool. And although this trailer is more of a teaser we get to see some sort of prep area before diving in, plus the inclusion of a score and life system.



id is calling it "our biggest free update yet".
Monday, 5 July 2021
Post by KostaAndreadis @ 02:41pm 05/07/21 | 0 Comments
DOOM Eternal's Invasion Mode was to be a multiplayer addition that would let players enter other people's campaigns as a demon to try and put a little bit of extra pressure on the Slayer. It was talked about prior to game's release, with id Software announcing today that it's no longer in development. In its place, a single-player Horde mode.

As per id Software's Marty Stratton, "we intended to release a free Invasion Mode update for the game; however, the unforeseen consequences of the pandemic and remote working impacted the progress of development for this addition". Adding that with the addition of new Master Levels and the story-based DLC expansions The Ancient Gods Part One and Two, feedback has been positive when it came to expanding the single-player side of DOOM Eternal.

"With these factors in mind, we have decided to redirect our focus from Invasion Mode to creating a totally new single-player horde mode," Marty Stratton adds.
"We’re confident this horde mode will offer you more of the diversity and challenge you’re looking for in the game."

For those looking for multiplayer Marty also confirms that BATTLEMODE will continue to see updates, including a more competitive rank-based structure -- with details on that overhaul expected at QuakeCon next month. BATTLEMODE pits the Slayer against demons so in a way it kind of already fills that Invasion Mode gap.

In addition to the above DOOM Eternal also just got its massive Update 6 last week, which in addition to adding real-time ray-tracing on PC also saw the introduction of next-gen PlayStation 5 and Xbox Series X versions. As per our own testing, DOOM Eternal with RTX On is impressive to say the least.
Friday, 2 July 2021
Post by KostaAndreadis @ 03:56pm 02/07/21 | 0 Comments
With the next-gen patch also hitting consoles, I fired the game up on PC to check out DOOM Eternal with RTX On. That is with real-time ray-tracing enabled and DLSS rendering. Running in 4K on an ASUS ROG Strix GeForce RTX 3080 Ti OC Edition (review coming soon) it was all smooth (and impressive) 150-fps action.

Check it out.



The reflections in DOOM Eternal cover the entire range of surfaces and the effect is immediately impressive, and a testament to the tech wizards over at id Software. Getting a game that looks this good to run this fast in 4K with ray-tracing -- yeah, a damn fine job.
Wednesday, 30 June 2021
Post by KostaAndreadis @ 04:17pm 30/06/21 | 0 Comments
DOOM Eternal is brilliant, not that you'd need any sort of reminder of that. It's id Software figuratively and literally firing on all cylinders, with one of the best first-person shooters period bolstered by the amazing id Tech 7. Which now has the power of ray-tracing on PC (alongside support for NVIDIA DLSS rendering) and next-gen consoles too. That's right it's now Xbox Series X and PlayStation 5 enhanced.

With ray-tracing.

id Software has updated the PC hardware requirements for ray-tracing alongside the various modes available on console. Next Gen Update 6 for DOOM Eternal takes full advantage of the modern consoles, including support for the PS5's DualSense controller.


Xbox Series X
  • Ray Tracing Graphics Mode running at 1800p/60 FPS
  • 120 FPS Graphics Mode running at 1800p
  • Balanced Graphics Mode running at 4K/60 FPS
  • HDR 10 in any Graphics Mode
  • Ultra-Quality Style Graphics Settings
  • Cross-Gen BATTLEMODE support with XBox One
  • Variable Refresh Rate
  • Variable Rate Shading

Xbox Series S
  • 120 FPS Graphics Mode running at 1080p
  • Balanced Graphics Mode running at 1440p/60 FPS
  • HDR 10 in any Graphics Mode
  • Cross-Gen BATTLEMODE support with XBox One
  • Variable Refresh Rate
  • Variable Rate Shading
    Ray Tracing Graphics Mode is not available on Xbox Series S

Playstation 5
  • Ray Tracing Graphics Mode running at 1800p/60 FPS
  • 120 FPS Graphics Mode running at 1584p
  • Balanced Graphics Mode running at 4K/60 FPS
  • HDR 10 in any Graphics Mode
  • Ultra-Quality Style Graphics Settings
  • Cross-Gen BATTLEMODE support with PlayStation 4
  • DualSense adaptive trigger support added for a new dimension to the Slayer's iconic arsenal

id notes that dynamic resolution scaling is enabled for all resolutions to maintain that silky smooth frame-rate.

On the DualSense front, in addition to adaptive trigger support the controller speaker is also getting some love for alerts (like Blood Punch ready), weapon feedback, and voice-over. Some of the adaptive trigger examples include, "Firing the Combat Shotgun's Full Auto mod, the trigger will kick back with each shot" and "Activating the Chaingun's Energy Shield mod, makes the trigger harder to pull".

The next-gen version is available for all current owners, with standalone versions of the The Ancient Gods – Part One and Two DLC expansions available. DOOM Eternal is also included as a part of Xbox Game Pass.


Minimum Spec: Ray Tracing (1080p / 60 FPS / Low Quality Settings)
  • 64-bit Windows 10
  • Intel Core i5 @ 3.3 GHz or better, or AMD Ryzen 3 @ 3.1 GHz or better
  • 16GB System RAM
  • NVIDIA GeForce RTX 2060(6GB), or AMD Radeon RX 6700XT
  • 80 GB hard drive space

Recommended Spec: Ray Tracing (1440p / 60 FPS / High Quality Settings)
  • 64-bit Windows 10
  • Intel Core i7-6700K or better, or AMD Ryzen 7 1800X or better
  • 16GB System RAM
  • All NVIDIA GeForce RTX Series cards with 8GB or more of VRAM, or AMD Radeon RX 6800
  • 80 GB hard drive space

Ultra Nightmare Spec: Ray Tracing (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
  • 32GB System RAM
  • NVIDIA GeForce RTX 3090, RTX 3080Ti, or AMD Radeon RX 6900XT (2160p / 60 FPS / Ultra-Nightmare Settings) OR
  • All NVIDIA GeForce RTX Series cards with 11GB or more of VRAM, or AMD Radeon RX 6800XT (1440p / 120 FPS / Ultra-Nightmare Settings)
  • 80 GB hard drive space

DLSS support is also available as an option the Video Settings menu for NVIDIA RTX 20-series and RTX 30-series GPUs

As a nice little bonus a shiny reflective Ballista skin is available to all Slayers dubbed the 'Ray Tracer'. Also included in the update is a new Master Level - Taras Nabad (seen in the video above), balance changes, and a suit of Battlemode updates. For the full Patch Notes - head here.
Thursday, 18 March 2021
Post by KostaAndreadis @ 12:11pm 18/03/21 | 0 Comments
With the launch being today for Xbox One and PlayStation 4 and tomorrow for PC. DOOM Eternal: The Ancient Gods – Part Two is the second campaign expansion for the excellent DOOM Eternal (our full review here) and is being called "the epic conclusion to the DOOM Slayer’s Saga".

And based on the below trailer -- it certainly looks like it.


You denied the gods and awoke an ancient evil. Now rally the scattered Sentinel armies, lay siege to the last bastion of Hell, break through the fortress walls, and face the Dark Lord himself. The soul of the universe hangs in the balance.

New Worlds
Face Hell’s armies in never-before-seen locations. From the ruins of ancient Sentinel settlements and the cosmic wonders of the World Spear, through a devastated and overgrown city on Earth hiding a mysterious gateway, to the last bastion of the Dark Lord protected by towering walls and powered by advanced technology.

New Challenges
Prepare to fight deadly new variations of demons, including the powerful new Armored Baron, the stalwart Stone Imp, the venomous Cursed Prowler, and the new Screecher zombie who empowers nearby demons when killed.

The new environments look incredible, and this ramps up the high-fantasy tone seen in Eternal with some stunning vistas -- and intense action.
Tuesday, 1 December 2020
Post by KostaAndreadis @ 10:55am 01/12/20 | 0 Comments
With the long-awaited Nintendo Switch version of the excellent DOOM Eternal set to hit the handheld-console hybrid on December 8 via the Nintendo Switch eShop. Yeah, it looks like a physical release isn't happening -- but regardless of that getting to see idTech 7 running on the Switch is something of a minor miracle - with miracle makers Panic Button behind the port.

The same team that brought both DOOM (2016) and Wolfenstein II: The New Colossus to the Switch.



Sure it's a lot blurrier on the Switch, a lot, but it still looks like DOOM Eternal. And being able to play this on the go will be pretty awesome. That is, in the very limited places we can go. The Switch version also includes the multiplayer BATTLEMODE with the addition of gyro-controls for aiming -- if that's your sort of thing.

For more on DOOM Eternal be sure to check out our full review.
Wednesday, 21 October 2020
Post by KostaAndreadis @ 01:26pm 21/10/20 | 0 Comments
The first single-player expansion for DOOM Eternal is available now - with DOOM Eternal: The Ancient Gods – Part One continuing the Doom Slayer's journey through the cosmos. As per the launch trailer this looks to build on the sci-fi meets fantasy vibe of the second-half of the main campaign (which was awesome) with new missions taking place across - UAC Atlantica, Blood Swamps, and The Holt.

And they look very cool.


Experience a brand new set of missions in your eternal fight against evil. Unleash your vengeance and face your greatest test as you march back to the Maykr’s realm. Defeat powerful new threats, restore order to the heavens and unearth the corruption that has thrown the universe into chaos.

DOOM Eternal: The Ancient Gods – Part One is available as part of the Year One Pass or separately for $29.95 AUD.
Friday, 25 September 2020
Post by KostaAndreadis @ 11:47am 25/09/20 | 0 Comments
DOOM Eternal, id Software's sequel the solid DOOM (2016) re-imagining is now only awesome it's one of the most critically acclaimed first-person shooters in years. And on October 1 it's headed to Xbox Game Pass for console - with the PC version arriving later this year. As per Microsoft's Megaton acquisition of Bethesda, this was inevitable.

And as a newly minted first-party Xbox title, DOOM Eternal will probably remain on Xbox Game Pass, well, eternally.

A snippet from our review.


DOOM Eternal’s world is one that blends elements of traditional sci-fi with the sort of fantasy that resides, well, in the world of fantasy. Or, a cool-as-hell heavy metal album cover to suit the game’s heavy metal opera of fast drumming and chunky riffs, replete with choiristic guttural gregorian chants backing it all. There’s a vision and completeness on display that presents id Software as much more than tech pioneers. Eternal is as much a statement of renewed intent as it is a brilliant slice of first-person action from id. A studio that has taken the simplicity and peerless feel of DOOM 2016, Quake III Arena, and other past glories and expanded that into an experience that also captures the wonder of exploring new alien worlds and locations.

With DOOM Eternal set to get a next-gen update to take advantage of, well, next-gen hardware - this is definite boon for the Xbox Series X and Xbox Series S, both of which aree set to launch on November 10. Now with added Slayer action as a part of the insane value for money that is Xbox Game Pass.
Friday, 4 September 2020
Post by KostaAndreadis @ 12:24pm 04/09/20 | 0 Comments
And you could say that NVIDIA’s latest Ampere-based GPU - the NVIDIA GeForce RTX 3080 rips and tears the GeForce RTX 2080 Ti when it comes to 4K DOOM Eternal performance. As one of the most well-optimised games currently available on PC (and best games of 2020), this 5-minute clip showcases the impressive power of NVIDIA's next-generation graphics cards.

Running natively at 4K the RTX 3080 pushes triple digit frame-rate around 30% faster than that of the RTX 2080 Ti. Which is pretty amazing considering that the RTX 3080 will launch roughly 40-percent cheaper than even the most current RTX 2080 Ti price.

This video no doubt answers the question -- “How does the RTX 3080 stack up against the RTX 2080 Ti?” The answer… it goes full Doom Slayer.



NVIDIA doesn’t hold out either with the gameplay showcasing DOOM Eternal at its most intense running at max detail settings in 4K. We can only imagine how the Titan-like RTX 3090 performs.
Friday, 7 August 2020
Post by KostaAndreadis @ 12:22pm 07/08/20 | 0 Comments
With Bethesda confirming that anyone who currently owns and plays either DOOM Eternal and The Elder Scrolls Online will get a free next-gen upgrade "when those versions are available". Bethesda is also working to ensure backwards compatibility at launch, meaning that the spruced up versions may come a bit later.

In terms of what that might look like, well here's DOOM Eternal running on PC at Ultra Nightmare detail settings at 4K 60fps. Though on a NVIDIA GeForce RTX 2080 Ti it hovers at around 100-fps. With the Xbox Series X supporting adaptive sync and 4K 120fps -- here's hoping id Software go all out with different performance options.



Even with YouTube compression - the above is of course a definite and noticeable visual improvement over the current-gen console versions of DOOM Eternal. And even with 4K HDR support the PC version of ESO runs a lot better than the console releases too. As for the exact enhancements coming, Bethesda notes, "We’ll have more information to share in the coming weeks and months about The Elder Scrolls Online and DOOM Eternal on Xbox Series X and PlayStation 5 including expected release windows and a list of enhancements".
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