At QuakeCon 2018 we had the chance to sit down with id Software's Marty Stratton and Hugo Martin to chat about DOOM Eternal. Even though it was hours after the explosive gameplay reveal, we were still a little speechless about what we saw. Clearly an impressive debut, even for id Software, and one we were keen to learn a bit more about.

“One of the big things, we wanted to [create more] tools, so that way when we got down the path of designing levels, we wanted to do something interesting beyond just the loop of kill a guy, stagger and glory kill,” Hugo Martin adds. “You got to have the tools in place to be able to do that. So, things like wall-climbing opens-up some interesting opportunities for traversals, or mid-combat activities, or secret hunting. The dash combined with the double jumps, monkey bars, all these things combined, you're gonna be able to get into some interesting spaces in [DOOM Eternal], and that's what makes a game great. I mean, look at Tomb Raider, [Lara]'s got a collection of abilities, and it's how the designers put those abilities together that make for a compelling game to play.”
Click Here for Talking DOOM Eternal with id Software