DOOM has something in common with Tony Hawk. Yep.
DOOM is designed with big combat areas allowing the player plenty of room to improvise and take advantage of the shooter’s emphasis on speed.
Speaking to Metro, executive producer Marty Stratton compared the player character to a Ferrari, which ‘you don’t want to put in a parking garage’.
“You do have to get into these expansive tracts, these big spaces, to really let the player have that level of fun,” he said.
“And even there we’ve kind of added a level of verticality to our game. We’ve added double jump mechanics and mantling that gets you up really, really fast.”
Stratton said the player in the DOOM E3 2015 Hell level demo tended to stick to lower levels, but there are other approaches.
“You can play that very differently, you can actually use some of the verticality to get height on the demons and fire down, and wait for them to traverse and try and catch you – and then jump back down,” he said.
“We refer to these arenas almost like skate parks, where you’re just going in and you’re improvising your way through this combat dance with the enemies. You can go back and play it over and over.”
DOOM is expected on PC, PS4 and Xbox One in northern spring 2016. We’re expecting an info blowout from QuakeCon later this month.