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Doom Eternal: Even id Software Did Not Avoid Crunch [VIDEO]

Doom Eternal – They admitted that they had to do overtime on the game.

Marty Stratton, the game’s executive producer, told VG247 the following: “I say it’s the best game we’ve ever made. I don’t think I’d say that if we didn’t have that extra time. The game was done, we haven’t added anything but what [the delay] allowed us to do was fix a tonne more bugs. It allowed us to do a lot of polishing, hardening of the back-end systems and we do testing throughout where we bring in people externally. We did a couple of additional versions of those and made a couple of additions to the game, just balance-type things and patching up a couple of exploits.

We were crunching pretty hard most of last year. It goes in phases. We’ll have one group of people crunching so the next group of people are teed up properly. As they get done, they may need to crunch a little bit. We truly do try and be very respectful of peoples’ time and lives. We have very dedicated people that just choose to work a lot in many cases. It was nice because we want the game to be perfect. We want it to live up to our expectations and consumer expectations. We work very hard and we’ll put in extra time to do that. Sometimes when we just get the extra time we do it anyway because we want it to be that much better. [A delay] takes a little bit of the steam and pressure out but it’s almost one of those things where we’ll push it even harder to get even more just as tight as it possibly can be.”

He also talked about the Nintendo Switch port, which is handled by Panic Button: „We’re not talking about the launch date, so I can’t specify. But it’s not ridiculously far behind. We’re working hard on it. Panic Button is working hard on it. I don’t think people will be too disappointed.”

The game will have platformer segments. Stratton explained VG247 why: „What was a monotonous arena-hallway-arena-hallway, we now get to break up with these fun platforming-type puzzles. We don’t overdo it; they’re all fairly simple but it breaks up the gameplay enough that I think it keeps, in combination with everything else, the tighter mechanics, the visuals, it keeps players engaged. The monkey bar and the wall climb, that has allowed us to not only open up the spaces and make it feel more epic as you are double dashing across big chasms and grabbing onto wall climbs. It changes the pace of the play.” It feels a bit like Dishonored, but it’s also not on the level seen in Mirror’s Edge and Titanfall. The Super Shotgun’s Meathook add-on will also be helpful.

Doom Eternal will be a long game. Hugo Martin, the creative director, revealed the length to GameSpot: „We’re hell-bent on engaging you from beginning to end. This is a 22-plus hour game.” He added that the first three hours will show more than the entire playthrough of 2016’s DOOM. You’ll have to use your abilities or you will die.

Doom Eternal launches on March 20 on PlayStation 4, Xbox One, PC, and Google Stadia. The pre-order will get you Doom 64 on the same day, too. The Nintendo Switch port is coming at an unspecified date. Have a look at a truckload of new videos and images.

Source: VG247, VG247, PCGamer, Gematsu

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