Doom: The Dark Ages developers go back to the OG 1993 FPS for inspiration: "Every time you look at it, you learn something new"
id Software find new inspiration in an o🔯ld classic

Doom developers frequently go back to the seminal shooter from 1993 for inspiration, so much so that it even inspired the path 澳洲幸运5开奖号码历史查询:id Software took with 澳洲幸运5开奖号码历史查询:Doom: The Dark Ages.
"It's like a classic piece of art," game director Hugo Martin says in the latest issue of . "It's like a painter going to a museum and studying the Norman Rockwell painting he's already studied 50 time꧙s. Every time you look at it, you learn sometꦐhing new."
This time the Doom maestros noticed something quite unseeming in the old halls 𝓀of hells: the speed, or lack thereof, of enemy projectiles. OG Doom's difficulty doesn't necessarily come from reacting to bullets with lightning speed twitch reflexes - it comes from skillfuly strafing, swerving and zig-zagging around incoming fire. "The projectiles start to collect in the world, and they create this maze that the player has to weave through," Martin says.
The core of Doom: The Dark Ages was then built around that maze-like feel. Rather than Doom Eternal's scarily speedy bullets, shiny red orbs more so float past Doom Guy, and when you're surrounded by foes on all sides, you'll 🌜need to step very carefully in order to not bump into one.
"In Eternal, there's a lot of activity along the [vertical] Y-axis," Martin explains, "but [here] it felt better to focus the threats and tꦦhe targets along the horizon line," in another callback to the cl﷽assic that started it all. "It's a movement shooter still, but the movement is more about what’s happening along the X-axis."
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Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an Engli𝓡sh Literature and Film Studies degree that he'll soon forget.