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Doom Eternal

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Doom Eternal
Doom Eternal
TitleDoom Eternal
Developerid Software
PublisherBethesda Softworks
DirectorHugo Martin
ProducerMarty Stratton
DesignerChad Mossholder
Engineid Tech 7
PlatformsMicrosoft Windows, PlayStation 4, Xbox One, Nintendo Switch, Stadia, PlayStation 5, Xbox Series X/S
ReleasedMarch 20, 2020
GenreFirst-person shooter
ModesSingle-player, multiplayer

Doom Eternal is a 2020 first-person shooter developed by id Software and published by Bethesda Softworks. It is the direct sequel to 2016's Doom (2016 video game) and continues the story of the Doom Slayer as he battles demonic forces across Earth, Mars, and Hell. The game emphasizes fast-paced combat, mobility, and resource management, and was developed on id Tech 7 with contributions from multiple studios.

Gameplay

Doom Eternal builds on mechanics from Doom (2016 video game), blending elements from Quake (series), Wolfenstein (series), and classic first-person shooter traditions. Players control the Doom Slayer in single-player campaigns that emphasize arena-style encounters, weapon variety, and environmental traversal similar to Devil May Cry's combo-driven systems and Halo (series)'s varied arsenals. Core systems include the glory kill mechanic from Doom (2016 video game), a new grappling-mounted Flame Belch that recalls Ratchet & Clank's traversal gadgets, and a shoulder-mounted Super Shotgun with a meat hook inspired by modern video game design trends. Combat rewards aggressive play: chainsaw executions, glory kills, and precision headshots spawn ammo, health, and armor respectively, echoing resource loops seen in Resident Evil 4's risk-reward economy and Metal Gear Solid V's stealth-resource tradeoffs. Multiplayer modes expanded with the 2v1 Battlemode that pits a Slayer against two player-controlled Marauders, drawing design parallels with asymmetrical modes in Left 4 Dead and Evolve (video game). Level design incorporates platforming and secret-finding akin to Metroid Prime and Darksiders II while boss encounters reference large-scale set-pieces from Doom II: Hell on Earth and Painkiller (video game).

Plot

The narrative continues the Doom Slayer's crusade against the forces of Hell and the Hell Priests, intersecting factions like the UAC and remnants of Earth's militaries. Story beats reference artifacts and locations tied to the Slayer's past, including runes and the Fortress of Doom hub, which functions similarly to revamps in Devil May Cry 3 and hub-based progression systems in The Legend of Zelda: Breath of the Wild. Key characters include the Doom Slayer, the Khan Maykr, and the iconography of the Crucible and Lazarus Device, evoking mythic themes found in Doom (1993 video game) lore as well as cosmic stakes aligned with H. P. Lovecraft-inspired narratives and the transhuman conflicts of Dystopian fiction franchises. The plot threads connect to earlier entries like Doom (2016 video game) and expand on the Slayer's origin, referencing artifacts and entities that mirror motifs from Quake (series) and Warhammer 40,000 in their grimdark scale.

Development

Development was led by id Software veterans including Hugo Martin and Marty Stratton, with id Tech 7 engineered in-house to maximize performance on contemporary hardware such as PlayStation 4, Xbox One, and high-end PC (personal computer) configurations. The team drew inspiration from a broad swath of titles, referencing level-flow techniques from Halo (series), combat pacing from Devil May Cry, and audiovisual design practices seen in DOOM (1993) modding communities. Composer Mick Gordon returned to craft the score, blending industrial metal influences akin to Nine Inch Nails and orchestral elements similar to works by Hans Zimmer, while technical art pipelines borrowed middleware strategies familiar to studios like id Software's peers including Naughty Dog and CD Projekt Red. The project faced crunch-related scrutiny common to triple-A development cycles that have affected studios such as Rockstar Games and BioWare, prompting public discussions about workplace practices in the games industry.

Release and Marketing

Bethesda Softworks announced the title at events such as E3 and showcased demos at conventions like QuakeCon, leveraging trailers and developer diaries that echoed promotional campaigns from franchises like Call of Duty and Battlefield (series). Pre-release marketing included gameplay reveals on Twitch and YouTube, collaboration streams with influencers, and a Deluxe Edition bundling the soundtrack and artbook similar to collector strategies used by Capcom and Square Enix. Post-launch support featured downloadable content and expansions inspired by episodic models from The Witcher 3: Wild Hunt and competitive updates mirroring live-service elements from Overwatch and Apex Legends. Ports to Nintendo Switch and next-generation consoles arrived later, with performance patches comparable to cross-platform efforts by Bethesda Game Studios and id Software's contemporaries.

Reception

Critical response praised gameplay, soundtrack, and technical fidelity on high-end PC (personal computer) rigs, drawing comparisons to classic arena shooters like Unreal Tournament and modern refinements seen in Titanfall 2. Reviewers lauded the campaign's set pieces and combat loops but critiqued aspects of story exposition and multiplayer balance, echoing debates that surrounded titles such as Mass Effect: Andromeda and Anthem (video game). Awards attention included nominations at ceremonies that recognize audio and action design, placing the game alongside contenders from The Game Awards and BAFTA Games Awards lists. Commercially, the game achieved strong sales across multiple platforms, contributing to discussions of franchise longevity similar to analyses of Halo and Call of Duty entries.

Legacy and Influence

Doom Eternal influenced subsequent first-person shooters by reinforcing aggressive mobility, resource-reward loops, and arena design, informing level and combat decisions in titles developed by Respawn Entertainment, Arkane Studios, and Treyarch. Its soundtrack contributed to renewed interest in heavy metal scoring within video games, impacting composers associated with Activision and independent studios. The game's technical achievements with id Tech 7 provided a reference point for engine optimization practices, cited in postmortems alongside engines from Unreal Engine and CryEngine. Community engagement, modding tools, and speedrunning communities drew parallels with longstanding ecosystems around Doom (1993 video game), Quake (series), and Counter-Strike, ensuring continued relevance in discussions of competitive and single-player shooter design.

Category:2020 video games Category:First-person shooters Category:Id Software games