Game Informer

The Gruesome Level Design Of Doom

Game Director Marty Stratton and Creative Director Hugo Martin reveal the three distinct zones in Doom as well as some key features from the original game are making a return.
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  1. So the game is really, really linear now compared to any other Doom?
    Okay, I mean, I suppose I can just buy Shadow Warrior, Rise of the Triad, Wrack, or any of the Painkiller games if I wanted something that wasn't so dependent on canned animations.
    Honestly I'm not sure why anybody is hyped for this, you can mod Brutal Doom to be just as violent with more open ended levels and you end up with a massive library of levels right then and there, and if you care about graphics too much to play that you can just play Shadow Warrior or Rise of the Triad.

    There is so little setting this apart from other games in the genre right now I don't really understand the appeal.

  2. Is this going to be like Doom 3: hardly any monsters in a room and almost all the rooms being tiny?
    I wish they had used the Killing Floor 2 engine. The gore is much more impressive, they could have huge numbers of monsters attacking the player like the original games (that's literally what made them so classic and enjoyable).
    Also, adding QTE finishing moves is so painfully overdone, I thought that had finally died out when it was needlessly and awkwardly shoehorned into the last Bioshock game.

    This feels more like a £40 tech demo. I hope I'm wrong, but from what I've seen so far… 🙁

  3. it still doe snot look right to me…
    i like brutal doom better…
    also the floating ammo and stuff you pick up breaks immersion to me… its more like metroid prime meets halo meets some kind of adaptation of doom… it does not seem like heavy metal doom from the past.

  4. They picked the perfect guy to over see this game. He captured everything from the Original doom. Lot of skulls, evil evil stuff.

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