Some updates on Doom from the Games Radar Stream found here.Regarding the scrapping and rebooting of the previous Doom 4
On making Doom feel like Doom
"We regrouped. Came up with a bit of a new set of rules for what we wanted to create..What was the Doom game that we wanted to make. Put together a vision statement around that... We started working, really from that point.
It's actually when you want to create a game like that, it's pretty liberating. There were several moments during development where we were like, 'People come to Doom because they want to move fast, blow ♥♥♥♥ up, and kill a lot of demons."
The team that was working on the version prior, was closer to ... the modern shooter. Story was a big part of the game. There were definitely things that we learned from it. There were components that included some melee. We took it in a different direction. Setting was different.
It was cool! It was amazing! That's the thing. If it was any other brand, if it was a new IP, I think it could have been put out and done pretty well. It was a GOOD game, had a lot of potential. VERY high production value. I don't like it when people talk about it and dismiss it. Like we scrapped it and moved on. It just wasn't Doom.
I give Bethesda so much credit for being behind our decision and supporting... from a financial perspective, creative perspective (decisions like this) are really big things... this game wouldn't have been what it was without the work that was done on that. Not necessarily that that work was carried forward. But just the experience of having worked on that, and the decision to change... we grew a lot as a studio during that time.
On updates in general, but especially Snap Map
Within the first 5 months of the reboot, we basically got combat working. We had the glory kills working. The initial ideas that supported the push forward combat. We hadn't really gotten out feet on the ground as to what an arena was or what the spaces needed to be. Story, definitely not. But from a pure combat perspective, what we had at that point was really really fun. It always felt like Doom. It was simple things. Speed of the movement, moving faster than enemies, the fact that they use projectiles that you're always moving. ... we had a confidence in that always. It was everything else AROUND that that we vacillated more on.
If it was fun it stayed in the game. If it wasn't fun, it didn't.
One of the thing we talked about was just, try not to take ourselves too seriously.
We kept saying, "How can we do a classic death? Like the way the caccodemon breaks apart?" "How can we make it more Doomy?" Just make it Doom, but modern. What's the fresh take on something that felt familiar?
We have been a little quiet. It's been partially letting the dust settle. We worked a proverbial ♥♥♥♥ ton. Everybody's kinda taking a step back, watching a lot of twitch, reading a lot of forums...
... we're already hard at work on ... a big update that'll be coming shortly. Can't really say the date yet. Contains updates and features on single player, multiplayer, and snap map. Balancing things on MP.
On Snap Map... we look at that as something we can pour a ton of effort and resources into on our side. All of our snap map updates are all free. We'll be producing more content, more modules, more logic that they can use. Lots of things. We're very close to releasing a first update list. We have a whole year of DLC planned that'll be all free from a snap map perspective.
On the MP side, we're going to be releasing a number of new modes, and then premium DLC that will add new maps, new demons to play as, new armor...