DOOM (2016) was a balls-to-the-wall experience that really breathed new life into the franchise. Creating a follow-up to that major success is no easy task, and early on in DOOM Eternal's development, it seems that things just weren't coming together.
In an interview with Shacknews, DOOM Eternal Director Hugo Martin says the game's first year of development resulted in something that just wasn't fun to play.
“No one's playing the game. You couldn't put your finger on it, but the game got really boring because nothing could touch you. You could dash away from projectiles and enemies so easily that you could blast through the whole game like it was nothing. That wasn't good.”
The team took this moment as a chance to revisit DOOM (2016) to see what worked and what didn't, and where they needed to expand in order to make the sequel more engaging than ever.
“Doom 2016 was a one-trick pony. Our combat was world-class, but everything else about the game wasn't necessarily up to the level of the combat… Every aspect of the game had to get better.”