Doom Eternal is designed to be played a specific way...........- Interesting Design Decisions

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Hugo Martin talks on the No Clip podcast and we look at some things he said regarding the design decisions of #doometernal. Id had a specific way they wanted the player to engage with the combat. Using aggressive player education, id wanted to push the player into what they called, the fun zone. Knowing this, it is clear that some criticism of doom eternal just didn't get what id was going for.

NoClip Podcast with Hugo Martin-


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