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Quickplay - DOOM (2016)

Jon and Rob discuss how the developers of 2016's DOOM reboot pursued a philosophy of 'push-forward combat', utilizing smartly-design systems and AI to give the player a sense of agency and empowerment.

(We also referred to DOOM 2016 as Doom 5, thinking that there had been a previous, underwhelming Doom 4. No such game was ever release -- we were probably thinking of Quake 4 instead. Our bad!)

Additional reading

There's a ton of great information out there about DOOM's development. Here are some of our favorites:

Questions? Comments? Got another favorite combat system you want us to discuss? Contact us on Twitter or email And if you liked the show, please review us on Apple Podcasts or share this episode with a friend!

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Header image from DOOM (2016) by id Software

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