

You take for granted things like office whiteboards the ability to go in a room and just talk and get things on the boards and have that kind of living documentation surrounding you. "The team has adapted incredibly well," Stratton continues. Executive producer Marty Stratton tells me that all of Part 2 and about "80%" of Part 1 was created by the studio in remote, work-from-home conditions, revealing that this shift "has completely changed the way we think about what we do."

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That engagement loop is something which id Software has been refining, distilling, and perfecting to a tee over the course of the last five years, and The Ancient Gods Part 2 is – if anything – a farewell celebration for all the studio has achieved with the Doom franchise in that time. really friggin' difficult), but a returning weapon from Doomguy's past will be key to conquering each new encounter. Martin says that Part 2 is similar in challenge level to that of Doom Eternal's first standalone DLC (a.k.a. So he gains resources from you like you've been doing to other demons for the entire game, which gives it this really good back and forth dynamic."īeyond The Dark Lord, The Ancient Gods Part 2 also introduces five new demons to its unholy bestiary of enemies, further complicating Doom Eternal's chess board combat design. He has an ability to actually take health from the player, for instance, just as you can take health from him. We did a lot of work to try to make that encounter feel like you're really fighting an adversary – someone equal to you. "It feels more like a 1v1 PvP fight than it does PvE, to be honest. "The Dark Lord boss fight is really I'd say our best boss fight to date," continues Martin. One year of Warzone: How battle royale changed Call of Duty for good
