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Why Doom Eternal Incorporates Puzzle Platforming

Doom Eternal will challenge players outside of combat.

21 Comments

Doom Eternal's third level, the frozen-over Cultist Base, kicks off with a little platforming sequence, and if you've been keeping up with the game then that might not be too surprising. You're probably aware that alongside chaotic combat with tough demons, you'll be doing a lot more than rushing to the next fight. In our three-hour hands-on preview of Doom Eternal, we experienced first-hand just how platforming and traversal has changed things. As to why it's been emphasized so much in Eternal, we asked game director Hugo Martin about that.

Martin prefaced, "A criticism of DOOM 2016 is that it was kind of like skate parks and arena fights; hallways to the next arena, fight, hallways to the next arena, fight. And the arena fights were great." He then continued, "But in between the combat arenas, we really needed to make sure that we can engage the player just as much with the spaces outside of the arenas as we could inside...and expand the scope of the levels quite a bit."

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Now Playing: Doom Eternal's Combat Is Absolute Chaos, And It's Awesome

You're given tools that coincide with this design philosophy, such as the double dash ability, swinging on monkey bars, and wall climbing on specific surfaces. Levels look and feel bigger, and present more intricate ways for getting from point A to B. It also makes the search for secrets and hidden content a bit more involved.

In our experience, platforming elements certainly take some getting used to, especially with this being an FPS. But Martin said it's meant to be part of Eternal's ramp-up in getting you to master the several aspects of Doom Eternal: "They're all of them skill-based traversal puzzles. What would be challenging in the beginning of the game becomes second nature at the end of the game."

Doom Eternal's third level, Cultist Base, kicks off with a bit of platforming.
Doom Eternal's third level, Cultist Base, kicks off with a bit of platforming.

Platforming and traversal isn't just isolated in between combat scenarios, though. Doom Eternal also emphasizes these elements with more spacious combat arenas, giving you more room to navigate these fights and search for much-needed pickups. You can both create space or close the gap between demons depending on the situation, and even pull off aerial glory kills--the Super Shotgun's hookshot adds to the numerous ways you'll be moving around in combat, too.

We have id Software's next game covered from all sorts of angles, so be sure to check out our in-depth preview of Doom Eternal, watch our detailed discussion of the Doom Eternal experience, or read about the changes made for difficulty settings. You can also check out additional stories below.

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chall1029

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I hate the platforming puzzles. I stopped playing at the cultist level. I guess Doom isn't for me anymore. Wish I would have read that before purchasing.

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dynamotnt

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platforming doesn't belong in doom, much like angels and shitty dark souls multiplayer, and THAT much colour is NOT doom.

whilst this may be a good game, it's just not for me, it's not what i want from doom in any way shape or form.

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dmblum1799

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I hate platforming. Platforming should be for platforming games. I don't understand the appeal - whenever I just up something in Tomb Raider or Uncharted, I don't feel elated. I feel like: well, I got that out of the frikin way.

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xantufrog

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xantufrog  Moderator

@dmblum1799: to be fair, platforming in those games is a joke, which makes it a chore. Clicking on an illuminated handhold to perform an animated failsafe acrobatic move is just a time waster. This looks different from that type of platforming by a long margin

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SebB

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Wow people in the comments are really not liking the platforming in this game!

I plan to play the game and see how it goes.

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chansaet

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@sebb said:

Wow people in the comments are really not liking the platforming in this game!

I plan to play the game and see how it goes.

Wow did it go for you? For me I just got the game and the platforming isn't good. It ruins the pace of the game. Feels like unnecessary padding.

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SebB

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@chansaet: I totally agree. I played through the game and I really hated the platforming and puzzles with a passion. Had to look up solutions to the platforming online more so than the puzzles lol. Should have been the other way around. The platforming is too fidly to get right at times and breaks the pace of the game. The puzzles are desgined in such a way that it's parts are not obvious, which forces you to spend time trying to figure out where all the parts are and then figuring out the actual answer to the puzzle, just so you can progress to the next area. This really breaks the flow of the game, as it can take 10 minutes just to figure all this out.

Also the combat can be really unbalanced. Too many enemies, moving too fast (not to mention those damn hidden totems and that f'in demon buffing enemies) and being too strong (even on the easiest difficulty), which makes switching weapons and focusing a strategy on one enemy at a time difficult. Too many tight spaces which makes the previous even harder. In my second playthrough the puzzles were no longer a problem since I had figured out all of them and therefore they were not slowing me down. But the platforming was still. It's so fidly you have to die several times before you get it just right, and this breaks the demon killing machine power fantasy, which this game is supposed to be going for.

Overall, I did not like the game. After that I went and played Doom 2016 and enjoyed that way more. It was focused on combat which is much better balanced and more enjoyable.

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srfilk86

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Doom 2016 was pretty boring after a couple of hours. This will probably make it interesting for a few minutes longer, anyway.

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RELeon

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I dunno how I feel about this. So many better things could be used to "engage" a player besides platforming. Exploration, collectibles, lore, secrets, story development, etc would all be better fillers than throwing in platforming.

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Xero_Kaiser

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Edited By Xero_Kaiser

@RELeon: Exploration, collectibles and secrets are all in the game and directly benefit from the platforming (devs can be more creative about where they hide things). More emphasis on lore and story development is also something that's in the game. Something the devs pointed out during the game's reveal.

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mogan

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mogan  Moderator

@RELeon: How do you know this game doesn't also have all that stuff as well? Doom 2016 had secret collectibles you needed to explore to find, and it had more story/background lore development than any previous game in the series. id's already mentioned they're going harder with the story and lore in Eternal, and I don't see why they wouldn't keep the secrets and collectibles.

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RELeon

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Edited By RELeon

@mogan: Well, as long as they keep all those things that made 2016 so fun, I have no doubt that it will be a great game. My only concern was more about whether they would just use platforming as a filler, and sacrifice other things in the process.

In the end, I really don't have any concern that this game will be anything less than awesome, just like all the rest of the DOOM games.

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mogan

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mogan  Moderator

@RELeon: From what they've said, I think the "filler" areas have to be in the game regardless, to mask loading. So, instead of hallways you run down to get to the next combat arena, now you platform. Plus, it allows them to start incorporating the platforming into the combat as well, and add even more crazy mobility to them.

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Rekonym

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Does anyone remember the platforming in Turok?

I remember that their 'solution' at the time (good that they at least thought about that much even back then) was to put a round shadow centered on the screen basically, as you'd look straight down while jumping. That way all you had to do was to basically align 'your' shadow with the platform. The problem, however, is that while you looked down you didn't see what was in front and not much of what was on the sides either.

It's never been very effective in single-player FPS games, but in multi-player games it wasn't much of a problem since the maps themselves helped the player navigate around faster with jump pads or rapid elevators (in Quake 3, UT, Tribes and the likes). As far as DOOM 2016 goes I've never really understood why - indeed - they decided to go with so much platforming. It wasn't necessary to put that much into it. And we're not even talking about "environment navigation" with grabbing on to ledges.

In DOOM Eternal now we have an excessive amount of jumping, dashing, air-dashing, grabbing ledges, grabbing walls à-la Tomb Raider / Uncharted, along with 1-UPs and straight up Bowser Castle-style environment obstacles. I'm just wondering how much Super Mario Maker 2 the dev team played during their work hours to come up with those ideas for a "DOOM" game, really. What exactly IS this DOOM game trying to be?

I know it's not going to be for everyone, but ironically enough I also know that for some reason DOOM Eternal will - once again (just like its 2016 predecessor) - be praised by seemingly everyone and their grandmother (and their dog, too; let's not forget about the dog). If I want to play a real DOOM game I'll stick with the originals on Doomsday Engine / GZDoom along with the Brutal Mod series.

On a side note I did buy DOOM 2016 (day one purchase), but couldn't bring myself to finish it. I stopped somewhere in the Hell levels (not too far in those); just couldn't take it anymore, got bored. I CAN, however, give credit to the game for having a pretty neat Map Editor (SnapMap I think it's called). At least you can design maps on your own without those awfully repetitive horde mode type arena maps that litter the campaign. But I'll definitely pass on DOOM Eternal. The only feature I'd give some credit to for that one would probably be the ability to 'invade' someone's game and play as an enemy; that's neat, I'll give them that. But that's about it.

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nikolistary

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Super Mario Doom

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attirex

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I've hated platforming for as long as I've been gaming. Designers are trying too hard--pass on this piece of sh*t.

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deactivated-64efdf49333c4

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Can't say I have ever enjoyed platforming in a first person game.

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KahnArtizt

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@Barighm: Metroid Prime did first person platforming pretty well and that was almost 20 years ago.

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Spaced92

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Edited By Spaced92

@Barighm: Even in the original Doom I remember the one or two platformy levels were awful.

However I thought Fallen Orders platforming was super out of place and terrible but people seem to enjoy it, idk.

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deactivated-64efdf49333c4

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@spaced92: Fallen Order isn't a first person game. I didn't have a problem with it. It's a problem in first person because it's usually difficult to see where you're falling during jumps.

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