" This is special , " ID Software executive producer Marty Stratton enjoin from their office HQ in Richardson , TX . " This is a aspiration project . "

Of of course it’sspecial , Marty . Of of course it ’s a damn dream labor , Marty . It’sDoom , man –arguably the most important television game of the retiring 23 year .

Marty is taking a break during one of the concluding days beforeDoomis released to the world on – CUE THUNDER bam – Friday the 13th of May . Can I hear the enfeeblement in his voice ? I can . Making games is very punishing . Marty and his team have done everything they maybe can to ensure that the latest version ofDoom– somehow only the fourth game in the 23 - year - honest-to-goodness franchise – is as good , if not better , than the originals .

Doom videogame demon

ID Software

But isn’tDoomkind of married , for better or for bad , to 1993 ? Is n’t it tied to a meter and billet in account ? Not consort to Stratton .

How do you makeDoomrelevant in the savvier, more cynical, internet-wracked world of 2016?

" That ’s the million - dollar question right there , " he says . " With every decision , we attempt to think , ' Hey , how does this bear on to the [ Doom ] brand ? How does this relate to what ’s already been created ? ' Believe me , we ’re aware of these things . We know what ’s at bet . We ’ve test to do the brand proud . I think we have . I hope like hell we have . "

Doom , not unlike a certain 1977 movie thatsolved this same riddleover Christmas last yr , needs to placate live lover and satisfy young fans ( with Modern appetite ) at the same time . " We asked ourselves , ' What are the memories for our fan base of operations ? ' " Marty says . " What was the original personality of the experience ? Because everybody out there lovesDoomfor different reasons , from soul to person . And that makes this is a slick problem to solve , for sure . "

Games were still fun , cartoonish places where plumbers collected coin in 1993.Doomshifted things into an wholly new gear that we did n’t know subsist . " It ’s a fact thatDoomwas a game that created a billet for itself , " Marty aver . " But now ? The challenge is doing something unexampled , something that ’s relevant today . How do you makeDoomfeel unlike for today ’s audiences ? "

"

The key: to whittle it down to its essence

" There was always a unornamented - ivory ease to how [ Doom ] plays , " Stratton says . " So much of the game was self - discernible . And we tried really laborious to preserve that simplicity as much as we could . Sure , we added uprightness and the melee arrangement . But the overall end was to maintain the essence of what was great about the original . "

In addition to the simplicity – it ’s on-key , there ’s nothing ambiguous aboutDoom(counterpoint : Myst , also give up in 1993 ) – the other draw play is the tuned combat . " You could always kind of playDoom ’s combat infinitely , " Marty say . " You never really get tired of it . "

The key to tuning the fighting : knowing how to employ the demons like puppet in a tool chest . " What we ’ve learned is how to use specific enemies to create specific minute , " he says . " The demons are like chess pieces for us . move them around creates a salmagundi of effects . If you eff what you ’re doing as a biz designer , you could employ them in sealed way to checkmate the player very quick . "

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Has the gameplay changed much?

" It has and it has n’t , " Marty says . " The iconic demons are all still in there . That gameplay package , at its core , is what madeDoomspecial . "

Surely Marty must have a magical and violent object around the office to motivate his team on the duller developing Clarence Shepard Day Jr. . " Do we have a chainsaw ? Well , no , " he say . " However , we have had some fairly het interchange on a semi - regular basis . But that ’s about as tearing as thing ever get … But you know ? Now that I recollect about it , we did have a chainsaw in the office when we were makingDoom 3,to register the speech sound . Maybe it ’s still around here somewhere . "

Some ID Software team member , do , however , shoot guns on occasion . " Some of the hombre on the team are into gun , " he say . " This is Texas . They go out to the shooting kitchen range to let off a few rounds . Or maybe we ’ll go to the range as a team for a launch party , or whatever . Just to let off some steam . "

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Doom’s influences

As far as the violent artistic goes , Marty say that the team usedEvil drained 2as a kind of benchmark – yes , just as Carmack and Romero did for the original . " Things are double-dyed and violent in the game , but it ’s always so over the top that it ’s comical , " Marty tell . " That ’s what we ’re going for . We require you to set about gag , but we also need people to laugh . "

For the gameplay , the team turned to , of all thing , Tony Hawk ’s Pro Skater . " I ’ve given dialogue about the improvisational tone of the gameplay [ inDoom ] , " he says . " How , for us , the levels , the combat arenas are kind of like skate parks . Even when we act the game , we peach about what we ’re doing as if we ’re crafting a [ skateboarding ] line through the human race : I’m going here , then I ’m seize this , then I ’m going up there , then I ’m have that , etc . I sat down the other 24-hour interval with Hugo [ their originative manager ] to do a Twitch stream [ of gameplay ] . I sit there watch Hugo meet , and he ’s carve his way through the game , and my quarter round started itching , man , because I wanted to play the stupefied game myself . "

How to be successful at the latest incarnation ofDoom?

You ’re go to have to get a flavor for doing the right things at the right moments . " There ’s so much to be aware of when you ’re playingDoom , " he aver . " You ’re surround by demons , moving at a cockeyed rate of speed , and then a Summoner comes out , and he ’s got all these other devil with him , you think , What ’s the smartest thing that I can do here?That ’s how you play the game . You make a program for yourself , you memorise the combinations , you sample them out , and you develop a look for what works and discard what does n’t work . "

When Marty feels load thin between the studio and his base animation , he sometimes remember a lesson an honest-to-goodness soccer double-decker instruct him . " I did n’t like the hombre much , frankly , " Marty says . " But this man told me a overbold thing … He said , ' You ’re at practice now . Sure , you ’ve got prep you could be thinking about . A lady friend ? Your home ? You could remember about those things , too . But what you could do correctly here , right now , is you canget well at association football . In this instant , that ’s all that weigh . ’ I never bury that , " he says .

Doom , put out by Bethesda Software , is usable May 13 for the PS4 , Xbox One , & PC for $ 59.99 .

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Scott Jones is a author and TV host found in Vancouver , BC . He has write forUSA Today , Esquire , andPlayboy , among others . you could find out more about him athis websiteorfollow him on Twitter .

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ID Software

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ID Software