January 11, 2019 December 11, 2018

Reflections on DOOM’s Development

The inclusion of multiplayer co-op and deathmatch modes changed everything about games. We knew that playing a game as fast and over-the-top as DOOM would signal a new era. I visualized what E1M7 would look like with two players shooting rockets at each other over a large room and it got me more excited than I had been since Wolfenstein 3D’s chaingun audio.

Its not to say Doom invented multiplayer, however most games were usually were pretty exclusive to a single screen. There was something almost magical, playing a game over a network for the first time, knowing there was another human being on the other side.

25 years of Doom

The original Doom turns 25 this year, and to celebrate, its co-creater, John Remero made a new chapter to the original game, titled Sigil. 

Sigil, according to the website, is an unofficial 5th episode to the game:

I wanted the levels to feel like they belong to the original game as if they were a true fifth episode. There’s more detail in the levels than episodes 1-4, but not overly so. I believe that people playing Sigil will recognize my design style, but see new things I’m doing because this episode does not take place on a military base – it takes place in Hell, which is new to me within DOOM®’s design space

Romeo found renewed interest in the game that help set his career after the success of the 2016 reboot of the series, and began working on the new chapter during 2017-2018 in his free time.

Sigil comes out in Mid-February, both in the form of digital and phisical boxed editions while Doom Eternal, a sequel to the 2016 reboot coming out later this year on December 28th.

It’s great to see the Doom community is still going strong, and I can’t wait to see what the next 25 have in store for the franchise.