The Escalating Power Fantasy of Doom Eternal

Perhaps one of the most exciting moments at Quakecon 2018 was the reveal of the first gameplay footage from Doom Eternal, the sequel to the 2016 reboot that was first announced at E3 2018. Bethesda chose to release that at their annual fan event, and also gave me a chance to sit down with the game’s director Marty Stratton and Id Software Creative Director Hugo Martin. Here are a few questions about this next chapter in the Doom series reboot, with thoughts from two of the main forces behind it.
Paste: So, a point of clarification. Early reports coming out of Quakecon 2018 have quoted you as saying there will be “twice as many demons” as before. By that do you mean quantity, or do you mean demon types?
Marty Stratton: When we say that, we mean types. One of the criticisms of [Doom 2016] was our own criticism, that as you got to the latter half of the game, the second half, it really needed a kind of shot of demon variety. So that’s really what we’re trying to address.
Paste: Would you say that there are mostly fresh designs, or are they variations on the originals?
Stratton: Any of the originals that were in Doom 2016 that are returning are updated, there’s really nothing left untouched. We have some that were bringing classics back to the fold, like the Arachnotron and the Pain Elemental, and then we have totally new ones, in fact quite a few that we haven’t talked about or shown. We showed the Marauder and the Doom Hunter…but we have a whole bunch of other ones that are totally new and very exciting.