Update: It’s over. You can read all about it below, though. The short version: it’s Doom, but with ludicrously violent, ultra-fast melee finishers. Not even sure if Bulletstorm was on this level in that respect. Otherwise? It looks ok. Fast combat, linear levels, emphasis on madcap action over scares.

Original: It’s QuakeCon O’ Year again, and you know what that means: Doooooooooom. No, seriously. Despite a Carmack-shaped hole in its heart, developer id Software has promised a big reveal. Apparently it’s for attendees’ eyes only, but I will do my best to convey the big moment with the mightiest BFG of them all: language. Join me below as I semi-liveblog the event from my phone, because there’s no WiFi here and QuakeCon is really weird this year, you guys.

Update 1: I am currently sitting in a big conference room waiting for the presentation to start. There is crazy Celtic rock playing, and I can only hope this means Doom includes a revolutionary jig-dancing mechanic.

Update 2: The event was supposed to start almost 30 mins ago. A friend just astutely observed that it’s been delayed as much as Doom.

Update 3: It’s gonna be weird without John Carmack talking for upwards of four hours this year. It’s QuakeCon tradition, like hearing winding, ever-so-slightly racist tales from your weird uncle every time you go home to visit your family. Carmack’s talks really are a thing of legend, though. All at once indecipherable and utterly fascinating. He is missed.

Update 4: Tim Willits just took the stage. He’s going through the usual pleasantries. 19 years of QuakeCon! It’s old enough to drive. And be convicted of a felony.

Update 5: There will be eSports at QuakeCon. For money! Money from playing videogames? Now I’ve heard everything.

Update 6: The Evil Within. Case mod competitions. Tournaments for everyone. Doom will happen eventually, folks, but first there are Matters of Business to attend to.

Update 7: “Doom!” someone in the crowd bellowed. “No, no, no, it’s not time for that yet,” Willits replied. Yep.

Update 8: People are clapping about Battlecry. You know, the multiplayer thing? Oh, and The Evil Within is coming out a week early, on October 14th, now.

Update 9: Pete Hines, Bethesda’s head of PR and marketing, is on stage doing PR and marketing. Buy shirts! Buy Wolfenstein! “Yep, I get to be the guy between you and Doom. This should be fun.” At least he acknowledged it.

Update 10: The annual giant Bethesda Steam package is up. All their games for $99.

Update 11: Quake Live is coming to Steam.

Update 12: Willits is back. “I have a little more!” Audience has now been driven to cheer for AT&T. No one has ever cheered for AT&T. This crowd will whoop for anything.

Update 13: Willits says bye to people watching the stream. Doom time.

Update 666: Trailer of monsters, “unholy fusion of flesh and metal.” They look pretty Pacific Rim like, which makes sense given that they have one of the movie’s main artists on it.

Trailer ends with a shotgun loading sound. Pretty insubstantial. There will be slimy, ugly monsters. Not even sure if that was in-engine.

Update 667: Oh, now it’s time for the real details. Game is just called Doom, not Doom 4. Origin story, reimagining. Takes place on Mars.

Update 668: And then I lost connection for the entire demo. Took notes, though. Here you go:

Doom created to be fast, brutal. Not waiting around for health to recharge. Showed quick animatics of enemies getting gibbed. Looks OK.

There will be fast-paced competitive multiplayer. Will run on a new evolution of their tech, Id Tech 6.

Game will be on PC and next-gen consoles.

Demo time. Marine puts on helmet. Walks through corridors I’m big facility. Tons of lava below. Finds a trail of blood. Graphics look nice, but nothing insane. Level design seems very linear.

Demons appear. Super quick movement. Shooting followed by tearing into demons and ripping out organs, all in one quick movement. Just slide forward and finish them, sometimes with a trip that leads into a thunderous slam. Enemies break apart like moldy bread. Literally tearing them in half sometimes. Almost God of War esque in that respect. Hyper violent. Very fast.

Need a hand to use a key scanner. Go rip the arm off a corpse and push it against the scanner. This is ridiculous.

Go upstairs. Surrounded by demons. Shotgun them, stun, and move in for the finish. Crushing heads, chunks flying everywhere.

Lots of walkways and rails. Demon gets shot and falls in half. Demons are pretty basic. Humanoid. Long-range spell attacks and up close clawing.

Finds beam assault rifle. Mowing everything down with it. Lots of explosions now. Leaping on top of crates and rails and slamming down on enemies.

Encounter hologram of someone saying they’ve “lost containment.” That’s an understatement.

Update 669: First demo ends with a demon ripping the player’s arms off and beating him to death with them. Seriously.

Second demo. Walk through quiet, less lava-filled warehouse area. Then demons. Player finds the chainsaw, which peels enemies in half like rotten banana peels. They get all floppy and everything. Ewwwwww.

There’s a radial menu you can pop up to switch weapons. It briefly slows down time.

Bigger demons show up in slightly more open room full of crates. Tough, mobile. Can climb stuff. They are mean, but they explode into sinew confetti like everything else.

Then a big fat demon. Super slow, but has multiple projectile attacks. Kill it by ripping out the pustule in its stomach and shoving it down its own mouth, causing it to explode into a pile of lard and entrails. Somewhere, the concept of pacifism weeps.

Open a door. Cyberdemon towers over player, roars. Then the demo ends.

The game looks… interesting. The emphasis on melee definitely changes the flow of combat, and double-jumping mixed with light parkour antics mean there’s a little verticality to the proceedings. Also it is insanely, ludicrously violent. I liked the part where the man who was beating everyone to death with their own arms got beat to death with his own arms. That’s basically fucking poetry.

Don’t get me wrong: this is still very Doom. Shooty blams out the wazoo. The weapons didn’t quite feel amazing yet, but they already packed punch.

Is it madly different? Clearly not. Before you could only shoot the demons, but now you can punch them too. Maybe next you’ll be able to talk to them, but not yet. Sorry, Ian.

That’s it for now. More QuakeCon coverage soon, though.


  1. hippyjon says:


  2. LunyAlex says:

    I feel like I’m betraying the franchise by having 0 expectations. Alas…

  3. nrvsNRG says:

    Does anyone actually think it will be any good? I can see it now when i close my eyes…..and its meh.

    • Baines says:

      I’m wondering what the odds are that super slow big fat demon can only be killed by that melee attack.

      The comment about level design seeming linear is worrying.

      I don’t know if it is just Nathan’s way of reporting, but the whole thing feels like the devs are trying oh so very hard to be cool and popular, but might not know how to actually be cool or popular. Is Doom going to become the new Sonic, with dev teams unable to figure out how to appeal to an increasingly fractured fan base (while plunging forward awkwardly into the new realm of 3D)?

      • secuda says:

        Dare i say QTE´s? ugh.

        • LVX156 says:

          Something I’ve always thought is a bit weird is how everyone here HATES QTE’s more than cancer (except in The Walking Dead, and The Wolf Among Us, or any indie game of course, because indie games are beyond criticism, because hipster), yet I’ve read nothing but praise for the Witcher games, where combat consists of clicking one button. Maybe a timed second click of the same button to do more damage.

          • Baines says:

            Combat is the main thing that people complain about with the Witcher games. Well, when someone isn’t trying to make a social justice argument against it.

    • aequidens says:

      The description of the Doom trailer reminds me a bit of the Brutal Doom mod, which is awesome. I am hopeful about it now.

  4. 9of9 says:

    Can’t possibly imagine how they’re ever going to make shotgunning demons in the face interesting a fourth time around.

    Read as much or as little sarcasm into that as you want.

  5. JP says:

    Rip and tear, etc.

    • Asurmen says:

      Excuse me Mr.Demon, but you appear to be rather larger than average. I believe this suggests that your organs vis-à-vis your entrails are in proportion to your size, and are therefore rather substantial. I wish to extricate them from your abdomen, if you wouldn’t mind?

      • plugav says:

        I didn’t realise that the Doom comic book had been rewritten by Alan Moore.

        • wu wei says:

          If it was by Moore, it would be the sheet music for a cabaret-style song accompanied by some sketchy demonic pornography.

  6. Strangeblades says:

    Faster Nathan! Faster I say! We need those hot and fresh updates in customers’ mouths yesterday!

  7. LunyAlex says:

    They’re streaming the event

    link to

    (Not sure if they’ll also show the Doom stuff on it, though… they said they wouldn’t…right?)

    Edit: BOOOOOOOO They Cut It.

  8. HiFiHair says:

    Approximately how many megatextures? Four? Four megatextures?

  9. Spacewalk says:


  10. tangoliber says:

    Fast is good! Very surprised and pleased to hear that.

    But is it really “Doom” fast? Melee combat, and pulling off limbs sounds like it would slow the game down. Has development of Doom 4 been inspired by Brutal Doom?

    • HadToLogin says:

      Yes. Doom 4 is actually Brutal Doom 3D.

    • Trudel says:

      Reminds me of Serious Sam 3 where they also added melee finishers for enemies that got too close. The animations were fast, but they still caused a slight slowdown in the gameplay, which sometimes lead to taking unnecessary damage. The satisfaction of ripping some vital part off your enemies more than made up for this though.

      Satisfaction? Now I feel kind of weird. Anybody else?

  11. noom says:

    This sounds kinda like… what I was hoping for. I must be reading this wrong.

    • fatgleeson says:

      I thought the same. I think we just still enjoy videogames, which is more than can be said for most from what I can tell

  12. thebigJ_A says:

    I care as little as it’s possible to care while still leaving a comment.


  13. Strangeblades says:

    Wow. I didn’t think the new Doom would give the player such a sense of empowerment. “I’m big facility.” (I mean no snark/sarcasm – I would actually be excited about a game where you do play as a base or level in an FPS)

    • Dances to Podcasts says:

      Or a robot that… like… transforms into a city.

  14. Wedge says:

    So it’s… uh… kind of in the line of the new Shadow Warrior I guess then? Maybe a bit of Bulletstorm? I was actually expecting some kind of combo mechanics to be mentioned the way it was being described. Sounds like they’re combining a third person action game with an FPS, which is… interesting. Makes a lot more sense than the old school form of fast-paced FPS, particularly since you can’t really do those on a console. Which yes I’m sure gameplay on consoles is very much a consideration here.

  15. Strangeblades says:

    “unholy fusion of flesh and metal.” I’d love to see a game where this was accepted by the Holy Mother Church, or at least made sacrosanct.

  16. xrror says:

    but but… the community has already done this. Look up Brutal Doom by Sergeant Mark IV.

    No seriously, go now. Look up some vids. Make sure you see at least one imp get curb stomped.

    now… alright even if Brutal Doom isn’t to your taste, it’s rather hard to see iD really offering anything to this level gameplay wise.

    Especially for the Zenmax $60 minimum price.

    • soldant says:

      My thought was “Brutal Doom” as well – which isn’t a bad thing! Seriously, it doesn’t matter if there’s already a mod for my favourite game of all time that does something similar. I can play this as well provided it’s good. If they capture the fun of that kind of mayhem with a modern engine, I’ll be a happy Doomer.

    • PoulWrist says:

      Well, that guy Sergeant Mark is also a tremendous ass, so it’s nice to give people an alternative that doesn’t involve supporting the work of people who are that much ass.

      • crizzyeyes says:

        He’s not really that much of an ass. His assness is highly overrated, much like Phil Fish. He has a particularly dark sense of humor and a hatred for whiners, which has led to him saying dumb things (not all of them sincere). But in particular, I don’t understand the “I’m not supporting him” stance. He doesn’t have any products to support. Downloading Brutal Doom does not give him ad revenue or something. It’s a good mod, and free, so just play it. I won’t tell Mark if you won’t.

        The stigma surrounding this guy is so ridiculous that people have donated to Games Done Quick during the Doom runs just so they can say that Brutal Doom sucks on air. Which I don’t know whether that’s a good thing or not.

  17. JackMultiple says:

    I liked the part where the man who was beating everyone to death with their own arms got beat to death with his own arms.

    But do the other guy’s arms still contain the arms of the other guys he was beating? Because, recursive FTW!

  18. Mr_Blastman says:

    Linear level design = no buy. Sorry. I’m sick of these lazy game designers trying to shovel crap on us.

    • Lemming says:

      Even Quake 1 didn’t have totally linear levels.Quake 2 even had levels that were optional entirely.

    • XhomeB says:

      Agree, this is so stupidly disappointing, the FPS genre has DEvolved. It’s either a giant, boring landmass or a corridor, nothing in-between.

      • Distec says:

        1. First reveal.

        2. If you weren’t at Quakecon, you haven’t actually seen anything yet.

        Like wow, you can save your disappointment for a little later.
        Also real tired of the “lazy developers” line. Go make your own damn game.

        • XhomeB says:

          First reveal? Yeah sure, I’m going to trust a company ruled with an iron fist by Tim Willits who considers Rage “the best game id have ever made” (need I remind you how bad the map design in Rage was?).

          • Distec says:

            I’ve been playing Rage, and it’s fine. I understand it was a little disappointing for a lot of people, but overall I think its solid a solid shooter, even if I wouldn’t put it up with the best.

            My main point is that you seem VERY eager to call this a failure right out of the gate, which is odd given you have seen nothing of it.

    • xao says:

      Linear level design is not equivalent to ‘lazy’ or ‘crap’ level design. It’s entirely possible to have a brilliant, well-constructed linear level.

      You may not LIKE linear levels, but that’s an entirely different thing from judging their quality or providing cause to insult their developers.

  19. Michael Fogg says:

    So Doom as reimagined by CliffyB?

  20. electron105 says:

    “radial menu you can pop up to switch weapons” … ugh

    • ShEsHy says:

      My thoughts exactly.

    • ResonanceCascade says:

      Radial menus get a bad wrap. They can be handy if you have a ton of weapons or powers to choose from and you need to access them quickly, but can’t remember which key they’re mapped to. If they had initially been on the PC, no one would bat an eyelash about them.

      • lordfrikk says:

        Eeh, I think I can remember 10 numbers. If there even will be that many weapons.

    • MkMax says:

      i much rather a radial menu than being limited to 2 or 4 weapons, its a compromise solution for the console peasants, PC will have hotkeys and will not need to use it (unless they forgot how to set up keyboard controls)

    • KenTWOu says:

      Don’t know what you’re talking about. Radial menu in the first Crysis was quite handy.

  21. Kein says:

    >The short version: it’s Doom, but with ludicrously violent, ultra-fast melee finishers. Not even sure if Bulletstorm was on this level in that respect. Otherwise? It looks ok. Fast combat, linear levels, emphasis on madcap action over scares.

    Flashnews #1: you just described BRUTAL DOOM. A 2 (!) yo mod, available for free and available for being awesome by this very moment,.
    Flashnews #2: new BOOM already outdated prior its release. As expected since last failure.

    • the_rara_avis says:

      Oh, man. You’re right: Brutal Doom 2 in a next gen engine. Nothing to see here (yet), move along.

  22. porps says:

    After waiting for so many years i’m afraid i have lost all confidence in id’s ability to produce good games.. but still i hope that this could be the one that returns them to their former glory.

  23. King_Rocket says:

    Even the punching thing isn’t new, you could do that in the old games. Well until you grabbed the chainsaw.

  24. Scandalon says:

    >Need a hand to use a key scanner. Go rip the arm off a corpse and push it against the scanner. This is ridiculous.

    This was in the original “Doom BIble” design document.

    • The First Door says:

      Didn’t you have to do something similar in Prey? I distinctly remember having an arm as an item…

    • MkMax says:

      Its very convenient that using blood flow though veins for identification (like the Palm Vein locks available TODAY) never caught on, or a dead hand would not work

      btw, i remember the arm in Bioforge, it was a plot item, a weapon, a key, a Swiss army knife, that thing did everything

      • Baines says:

        Now I’m imagining Doom Guy putting a severed limb onto a scanner plate, then putting the gory end to his mouth and trying to blow into the open arteries. Like a bloody reverse gas siphoning process.

        • MkMax says:

          the nameless one would just cut his arm and put the dead thing on :p

          i’d love to see what they come up with once Hollywood catch ups to technology and starts showing the vein things (iirc they were mentioned on csi)

          i dont think anyone would be comfortable with widespread use of biometrics if they didnt require the parts to be “attached”, the first time we hear about some dude that got his eye stolen or his hand cut to steal his home/bank/work/twitter account would be the end of that

  25. Tomatoboxer says:

    “Game is just called Doom, not Doom 4”
    what in the world were they thinking

    • Spacewalk says:

      That they can replace the old game with this new one.

    • welverin says:

      Certainly not that they tried the same thing with Doom 3.

      Oh, wait. That was going to be DOOM, all caps makes a difference.

  26. aliksy says:

    Meh. I have little faith in their ability to produce anything particularly good and lasting. Linear levels and radial menus are a bad place to start.

  27. Nate says:

    I don’t care about linearity. Linearity is not what makes a level good or bad.

    I care about execution animations– and am disappointed. Id’s games that have done well did so because they prioritized mechanics over narrative. Thank you, I don’t want another game where I feel slightly nauseated wrenching the mouse back from the finishing move take-over of the camera…

    Too early to tell, that’s for sure, but that’s what it sounds like to me.

    • welverin says:

      I don’t understand how or when linear became a dirty word.

      • Myrdinn says:

        probably around the time sandbox games became a thing

      • The First Door says:

        It’s not a dirty word, it’s a dirty word when you are talking about a Doom game. Linear levels are just about exactly what Doom didn’t have. Linear levels imply no exploration, no secret hunting, no random parts of the level you might not even see on the first playthrough. Linear imply that you are lead by the nose through the entire game. That is why I don’t like the sound of linear levels in a Doom game, at least

        In short, this image sums it up pretty well, albeit it’s slightly overstated:
        link to

        • derbefrier says:

          haha I love that picture

        • Spacewalk says:

          Doom was linear to a tee. You could explore and hunt for secrets but that doesn’t disguise that progression was almost always key>door>key>door>key>door>exit.

          • MkMax says:

            doom1 and 2 levels were mazes (with a few exceptions that were mostly big arenas) and they were full of secret rooms, not quite what one imagines by “linear design”

          • XhomeB says:

            Suuuure. Go play any modern shooter, then Doom 1&2, go back here and tell us with a straight face that there are hardly any differences in terms of level design.
            Stop trolling.

      • MkMax says:

        Linear became a dirty word when devs started making games without gameplay and completely eliminated replay value, imho you can totally make a good linear game, ive played a lot of them new and old, its when its linear AND with an emphasis on “plot” that i start worrying

  28. Strutter says:

    You had me at hyperviolent.

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  30. Mungrul says:

    Eh, without Carmack, it ain’t id any more, and I’d say they should also rename the event to something more honest such as BethCon if they’re going to stuff in all those games that have nothing to do with the id back catalogue.

    And canned animations are being lauded as a cool new thing?
    Yeah, colour me sceptical.

  31. Cytrom says:

    If the weapons feel right, there is variety in the monsters and the levels, the pace is fluid, and they add some destruction (we seriously need more interactivity in FPS levels. We haven’t advanced AT ALL since half life 2), then it’s gonna be great.

    The only way to ruin doom is to overcomplicate it. Although a tiny bit of horror & problem solving wouldn’t hurt either. It’s not supposed to be serious sam after all.

    (My only mild annoyance is that I’ll have to download and install a simple game like that, that weights 60 GBs, thanks to the wonderful megatexture technology. The same or better visuals could be achieved in 6 GBs using something like the cryengine.)

  32. XhomeB says:

    Linear level design? Well then, fvck you very much, id.
    Rage was linear as all hell and that completely killed any replayability, what happened with this company? They used to make some of the best levels in the business… Ah, I forgot, the “old” id is gone, got replaced by some Call of Duty players.

  33. Eukatheude says:

    Brutal doom with GRAFIX is exactly what it needs to be.

  34. Scumbag says:


    Aside from that I’ve not really followed Quakecon for years. When did it become Bethesda con?
    Just find it funny stuff like Skyrim is in the Steam sale pack yet none of the Quake games are.

    • XhomeB says:

      Quake games are the definition of console-unfriendly, hence the lack of exposition or the desire to resurrect the series. Q4 sucked for a reason, it didn’t feel or play like a Quake game at all.

  35. shinkshank says:

    To be completely fair, we don’t really have word from god that levels are going to be linear, that’s just the impression gotten from watching the demo gameplay. Levels could very well still be big and dumb and explorable, just that they decided to not show that particular element during the demo because watching a guy turning corners and picking up ammo crates and medkits isn’t quite as entertaining as watching the guy rip and tear guts of varying size.

    Iunno, I’m definitely interested right now, the weapon wheel is in no way a deal breaker even if you can’t just have weapons bound to 1-9. I just hope that the melee murdering, as fun as it’s going to be, will be an optional element.

    • XhomeB says:

      These guys made Rage. RAGE. The game with super linear level design that might have as well fit any Call of Duty game.
      Abandon all hope already.

  36. Ishbane says:

    > Radial menus

    > Focus on melee

    Fucking consoles.

    Also: Next-gen? Really? Current-gen is whatever pc hardware is available and consoles become last-gen the instant they are released. Next-gen is just a shitty buzzword to make consoletards feel good.

    • Anarky16 says:

      Typical PC elitist comment: Bash people who play consoles for no reason other than to spread hate. Tssk Tssk how sad.

  37. the_aborted says:

    This….actually sounds quite terrible.

    I quite enjoyed the scares in Doom, that seems to be missing from this game.

    As mentioned earlier, if feels like it’s desperately trying to be cool and failing. It sounds like it’s trying to be Nitro Family but failing miserably.

  38. dskzero says:

    Radial menus, executions, focus on melee, so much violence, pulling arms out of the enemies…. this sounds really, really bad. Like… extraordinarely bad. This isn’t a Build game, this was supposed to be Doom. You remember Doom? That slightly scary, satanic game?

    This is the try too hard of FPS.

    Doom 3 was a good game that would have been awesome if they had tried a bit more to make enemy encounters less predictable. Now we have some sort of Serious Sam that tries to sound so cool and advanced that apparently it’s marketed towards 12 years old that will giggle at anything.

    No Carmack, no Romero, no Doom.

  39. Wauffles says:

    console fps who cares

  40. Distec says:

    RPS readers before reveal:
    “Man, Doom 3 really sucked. So slow. So few enemies. Too many scares, not enough shooty. Make it like the old games! Fast with lots of carnage! I just wanna mow down demons! Rip and tear! Have y’all played Brutal Doom? YOU SHOULD GO PLAY BRUTAL DOOM RIGHT NOW.”

    After reveal that ostensibly contains much of the above:
    “Man, this game’s just trying too hard. Sounds dumb. When are FPS games gonna move forward. Also there are things that I arbitrarily dislike, so it must be consolefps


    • pilouuuu says:

      I don’t get all the complains. I thought we all agreed that while Doom 3 wasn’t awful it was too slow, there weren’t enough enemies, the story mostly got in the way of the action and it was more like some kind of horror game instead of a Doom game.

      Now they are making a new Doom game with old-school gameplay and new graphics and everyone complains that it’s a console romp with linear levels and fast brutal action. Isn’t that exactly what expect from Doom? Well, besides the console stuff, but I don’t mind stuff like a radial menu.

      You say it’s a game for 12 year-old kids. Well, I think most of us weren’t much older when Doom 1 and 2 were released. What would you prefer? Call of Doom with lots of non-interactive cut-scenes and a plot that pretends to be mature?

      Nah, this game sounds exactly what I expect from the Doom franchise.

  41. fredc says:

    Now, did they bother to say whether this brilliant new iteration of their whatever engine will actually work for anyone with an ATI card?

    Because after following up Rage with Wolfenstein, frankly, fuck ID software.

    • ran93r says:

      I do not wish to invalidate your statement but NewWolf worked just fine here, never did get around to trying Rage.

  42. Toadsmash says:

    I’ll just be happy to play a genuinely finished game from iD. 90% of what Rage offered was awesome fun to play and polished to a maddening spitshine that very few developers in the industry can match, but to this day that is one of the most obnoxiously abrupt and pointless endings I have ever seen in a video game. The game ends as if the developers thought they had about a year longer to make the game than they were actually going to get and some raging CEO barged into a conference out of the blue screaming “Guys guys guys, I want you to debug what you have and have this game ready to ship SIX MONTHS AGO GODDAMMIT.”

  43. der jester says:

    The important question:
    What was the time to crate in the demo they showed?

  44. Tegiminis says:

    Brutal Doom is bad, so I’m a big hesitant about this.