
guide from the previous game, acts as your Alfred Pennyworth, because this game knows exactly how ridiculous it is and embraces it every step of the way.

Doom Eternal gives you an honest-to-Malebolgia Fortress of Solitude, and that’s not an exaggeration - picture the Justice League’s Watchtower, refitted to look like a satanic cathedral tricked out by Best Buy’s installation team. Doom 2016 introduced a menu option that allowed you to revisit any previously completed level, but that was just text on a screen. In the first three games, you just blasted your way from level to level, with no way to replay earlier missions outside of starting a new game or loading an old save file. The ship, called the Fortress of Doom, serves as the game’s hub area, which is an absolute first in a Doom game. The game starts with you, as the nameless Doom Slayer, standing in your spaceship high above the Earth as Hell’s invasion plays out below. In addition to actually banging my head with glee every time I eviscerated a particularly vicious cohort of demons (yes, I actually did this, the Bethesda PR people likely thought me insane), I was treated to some interesting insight from Martin about the latest entry in the long-running series.


This game is out of its goddamn mind in the best possible way, and I literally cannot wait to get my hands on the full version. I’ll say it right up front so everyone knows exactly what time it is - Doom Eternal takes everything that was gloriously batshit about Doom 2016, throws it in a Lamborghini full of Slayer albums and catapults it into the sun.

So when I was invited to play the first 3 hours of Doom Eternal, the follow-up to the 2016 action bonanza, and take part in a brief Q&A with the game’s director, Hugo Martin, I cleared my entire schedule and deleted all of my contacts so no one could possibly disturb me whilst I Doom-ed. I played 2016’s Doomreboot like I was training for the Olympics if being metal as fuck was a competitive sport.
