00:00PEGI 18
00:30and really build an experience
00:32that takes advantage
00:34of the key aspects of virtual reality.
00:37This time you're a cybernetically
00:39enhanced member of the UAC.
00:41Warnie, tell us what the setup is.
00:42Yeah, so you actually play
00:44a scientist, Dr. Peters,
00:47who is part of the BFG program,
00:49bringing the BFG to existence.
00:51In that facility,
00:53if you're familiar with that,
00:54that's a research facility
00:55that you fight through
00:56and you get the BFG in.
00:57So the game starts there
00:58and you're being killed
01:00as Dr. Peters
01:01and have your consciousness
01:02transferred to kind of
01:04their backup computer system.
01:07And through the course of the game,
01:09you get to transfer that consciousness
01:10to different kind of computer systems
01:12and technical vehicles.
01:14Most of the game is still about combat.
01:16We love combat.
01:17That's what Doom's all about.
01:18So you get to inhabit
01:20kind of this badass security robot
01:22that has all the guns
01:24and all the kind of killing power
01:26that you would hope a Doom game
01:28lets you wield.
01:29We wanted to specifically
01:30take advantage of some of the opportunities
01:32that you have in VR.
01:33Being the Doom Marine
01:34and the Doom Slayer
01:35is just such a focused experience.
01:38The Doom Slayer,
01:38he doesn't fix stuff.
01:40He doesn't play an engineer.
01:41He doesn't pick locks.
01:42He doesn't hack things.
01:43But those are things
01:44that we thought
01:44were really cool opportunities
01:46for VR
01:47and we wanted to do something
01:48different with VR.
01:53Are we going to see new locations
01:56both on Mars and in Hell?
01:58Yes, we are.
01:59Much of the game
02:00takes place in existing locations,
02:02but you definitely explore
02:03new locations
02:03that were not seen in Doom 2016.
02:05All of them are very cool,
02:07but one of them in particular
02:08is really spectacular.
02:09It should be really fun
02:10for anybody
02:11who just wants a standalone VR experience.
02:13Doom itself is blisteringly fast.
02:16I mean, that's one
02:16of the core things about Doom.
02:19What are the challenges
02:20of bringing that kind of speed
02:21and that kind of intense
02:23non-stop action to VR?
02:28Primary mechanism
02:29is teleportation.
02:30We also have
02:31what we're calling a dash,
02:33which is basically
02:35cardinal movement on the pad.
02:36But if you've watched
02:38the trailer for Doom VFR
02:39or you've played it
02:40in the demo booth,
02:41you see that the action
02:42is really fast
02:43because the teleportation
02:44isn't like a blink.
02:45it's, you know,
02:46we rush you through the world
02:47and we play into that
02:48for the glory kills
02:49from Doom 2016.
02:50If you get a demon
02:51in stagger mode,
02:53you can actually snap
02:54your teleportation to him
02:55and you rush forward
02:56and tele-fragging, you know,
02:57a lot of good,
02:57glorious jibs and blood.
03:00So it's every bit as fast.
03:02It's just different types
03:03of movement,
03:04but we're really architecting
03:05the gameplay
03:06to take advantage of that.
03:07Anybody who's played Doom
03:08knows that you've got
03:09to get behind a pinky
03:10and shoot him in the butt
03:11to kill him.
03:12And doing that in VR
03:13is great
03:13because you can actually
03:14teleport right behind
03:15or dash around
03:16the back of him
03:17and shoot him,
03:18same with the shield guys
03:19that hold up the shield.
03:20So you just get
03:21a different tactic,
03:22but it's still
03:23just as fast-paced.
03:24What are some
03:25of the challenges
03:26that you're now facing
03:27in bringing games
03:28in general to VR?
03:29The number one problem
03:30I think people face
03:31is frame rate
03:32because you need 90 hertz
03:34to really make
03:34a smooth experience.
03:36You know,
03:36luckily for us,
03:38idtech is really
03:39well-suited for that.
03:42It's frame rate.
03:43We have an uncompromising
03:46view on graphical quality.
03:48We're not going to
03:49compromise to look
03:50for VR.
03:51So there's a lot
03:53of work that goes
03:54into that.
03:55A lot of R&D
03:56into, again,
03:56movement
03:57and just general
03:58gameplay type things
04:00and how technology
04:02kind of touches
04:02the whole experience.
04:04It's really fast-paced.
04:05I really encourage
04:06anybody, you know,
04:07who wants a fast-paced
04:09combat experience,
04:10they really need
04:10to look at Doom.
04:11It's going to be
04:11different than a lot
04:12of the stuff they play
04:13in VR.
04:13Everybody at it
04:14is just thrilled
04:15to be bringing Doom
04:16to VR.
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