![]() ![]() Too long, and the player felt removed from the action. Too short, and the player didn't know what happened. Though they were comfortable with a brief removal of agency, they eventually realized they had to nail the animations within a span of 30 to 60 frames. “We did a kind of scary thing from a dev’s point of view: we had to be right, right from the start.”Īrt director Shinichiro Hara also tells RPS that another big challenge was nailing the timing of the glory kills so they didn’t interrupt player flow. ![]() “It’s one of those things, it takes away a lot of your flexibility as you want to make changes down the road,” Stratton says. As Stratton tells Rock Paper Shotgun, the number of complex animations needed for each glory kill made it even more difficult to incorporate animations of characters being torn in half. In fact, in an interview with Rock Paper Shotgun, Doom game director Marty Stratton says it nearly cost Doom its iconic chainsaw. It’s a notable changeup for the run-and-gun series, which apparently demanded drastic work in production to nail the flow and feel. Id Software’s latest entry in the Doom series has been widely praised for reviving the original’s fast-paced gameplay, but one of its biggest changes to the shooting flow was the new glory kill system brief moments in gameplay where players dive in to deliver a finishing move in exchange for a health bonus.
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