Are you going to bother with Doom’s multiplayer?

I’ll probably stick with the story

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In the lead-up to Doom‘s release this May, Bethesda has spent a good deal of its time covering the multiplayer component. There’s more on that front today with details on Warpath mode and single-use items, Hack Modules, earned through player progression.

Warpath has marines racing to claim a capture point, king-of-the-hill style, that’s moving down a circular path, or taking their chances on the other side of the map to nab the lone demon rune. Whoever grabs it will transform into a Revenant, complete with a jetpack, shoulder-mounted missile launchers, and twitchy skeletal fingers. It’s like they have a mind of their own.

As for Hack Modules, they’re little perks that can enhance your situational awareness for a limited time. Also, “They are not tied to microtransactions.”

Some examples: “Retribution (location and health of the player who last killed you); Scout (location of all enemies for a few seconds after you spawn in); Vital Signs (health bars over enemies’ heads); and Power Seeker (location of nearby power-ups).”

“While these are all on timers, your active Hack Module will pause when you die, allowing you to use the remaining time on your module, or to pick another module before you respawn (and thus reserve the remaining time in your prior module for later use).”

That approach sounds fine, I suppose, if perhaps more modern than it needs to be. By now, it seems like we (especially alpha testers) have a decent understanding of the multiplayer setup. Do you care about it at all? Or are you solely focused on the single-player side of Doom?

As much as I like the look of that Revenant POV gif, I have a hard time imagining the multiplayer will end up being much more than a post-campaign distraction for me.

DOOM – Hack Modules and Warpath [Bethesda]


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