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DOOM Discussion Thread

I mean maybe yeah, im clueless as to what it is prolly some guardian of the high council idk

It's way stronger than even tranformed Ahzrak tho
It's probably not native to hell because it could easily become the new prince given the work it put it being way more than base Azhrak
 
It's probably not native to hell because it could easily become the new prince given the work it put it being way more than base Azhrak
No like it's straight out stronger than wraith enhanced Ahzrak
Thats why i said it can't be a normal demon, imo the one that would make the most sense is the champion titan
 
No like it's straight out stronger than wraith enhanced Ahzrak
Thats why i said it can't be a normal demon, imo the one that would make the most sense is the champion titan
Yeah ik

And royalty in hell is based on strength and base Azhrak was prince which wouldn't have happened if the creature was a hellborn


Imo it doesn't look like the champion titan too because it's head is far more humanoid and lacks horns from the brief glimpses we've seen
 
We're going to need accurate readings of the slayers durability based on this if a big but strong demon is beating him half to death and tearing his armor.
Not really?..

Prince Ahzrak withstood hits from the slayer with the dreadmace, and straight out overpowered him strength wise, slayer got pissed and destroyed Ahzrak

This demon isn't just a big random strong demon either It's the most ancient Hell Priest, and has direct ties to the high council of hell, which is made up of the most powerful demons, basically the rulers of Hell in Davoth's absence

What this says is basically Belias > Transformed prince Ahzrak, and we don't even know exactly what happens yet

The armor that was ripped is also not his praetor suit, it's sentinel armor, his praetor suit gets made in this DLC
 
Yeah, im 99% sure it's Belias, same voice, same amount of fingers on their hand. similar hairtype
 
Guess what, the Kratos pfp guy is still stalking me on my wall.
Just ignore tbh

I've seen his posts, especially on reddit he's spreading those fake mails with Marty Stratton, as a "debunk"
The mention of dimensions, which in this specific scenario obviously referred to universes due to Midnight's question..
Literally just says every dimensions is connected to Hell, which we already knew refers to universes in this instance.

Or like the "myriad of dimensions enfolded in his arms" statement, we also know it's referring to universes, as it's talking about the totality of the cosmology.

Idk what it was supposed to debunk either way, as universes can also be higher dimensional by themselves and are shown to be

Edit: I've watched through some of his videos on his youtube channel...

 
Last edited:
1000


Would you look at that, a dimension that is.... higher dimensional
 
1000


Would you look at that, a dimension that is.... higher dimensional
Image doesn't load for me. But yeah, I don't take that guy seriously, but he's still annoying if he's just bothering random people on message walls.
 


Summary:
Players are encouraged to re-read "The History of the Sentinels" codex from DOOM Eternal before playing the DLC.
The DLC is not retconning existing lore.
The civil war storyline remains intact.
Daisy the rabbit has not been retconned.
The DLC explores events leading toward the civil war but does not reach the Doom Slayer's imprisonment in the sarcophagus.
Hugo explained that considerable effort went into ensuring consistency with previous games and expanding the lore without contradicting established canon.

Chat, are you still with us? Chat!

It's uh

> Are we live?



> [laughter]

> I think there's an echo.


> How do I delete the echo?


> It's because

That's so funny. So, Chat was probably

just watching me. They're like, "He has

no idea that he's

> [laughter]

> Chat, is that what's Is that what's

happening?

> You need to tell us.

> We are together.


> For the first time

in the same room streaming.

> That's true.

That part is factually true. And

> Let's Let's toast our coffees.

> little little coffee toast?



Thank you for uh

for being really with us with the

technical struggles of

trying to do a setup that this room is

not set up for the exact configuration

of cuz it has to get reconfigured every

time we kind of do a new thing.

Uh and this was a new thing. So, right

now it's a single camera to rule them

all.

Uh pretty cool, I'd say.

Uh

I mean, let's just start from the

beginning like we just started. So,

this is the first time we've been on

since

Revelations. Like the nuggets were the

name of the DLC.

So many different scenes and demons and

everything that got shown in the

trailer. Like how you feeling since that

happened?

> I'm One thing, there is an echo in my

headphones. Is there any way to to tweak

that?

> Yeah, let's see. If you're hearing that,

could be

Was it just those two?

There we go. Should be good now.

> Oh, thank you so much. Yeah, way better.

Okay, so the question was uh

How do I think Say it again?

> Yeah, how do you feel since like

remember the last time we streamed we

hadn't shown we'd only done nuggets and

then kind of preamble but we hadn't

shown the trailer yet, the announce

trailer, which was a few weeks ago, but

how are you feeling since? How's the

reception been? How's the How's the

feeling in the office been?

> It's been awesome. It It's honestly

guys, we we wanted so badly to share

as much as we could.

Wait, is this reconnecting?

Right there.

> It says it needs to resign in but

> That's okay.


> Um guys, it is it is just been awesome

to be able to reconnect with everybody

and

finally get to reveal the trailer. I

hope you guys liked it. I mean it it uh

you know, there's a lot in there as you

saw and I really loved all your guys

breakdowns.

A big shout out to all of the fans I

kind of simp.

Uh there's so many of them, you know,

and you guys are making just great

videos.

Uh I forget his name, Far Far Vain and

uh I think Dinosaur the Heretic is

another one who's really just making

some great content. Of course, Orville

Gaming, Midnight. Midnight's video, big

shout out to Midnight. Are you here?

Your um

> Is he in here? Let's see.

> I'm sure he is. Midnight, your your

video breakdown was really accurate.

Well, I don't want to say too much

because then I'm giving away parts of

the story, but yeah.

There's uh there were some good theories

in there, buddy, and and a lot of them

were really good. I was teasing uh

Midnight in our in our little uh

breakout session yesterday. That was

fun.

> Yeah, yeah.


now it's it's good. So,

uh the big nugget for today, I'll just

start off with it, is that the title of

the DLC is Revelations. And that's

that's what it is.

> That's a huge spoiler.


> Sneaky Jay Cool and Hot are going to

have a field day with that one.

> That's that's right. The the um Let me

have another shot of this coffee.

> Yeah, get a little get a little sippy

sip.

> I'm taking a figure drawing class. It

ran super late and I was I was up till

like 3:30 in the morning. I'm a little

tired today, but damn it's good. I'm I'm

ready to do it.

> [snorts]


So, it been awesome. I think you guys

picked up on everything that we were

putting down. I mean, that was really

fun. You you got all the little bits.

Obviously, the Flint Taggart I we we

William, Perry, and Josh, myself,

everybody involved uh

William cut a beautiful edit to make

sure that there was that great shot of

the girl at the end holding the bunny.

You guys totally picked up on that.

That's not an accident. I mean, that was

framed in such a way so you guys if you

paid attention Everything about Doom is

about leaning in and we try to make

everything worth your time.


> You know, even the trailers. There's

been a lot of love for uh the work that

we're doing and that we're you know,

we're we're trucking away here and then

you know, making stuff that we love and

you guys you guys are super into it.

We're happy to make it for you. So,

all of those all of those response

videos were were freaking awesome.


> Really really good.

I do have an agenda item today.


> I wanted to mention to um

I kind of Simp and let me really quick

on those streams I kind of Simp who

joins you

on your streams when you guys do like

the breakdowns. You guys they have been

putting on

awesome streams. Let me try to bring up

YouTube and and um

> So, I kind of is in here. I've seen him

chatting in YouTube. Icon, who's been

joining you on your streams lately?

> it's I think it's Dinosaur. Who has the

English accent?

> Oh, like the if it's Australian, it's

Dinosaur the Heretic.

> Yes, Dinosaur the Heretic. You're great

writer and you really have great

theories. Um and I really appreciated

like

this is about redcons and what is a

redcon, what is not a redcon. So, I I we

we talked it through. It's like, you

know, the planet of Febeth for example.

When he says the lost city of Febeth it

was like an unnamed city on the planet

of Febeth. Should we have done a better

job of clarifying that? Absolutely. Uh

so, I understand the confusion there. Um

And in terms of like preparation, if I

had homework for you guys for the DLC,

there were some theories that was going

around, you know, on on I on Icon of

Sin's um

uh DLC stream. I've I've got the chat

open here.


> On on DL Icon of Sin's DLC stream.


> And, you know, theories about different

things that I've said, and I will only

ask you this cuz if I say too much, you

guys are going to figure it out. But,

read the history of the Sentinels from

the Doom Eternal Codex. It's a It's a

six six or seven part series. Um it's

very fun to work on, and

you know, we have read that a bajillion

times, you know, since it was written,

and certainly read it a whole bunch to

make sure that anything we do in this

story, you know, really doesn't feel

like it's retconning anything. Again,

we're like

that that's kind of a a summary, you

know, of the events that happened a a

biblical retelling of the events.

You know, a historical document. A lot

of the image imagery in there, you know,

was meant to kind of like the reference

we were making was like those etchings

and and biblical paintings that we see

representations

of the narrative being told. Not

necessarily

you know, I I I think it's just

important that everybody read the

history of the Sentinels. So, I don't

want to say too much, but one of the

things that was brought up on on your

stream, Icon,

it's not that it was wrong. I just think

that you guys need to reread. I don't

want to say what it is. Just just just

reread it.



> And that's from Eternal, right? That's

where that stuff was at?


> So, so that way when when you're

watching um

you know, and and playing through

Revelations, you know, it's fresh in

your mind. That That's all I'd ask.

> That's a good That's a good shout.

> And then, um what else, Josh? What else

should we talk about?

> I feel like

man, I'm trying to think, too, cuz

there's been

there's been so many good chats I've

seen

already like incredible fan art coming

out of shirtless Slayer.

> Um people literally

being like just burying their head in

his chest just being like [laughter]

this is the guy. Like I can't believe

it. Some people

> bit of a sex symbol now.

> All of a sudden.

You take that armor off and you're like,

"Hold on." You still got armor on.

> [laughter]

> That guy's ripped.

> I got I got a funny story for that. Um

so, when we made um

the the moment where the Doom Slayer

came out of the sarcophagus


> Yeah, yeah, yeah. Filled with blood. Um

there was there there's a shot of a guy

we cut to his face and his reaction shot

to you emerging. That used to be a

woman. And there was nothing behind it.

It was just, you know, hey, you know,

there's men and there's women in part of

this occult.

And it it had a certain tone to it cuz

cuz she seemed, you know, interested and

enamored with the fact that somebody was

emerging emerging from what was once an

empty coffin.

> I mean, that that makes sense. Anybody

would would react to that.

> And and having seen the reaction to

beefcake Slayer, I'm like, I don't know,

maybe we should have just left it there.

I thought it was I thought it was really

cool because it just sold the power of

the Slayer, you know what I mean? Like

he's this mythic figure rising from a

pool of blood.


> But uh but everybody's reaction online

is just like, oh well, that's what I was

worried about. I mean, we're never

trying to We never do this

intentionally. We're not We're not

trying to like, oh, let's make him, you

know, uh whatever. I I see people online

like uh whatever y'all's name is for

like hunky dudes in 2026.

> Yeah, yeah, yeah.

> But like I don't know what the hell they

are.


> But um but that's not what we're trying

to do. It is funny to see you guys uh

react to it that way.


> Our Our approach is always just the Tony

Scott filter. It's supposed to feel like

a '90s action film and everybody just

kind of looks their best, you know, in

in those.

> like a little tan, a little sweaty.

> little sweaty.

> Like they just did some push-ups or

something.

> Exactly.

> Yeah, yeah, yeah.

Yeah, chat, what is what is the new

That's a good gen whatever we're up to

question. So, chop dunk, that's the bad

version, right? That's like the old

whether he had a a good body at some

point, it's it's over, it's over. What

is the new term for

like a hunk? Is there one? Or have you

guys

> Something

daddy or like

> yeah, I see Doom, the daddy agent.

> Yeah, daddy, it's always daddy.

> Daddy, zaddy, one of these?

> Muscle daddy or whatever you all are

saying.

> Okay, I see it, uh, who is this?

Michigan Gonzo says launch the beefcake.

Is beefcake still around? That's good

That's good to know.

I didn't know if that one went out of

fashion here. Oh, Chad. Of course, Horde

Mode Gaming says Chad. I guess Chad's

still

> Yeah, yeah, that I know that one.


> But anyway, yeah, we love it. We think

it's hilarious, but not not by design,

not intentional, by the way.

> [snorts]

> It just It just came out that way.

That's just how he looks.

> What's a good nugget now that they've

seen

so much stuff? Um, what's this a good

> Yeah, okay.

> We got We got 2 weeks to go.

> I mean,

something that I have queued that we can

try to do, it's over there. I'll have to

do it, which is fine cuz I have to turn

off some stuff when we do it, is

we've shot a bunch of different art of

slang stuff, which is really fun to get

back in this room and have Hugo kind of

walk through

just like the the overview of, you know,

how some of this amazing art got made

for Revelations, but the one that's

coming out tomorrow, I thought it'd be

nice since it's, you know, it's only a

couple hours from now, if we maybe

premiere it here, and then I have the

concept art for it, too.


> So, I'm going to switch chairs, and I

don't know if they're going to be able

to see us for a minute, but they can see

the content, and that's the important

part. Cuz we're doing all this

live, and and you see the struggle is

real, pain is real, but Doom is forever.

So, we we get through that I'll be

right back.

> Uh, Suzor the first says daddy slayer,

that's his name from now on.

> Hugo is is an official artist, so I

trust his judgment. All [snorts] right.

So, we're going to switch to

this guy and I'm maybe turn

I'm looking tired.

> I am tired. I was up super late. Oh,

let's watch this.

> in Doom the Dark Ages.

For the Pain Elemental, this is the new

Pain Elemental, which is super cool.

Uh done by Alejandro. I think this is

just a really [music] fantastic piece of

art. And this character looks awesome in

the game. So, he just works right away.

Honestly, we haven't changed his design

too much uh from what you've seen all

the way back to the original Doom. You

know, he's still [music] throwing uh

some form of lost souls at you. But,

it's just a really really cool character

and uh he fits in with that cosmic realm

motif perfectly.

> So, now

let's switch to this.

So, these are the These are the some of

the concept art we've seen so far and at

the end, we'll show you the full screen

version of the one that's going to go

live tomorrow. So, what we looking at

right here? Hugo.

> Uh this is This is Ice Hell. We've shown

this before. Uh you know, these giant uh

drills are drilling into the the surface

of of the core of Hell.

And we kind of have this fiction. Again,

I didn't want to say too much about it,

but that Hell is like this living place.

And uh and beneath all the ice, you

know, we find the beating heart of Hell.

Beating heart of Hell where the essence,

you know, runs and is is the purest in

its purest form. And we certainly know

that the makers in particular, the Khan

Maker, is has developing an interest,

you know, uh in the demon's elixir, in

the in the essence uh as we know it to

to be in the Doom fiction. So,

you know, we're staying true to the

timeline as we know

that uh

Well, you know what? I don't want to say

too much. There's some great juicy bits

of dialogue and things that the Khan

Maker talks about the Slayer's

involvement of of how they came to know

the demons and and the gifts that they

brought. And uh we'll explore that a

little bit in the DLC. So, this is

one of the primary locations associated

with with that bit of fiction. So, I

think you guys are going to love it.

> And I think the final what biblically

accurate name is Hell's Core for this

one, right?

> I think so. We I get the names all

screwed up because

Tyler was teasing me yesterday cuz Bone

Hell and Nosious and Witches and like

that's the same, you know, it's always

like, you know, Sam's base was really

Arc Complex from Doom Eternal, but we

used to call it internally Sam's Sam's

base. But, yeah, I think I think Icell

is the official name or Hell's Core. I

think in the I think in the level it's

called Hell's Core.

> Yep. And the next one

we shared this one on social I'm going

to say last week as um

What is it? The something council?

> Yep. The High Council.

> High Council, is

> Yeah, the Order of the Six. We finally

get to see them.

Big shout-out to the the art teams

involved and certainly this is just a

gorgeous piece of concept art. I believe

this was made You know what? I don't

want to say who made this. I should know

who made this, but I'll probably screw

that up. So, I think it was Nate, but it

but it might be someone else. But, it's

it's uh

Yeah, it's awesome. We see them there

and and this is in their chamber where

the Slayer you know, will will come to

to stand before them and he will be

judged.

And I think we can see from the trailer

that that that might not go so well. So,

yeah. And and in this place they have a

special power, the all-seeing High

Council. I I think like

I'm [snorts] really impressed honestly

with the fan theories from Icon and

Midnight and all you guys breaking this

stuff down. We love making this stuff

for you. Really appreciate you joining

us.

Coming along with us on this journey. I

always consider

fiction and and lore and story to be

kind of like the nutritional content

that that helps uh

you know, when you when you play through

this this this game, you know, it

sustains you. Without it, it it kind of

can kind of feel like a a a

one-dimensional experience, you know? I

think that the the lore and the fiction

gives any experience just kind of depth

for those Even if you're not into it,

you know, you just it kind of needs to

be there. It's

I think the rulebook for this was

written by Tolkien and, you know, so

many other people, you know, a while

ago, perfected by George Lucas in my

opinion with the original Star Wars. And

we're just following the IP development

rulebook. So, everything in the world

has meaning, everything has a history.

Uh do our do our best to tie it all

together. And uh we really appreciate

you guys joining us, you know, and and

stick and hang in hang hanging along for

the ride.

Um and honestly, I think some of the

fiction you guys come up with this just

straight-up awesome. You know, where

possible, maybe we could do something

with Slayers Club Live or something cuz

I just heard some really awesome stuff.

And honestly, like I said, a lot of you

guys' theories is actually pretty

spot-on. I don't want to say which, but

some of them are And one or two of them

are a little bit off, so you got to read

the history of the Sentinels. But, um

> We got some other stuff here, too. So,

we showed this one next, which we

finally got to reveal the name of

Buzzsaw on social

> I We So, somebody made fun of the name.


> Yeah, they were like, "His name is

Buzzsaw." And I got I'm going to We're

very transparent here, and I'm going to

be honest, we're very self-aware. Once

someone poked fun of it, I was like,

"Yeah, maybe it's a little too on the

nose."


> [laughter]


you know, we got names like Pinky and

things like that. It just It just seemed

appropriate. There There's definitely an

an element of of that self-awareness to

the Doom brand that we could have a name

like that. I don't dislike the name. I

just thought it was funny when somebody

was like, "His name is Buzzsaw?" And I

was like, "Yeah. God damn it."

> That's his name.

> Exactly. But, yeah, that's a great

character. So, he's

a little bit on him as a chess piece,

you know, he will pressure the player,

and he's tuned for the spear. So, the

spear the way that we balance the game

and make sure that the spear doesn't get

out of hand and all the mobility it

brings is we've got a character like the

buzzsaw who's fast. He's an evasive

pressure unit. He can get in your face.

He can get out. He he has great uh you

know, um

What do we What do we call that area of

denial attacks?

> Yes. Yes. Yes.


> Like he can like push you around, keep

you out of

> Right. Right.

> Like actually force you

> Clear outs. Yeah. Yeah. When a player

hangs close to them for too long with

the shotgun, he's got a great clear out.


> Uh he his cannon his shield shoots a

pretty lethal projectile and he's just

tough, man. You know, if you get two of

those on the battlefield at the same

time, you got a problem. One isolated,

sure. But, if you get a couple of them,

there's some encounters where we pair

him with like a commando and it's it's

kind of hairy.

> It's also wild to have

a mobile unit that's almost mobile like

a Whiplash, but now with a shield you

have to break before you start doing

damage. Like that shit's crazy.

> Yeah, he's he's really

> And then a pro tip there in

Doom the the the Revelations DLC

uh we'll reintroduce uh counters. So, I

think that there's um you know, I

consider that Dark Ages is really a new

IP. When you think about it, the combat

loop is so different than 2016 and

Eternal. When you played Eternal, when

we started development, we started with

the base combat loop from Doom 2016. We

didn't change it. You know, so it is

still very much the same, but then we

layered mechanics on top of it which

made it it was it was basically like

Doom 2016, you know, um

refined. It it it added a layer of depth

that wasn't in I don't think 2016 needed

it, but certainly if you're going to

make it a sequel to that loop and expect

it to be engaging, we needed to layer on

a lot of the the strategies that we did

some of the switching and weak points

and then certainly counters like the

sticky bomb in the Cacodemon's mouth.

So,

now that this is an opportunity with the

DLC for Dark Ages,

that gave us a chance to do that, you

know, with this combat loop. We've got

the grounded slayer, you know, the

parry, the stand and fight. And so, it

has been an absolute joy to to get a

second swipe at this and start layering

on a layer a level of a complexity I

don't want to say complexity, but an

opportunity for skill expression. That

that is the word, skill expression. And

part of that is counters. And and those

counters come from the spear and a lot

of the spears upgrades. And so, uh yeah,

I uh what an example of that would be

this guy, you know, his whole body is

covered, but his head is exposed at all

times. And he's vulnerable to head

shots. Head shots falter him. So,

that'll be a really fun meta for you to

explore and and uh an opportunity for

skill expressions as you nail him with

that rail spike from across the arena,

get him to expose himself, and then burn

him down really quick. You're going to

want to do that cuz he's tough.

> [snorts]

> Yeah, so somebody chat asking is he

[clears throat] like a super heavy? I

think he's in that like


> Yeah, just heavy.


> Which is kind of like the light heavy

where

you still have to do you still have to

pay attention to them, you still have to

deal with them and and put them in front

of the order of anyone else


> probably, you know, just be melted down.

Andor is going to take too much to keep

somebody like them that's so mobile on

the field, right?


> You got to kind of

They're like a good pressure unit. And

like Hugo said, like the area of denial

thing is cool because I don't I I think

he's a really cool chess piece in the

fact that where he fits in, he isn't

another version of something else in any

way really.

> No, he's totally original.

> Yeah, he's cool.


> And he's a buzz saw, you bastards.

> [laughter]

> It's a cool name, okay?

> Cuz he has a saw.

> He's got a buzz saw.

All right, so that's what he looks like

uh right here. So, the next one

I think this is yeah, this is okay, so

everybody sees it, they go it's pain

elemental. But technically, just like

with uh cosmic baron, instead of baron

[snorts] of hell, this is the cosmic

elemental. So, this is the brand new uh

addition. And man, like I love how

was it like a tough decision or were you

guys like automatically the Cacodemon

and the and the and the Pain Elemental,

they're going to get cosmic? Like

they're going to stay in that realm cuz

they look like they're from there.


absolutely. And what's really great from

a combat perspective, we really were

able to add in more AI, more more chess

pieces to the chessboard to add a little

bit more

layers to to the combat loop of of Doom

the Dark Ages. It feels great. And

again, this guy was designed with the

spear in mind. You know, he's very

tough.

He he he occupies that Y axis, you know,

he'll get the player to look up and pay

attention to him, which creates

opportunities for the pressure units on

the ground.

So, he's

he's a good he's a good chess piece. He

really brings something to the to the

fight. And then a great counter to him

because counters are a big part of this

experience via the shield us sorry, the

spear if you choose to upgrade your

spear. And it and invest in this

particular ability, spear throw, if you

unlock it, purchase it, and then begin

to upgrade it,

there's there's some really great

counters in there for him.

For him in particular, but also the

Cacodemon, which is which is really

really fun. You're going to be really

the decision-making, you know, will go

up in this DLC. Again, because that's

any kind anytime we have a DLC, it's our

opportunity to to layer on a level of

let's say complexity on top of the base

campaign and its combat loop. And it

feels good. There there is there is

certainly room to do that. I think with

the the big lesson learned with the

hammer

is that it's better to replace a tool

than it is to add a tool. So, that's why

the spear is interchangeable with with

the shield. It's not necessarily you

have a shield while also a new input

that you have to press to use the spear.

You swap them out. And that that opens

it up to allow us to do a lot more with

that tool, you know, than than we were

able to do with the hammer. But, there's

a little bit of hammer in there. You'll

be happy to see that. There's a slam.

Slam is one of the abilities. It feels

pretty awesome.


> Yeah, I feel like that's one of the

coolest things is like

you know, redesigning like always like

starting kind of fresh with the combat,

so it doesn't, you know, at all emulate

the game before it with Eternal in the

Dark Ages. Like the shield saw is such a

huge deal where you have left hand and

you have right hand, but


> the difference is like there's a few

things that you can kind of like kind of

do them at the same time.

> Oh, sure. Let me get over here a little

bit.

> There we go. Centered up.

> Um like you know, there's the idea where

like you can throw like let's pick a

Mancubus. You can throw the shield saw

on him. It's spinning in them and then

you kind of burn him down with your

right hand, but


> the difference is and this is exactly

going back to what you were just talking

about about like

instead of adding something new, adding

like a different dimension and something

different is now with the spear, there's

all kinds of incredible things the spear

can do


> that make it so that your right hand is

completely freed up to be attacking the

entire time. Your spear is like, you

know, you can throw and eventually when

you upgrade your spear, there's an

orbit. Uh

It's the best.

> like it's to invest in orbit.

> Oh my god. So, like and again, this is

for controller players. Like we see you,

we hear you. We know with the meat hook

that was in Eternal, you know, it's it's

really hard as a controller player to

kind of like navigate it properly and to

kind of shoot or do anything else while

you're in the middle of, you know, like

a long meat hook. But, now when it kind

of just auto orbits when you hold down

that input, you can just be burning

down, switching to another kind of node,

hooking on that like

the verticality options, [snorts] even

re-hooking when you're in there. We saw

it in the trailer. There's that one

moment, right, where

uh I think it starts out. There's like a

bridge with some imp stalkers.

Perry, who's our video editor, who did

the capture for that, shoots them, hooks

onto that, jumps over another one,

throws a shield in,

and then does what what uh what Hugo was

talking about with essentially like the

the hammer type move which is the the

ground pound yeah and then the slam on

the on the the spear so you just like

the utility of it

while you're still keeping your right

hand active you can still switch to you

know like in I think in that we we kind

of tried to make it we had a version

that before where there was a lot of

different switching on the right hand

and it was just kind of too much to

process like when you're making a

trailer you need to have black belt

stuff but it still needs to be like

I understand what I'm looking at I can

process cuz it's so much new stuff

happening you know what I mean

> So somebody's question like are we

backtracking on the Doom the Dark Ages

combat loop not at all if we introduced

quick switching with the weapons in your

right hand that would have been

basically bailing on the the Doom the

Dark Ages combat loop the guns are the

rhythm guitar yes you could beat the

whole game with one of them that is by

design you know it's it's all about

preference just like it was in Doom 2016

I mean in 2016 you could have rolled

with the grenade launcher the whole time

and and

the the remote detonate many people did

it was really fun we wanted to get back

to that but we wanted to maintain all of

the the decision-making and and and all

of the strategies that were that came

with Doom Eternal this time we put it in

your left hand so the spear as he said

is all about that but yeah you'll you

could still just lay down damage and no

you can't quick switch with weapons you

can quick switch with the spear and the

shield the orbit is good for everybody

it it is certainly a great utility to

control the players but in particular

what we see with mouse and keyboard

players high skill you could use it as a

repositioning tool so it basically Z

targets and you begin to orbit around

whichever character that you're locked

on to and then an upgrade or or part of

the perks of using that is it will it

will there's great synergy between like

heat blast

and and and ricochet for example from

the shredder or the the haste upgrade

with with the skull crusher so those

things will charge while you're in orbit

delivering damage you know to the

characters which is a really sick meta,

especially for the U accelerator players

out there.

Uh and it's just like with the shield,

there's a lot of metas between the

shield and a lot of the the upgrades of

of the guns in the base game, and we did

a lot of that with the spear. So,

it feels it feels so awesome. You guys

are really going to love it.

Um [clears throat]

yeah, a lot of an opportunity for skill

expression and the repositioning via

orbit. The meat hook this time is just

so deep.


> You know, there's there's just a ton of

depth uh involved. Uh lot more nuance

because it's not tied to a single

weapon, so we were able to do more with

it, which which just feels awesome.

> Yeah, we can't wait until I mean, first

of all, you guys play the DLC period.

It's only like it's almost Is it a week

away? It's close to that, on the 7th of

July, but

the We were talking about this this the

other day, like the end game content is

really where

everything starts to click as far as cuz

by that point you have enough things

upgraded on your spear.


> [snorts]

> Since all the kind of stuff all the

upgrade stuff is mainly, other than you

kind of getting broken down from

obviously, as you see in the trailer,

when you're down to whatever we're

calling it Daddy Chad Chatty, whatever

whatever version of the Slayer doesn't

have his armor, you're kind of building

that stuff back up progressively, but

the most important stuff that you're

kind of putting resources into that

you're finding is for the left hand and

the the chain spear. And my god, by the

end of the game, when you start kind of

getting, okay, the dash can be like But

one of my favorite things, okay, stand

and fight, really the best application

in base game is probably like cyber

demon slayer.


> Like you're standing right in front of

him, you're waiting for his attack to

come, you're parrying that It's

maybe firing up or or, you know, getting

your enhanced shot ready on your right

hand, but you're just burning him down

mano e mano, standing toe-to-toe. So,

now, with the chain spear, first of all,

all the stuff we just said of the

mobility, you can move around, but one

of my favorite favorite things

for those really nasty hit scan enemies,

like you the cyber demon, like uh the

arachnotron, is there's a an upgrade for

the the chain spear where uh you do like

a back dash and it you you've seen it in

the trailer.

> Ricochet.

> Yeah, the ricochet. It's so nasty

feeling cuz it's weird like you're both

now more mobile and you're just denying

hit scan, you know, uh projectiles which

are like the most annoying things to get

hit by. That when you start

comboing it. So, it's still new utility

on the ground. It's not just air stuff

and vertical stuff.

> Yeah, and it gives you a falter, I

believe, and which

I know for [clears throat] like people

like Mayo who love to stack falters and

you know, the the fighting game

aficionados out there with they love the

falter aspect of the Doom games. We love

that you guys picked up on that that we

put that in there. Uh yeah, it's it's a

great opener. Yeah, you you create a

falter with some of those hit scan AI.

Uh it used to shred. It used to be

really powerful and it would mess them

up really good. We've [clears throat]

since nerfed that a bit because it was

kind of OP.

We were able to spend

honestly the last couple of weeks

just really hyper-focused on

refining [clears throat] and

polishing every encounter. We want to

make sure that we've got a couple of

skill checks per every map, a couple of

meaningful combat puzzles for you to

solve. And certainly the end game

content, we want that to feel like a

super hard, as you said, black belt

challenge. And one thing we found in

that was that ricochet, when we put it

through its paces, if it did too much

damage, you could kind of, you know,

ride it like an exploit. So, it's still

there, feels awesome, you get the

falter, you're able to defend yourself.

Ano- another thing that that it does, uh

my favorite thing to do that you guys

are just going to love and it's in the

trailer is just the melee slash, sorry,

the the slash parry. I mean, you really

feel like a Jedi, like uh you know, I

think a white belt move um

is Mayo on here?

Uh you know, I I I'd almost associate it

with um

you guys's mayo here cuz he's so into

this kind of stuff. But uh I would

almost associate it with like the evade

in Sifu versus the parry, you know, and

one has more utility than the other. And

so, I think dash is super great. It's

it's a shorter dash than Eternal. So,

the repositioning isn't as big as

Eternal, but it's totally meaningful.

But really what you want to do is stand

your ground, stand and fight, and slash

and and you know, with the spear. Cuz

that uh that has an added bonus that you

could hit the green projectiles back,

but you also get a falter from enemies.

So, you could stop an AI right in its

tracks uh with a well-timed uh slash.

And it's hard. The I would say that it's

it's a it's a harder maneuver to pull

off than parry with the shield, but it's

it's a it's honestly it's it's so

satisfying. So, um yeah, that's my

favorite meta. It's just learning the

learning the the patterns of every AI

and and then doing the slash to to

basically have like a lightsaber

fight with them. It feels amazing.

> Agreed. Um

Midnight the cabron said, "Release the

mayonnaise." So, we're looking for

seeing if mayo's here. And then, who

said that? That was a good one. Uh I

think it was chicken burger man. Let me

see. I got to

> Hold on. It says, "Hey

Rip and Tear says, 'Hey Josh and Hugo,

apologize

in advance for getting a little deep,

but I can give you both a massive Wait,

but I can just But can I just give you

both a massive thank you for your

efforts, blood, sweat, and tears you've

put into the Doom since 2016. Doom is my

lifelong passion and the way it has

evolved for the last decade is nothing

less than perfection. From the bottom of

my heart, thank you for everything you

have done. I genuinely wouldn't be alive

if it wasn't for you and Doom. I was in

a very, very dark place during lockdown

and you and Doom Eternal got me through

it. Thank you so much.'"


> Uh we we really, really appreciate that.

Yeah, that means a lot to us. Oh, wait.

Got me out of that hole and you

consistently kept a smile on my face by

playing your games and watching your

streams. Thank you very much, uh, guys.

You are literally my heroes. Well, thank

you. You're our hero. All you guys are.

Yeah, we really, really appreciate that.

Uh,

we're happy to do it for you. It's

awesome that, you know, uh, and

honestly, Josh is able to put together

this Friday night fight, all the things

that we've been able to do to engage

with the community. It's big credit to

this guy, you know, and

> know about tonight. I don't know if

tonight gets the credit, but we're here

for here.

> If it was me, we would this thing

wouldn't even be on.

> [laughter]

> I don't know how to do anything.

Uh, the but now I we're we're really

appreciating it. We love making this. It

was pretty cool. Skill-Up asked us a

really good question yesterday

and he was just like, you know, it was

very, very There was a nice compliment

wrapped up in the question and, uh,

about us being able to produce all this

content in the last 10 years, you know,

two DLCs, three games, uh, three DLCs

now and two games and

yeah, it it it's awesome. We love doing

it, you know. We got to We got to honor

the franchise, you know. Doom Doom is

important. It's important to you. It's

important to us.

So, uh, we love doing it. It's such an

awesome franchise. I'm not giving away

Look, ain't talking about what we're

doing next, any stuff like that. I just

want to say like I love We love making

Doom though, you know, like and there's

just

there's still so much more to do with

it, I think. Look, you guys have gotten

used to it. You let us reinvent the

combat loop every time. So, don't expect

stand and fight if we did this again.

> Yeah, no.

> We and we love stand and fight, you

know, we think it's awesome. We loved

jump and shoot from Doom Eternal,

clearly, you know, but like there's a

whole new loop in there, you know, and

and we've dabbled We talked about a

little bit on the stream, so we love

making this stuff for you guys and and

Doom deserves it, dude. Every every

couple of years a new Doom experience,

come on. That's awesome. That's like a

To me, that's like a new Metallica

album.

A new metal album. Like I I need There

There aren't a lot of metal albums that

get made. I need a really good one every

once in a while, you know?

> And listen, if we're the ones to make

it,

awesome.

Nothing we'd rather be doing.



> I saw, I think it was Trevor

Trevor Baggins was asking, "Should I

read the Doom books before playing?"

> You don't have to. We We grabbed the the

piece that I've always thought was canon

to the franchise, which was the Flynn

Taggart stuff, you know?

Um

I think we flipped I think we slipped

Flynn Taggart in there somewhere else.

I'm sure you guys could tell us.


> I thought he was in there in like

It might have been I can't remember.

> Was it maybe like something from like

the um

in Eternal like maybe like a some kind

of reference in one of the comics or

like one of the books or something?



> Yeah, yeah.

> I can't remember. That sounds familiar.

> Are you good with this position? Are we

good?

> I think we're pretty good.

Zao says, "In Eternal, it was the

password for Doom 2." That's what it

was.

> Yeah, yeah.

> Thanks, Zao.

Yeah.

> And uh by the way,

the rabbit Daisy is not retconned. Read

the codex when you play the game. I want

to call that stuff out just cuz I don't

want you guys to get worried. It's not

It's not retconned. And our path to the

civil war is not retconned. You guys

have to play the whole game and

obviously this is about the events

leading to the civil war, but how we

arrive there, Soul factories, that all

remains intact. I don't want to say how

far we go, how many chapters of the saga

on our way to the civil war we tell, but

we are absolutely beginning that

journey, you know, and all of it's

headed towards the Slayer eventually

getting trapped in that sarcophagus,

which we don't cover. This That would be

like a 30-hour DLC if we hit that stuff.

So


> Um but that's all of that stuff remains

in intact, you know, I'm happy to say

and and uh yeah, it's great It's great

to fill out this story, you know, and

deliver on all this stuff that you guys

have been reading about for so long.

> For real.

> You know, I love Here's the thing I like

the most

We're really self-aware. We take the

feedback super seriously.

I know that the the element with Samuel

Hayden

and that first he was a seraphim and

then and then the element with Davoth

and and the way that that fiction landed

and the way it was executed on in

Ancient Gods 2, like you guys wanted

more.

I The lesson there in my opinion was not

so much like that the story itself you

didn't like or the twist in terms of the

fiction, but that being able to Well,

some of you may have not have liked

that, but the

being able to to um

You A good story like that, you know,

you have to in order to have something a

twist pay off.


> There has to be enough seeds planted.

You know, uh

> So, you could kind of like backtrack it

and then when you replay it, you're

like, "Oh, when he said this


> And and with the Ancient Gods 2 in

particular, it's just short too short.

That's it. It's like this payoff of this

twist didn't quite have enough oomph to

it because there wasn't enough time


> and enough moments to kind of build that

stuff up.


> And what I think the Dark Ages did was

we wanted to make it bigger so that way

we could have enough time to tell a good

story that felt uh you know, complete.


> And and that's you know, we were

planting seeds. We're able to like, you

know, take our time a little bit more.

We've got the stuff with Merrick, which

I have to say like again, Midnight, good

job on the Merrick theories.


> Pretty good. I'm not I'm not going to

I'm not going to say anything. You have

wanted a berserk sword in the game for

quite some time. That stuff you've been

off on. But uh

> But hey, you got to dream your big

dreams sometimes.

> Every video he's like, "I I know for a

fact that there is a berserk sword in

[laughter] the game."

> And you're like, "Interesting.

Okay."

I didn't know that.

> Midnight, if you could figure out how to

get a berserk sword in the game from a

gameplay perspective, that might be a

good video. I swear I'm down. I think

the issue is

uh I mean the spear is so the spear

was an honest attempt at getting

we loved the

the crucible from eternal. I loved your

suggestion about the berserk sword.

Don't get me wrong. Totally awesome. But

it's figuring out a way to incorporate

the slashing of a sword in in the moment

to moment game play.

I look I

I'm very honest about things I like and

dislike about the games we make you know

art's never perfect. It's never

never perfect. It it's just you know um

I forgot what that saying is you're

you're never finished. It's just time to

hand it in or something. There's there's

That's a good one. That's a new one

today. There's some there's some saying

about that you know [laughter]

art is never complete. But um

Yeah, I think that that the the crucible

in eternal it was more like a glory

kill. It was more like a chainsaw

execution which was cool and it looked

visually good. But I I wanted a sword

that that could be you know weaved into

the combat loop and used in combination

in concert with melee and guns. And I

think we've really achieved that with

the spear. So the spear is not just you

know you could use it like an actual

spear like a Spartan spear. But it's

also a sword. You could slash with it

cut enemies in half. Again you could

slam down with it like a hammer. So you

could throw it like a Spartan spear. So

it is multiple tools and it's a grapple

hook. So this thing does a lot of stuff

and the sword is our attempt to get you

your berserk sword.

The sword element of the spear is is our

attempt of giving you guys the berserk

sword that that midnight has wanted for

so long.

> Yeah cuz when I picture the berserk

sword it's so god damn big that it would

almost be some some weird like close

BFG. But then if it's a close BFG then

we have the problem of all the stuff

with glory kills in in the combat loop

which is now you've slowed down combat.

Which in eternal works cuz you have

glory kills. So if we're doing like if

we're making a cyber demon sashimi with

three slashes, that's really kind of

like the same length as it would take

for a glory kill, but it's a single

version just to launch into it. So, it

fit that loop. I mean

> That's a good nugget. I totally agree.

That's a good nugget that

the the the spear comes with some glory

kills. So, yeah. We're able to give you

guys back some glory kills for I believe

super heavies.


> The super heavies have when you go to

execute them with the spear, you get

some nice glory kills with that. So,

> There's at least one nasty one. I think

there's a stabbing of a cyber demon in

the trailer. I'm sure it's the one.

> No, yeah. The cyber demon one is badass.

He gets stabbed in the neck. There's a

good one for the Agadon.

> Oh yeah.

> Yeah, there's some good ones in there.

But again, not we're not going to

we are not going to you know

red con the the combat loop from dark

ages. So, we still mean it when we say

that you know glory kills killing this

this many AI does kind of slow things

down. So, if used sparingly, we were

able to fit it in.


We've actually on that front, here's

another good nugget. We've extended

[clears throat]

the the the the execution states. So,

when the when the enemy gets the purple

highlight and they're dazed and you're

able to execute them, when you went up

to nightmare, the length of time that

they were staggered for was shorter than

hurt me plenty, which made doing the

Spartan you know Leonidas combo thing,

you could pull off two or three.


> Uh you know, often two, three sometimes

trickier four if you were really fast.

But like uh now you could you could pull

off three and four more you know more

routinely, especially when you stagger

like a group of imps. From a balance

perspective, we tested it that didn't

really break anything on nightmare at

all and it just made you feel cool. And

that was honestly the intent of of the

design to let you do it a little bit

more.


> So, it feels good to bring that back. It

makes the game It just makes you feel

more like you know a Spartan from the

movie 300.


> Which is which is good. A lot of nuggets

here today, guys.

> I'll tell you what, Rhythmia says, "Make

the Berserk sword take a long time to

wind up and its swing be a short AoE for

clearing space around you."

> Yeah, yeah.

> I mean, kind of that's the thing though

is again, what we were talking about the

the slam for the uh the chain spear.

That's kind of what it does. It's kind

of what it is. You know what I mean?

Like it's doing an AoE. The only The

cooler thing about that though is, you

know, half the time you're doing it,

you're probably doing it from the air

cuz you're pulling yourself around. Like

so you're actually able to like, you

know, you're like a a bomber looking

down to see kind of like what area you

want to like focus in on, which is it

feels nasty. It's


> Yeah, it it it it really does. No, it

it's it's awesome. It it is a good

feeling tool.



He's asking me how long is the DLC? I'll

leave that to your real life to talk

about that.


> I don't want to make Josh the party

pooper. The we have certain rules and

things we should shouldn't shouldn't

talk about.


> It's up to you.

> I mean, we've kind of talked about it

before. I don't want to do like hours

cuz I think in some of the stuff we have

coming out maybe next week.

> Okay, we'll save it.

> Yeah, yeah.

> Let's just save it.

> Let's save it. It's it's meaty.


> Yeah, it's it's it's very big.

Uh

> Doomer 77 says they're excited to see

our old friend Archie. Archie is back.

> He's awesome.


> Yeah, he he's a an evasive unit. He is

going to pull you around the arena. An

elusive unit, I should say.

> Yeah, yeah.

> Uh an an elusive AI. They they're tough

chess pieces.

> You know what I never thought about that

he reminds me of and I've never thought

about it cuz it's an arch file and I

just like that son of a you're just

trying to like catch him and get him is

there's parts of him that are almost

like prowler-like in in how evasive and

good at being evasive he is.

> The prowler, the summoner from 2016 for

sure. Yeah, it's a great AI. It feels

really good to fight him. So, you guys

are going to love that. It's great. He

he his summons are nasty, but there's a

counter to his summons with the spear,

you know, so invest in the stab and and

you could you could use his counters use

his summons against him.


> Cuz if you stab the summons you get an

AoE blast and it falters everybody and

> Which is actually pretty clutch, yeah.

> Yeah, a lot of decisions that you're

going to be making with that that spear.

We've said this before you guys, you're

going to think that the spear is

underpowered when you first get it.

> 100% that's This is a good This is

actually a really good shout cuz this is

like right when you start the DLC you're

going to get There's the first level you

play through. You still got the the

shield saw before the events take place

that that kind of bring you to the

purgatory hub and then when you get the

chain spear it's going to feel like it

doesn't do and all the things Yeah, like

all the things you're expecting it to do

cuz you have the chain, you know, the

shield saw you're so used to like all

the inputs there.

> Just hang with it. You got to invest in

it. It's going to take you the entirety

of the DLC so that's base game which is

about 60% of the experience


> and then end game which is a 40% of the

experience and it's meaningful. End game

is not just oh, go play through the

levels again but with different combat.

It's all new content. It's it's really

good. I think it's the best part of the

DLC because that's where we we assume

that by the time you get to end game

you're a black belt and now we're going

to test you. So

there's a ton of content in there

all kinds of trials and arenas and you

know, classic levels and new new new

paths through through the maps so it's

it's great. Um

> Yeah, I honestly think like the heights

of

Eternals DLC and like the best spiciest

arena combat it is waiting for you with

like a slightly higher rung and by

slightly I mean once you, you know, put

your head against the wall and you

realize how fast and how much you need

to combo everything you've learned and

your upgrades are like significant at

that point in end game. I think it'll

push people further and I think they're

going to go nuts on end game stuff.

> And particularly the master arenas

that's the last tier and then um

what what is the final There is a there

is a final we just call him internally

an uber boss and and we're getting

really good feedback. I think you guys

will really like that boss. It's been

said internally by the testers that it's

the best boss we've ever made. So, I

think it is.

It's really cool. It'll test your skills

with the spear

and the shield. And then after you beat

him, you unlock a series of master

arenas which are like the ultimate test.

They're so much fun. And then after

that, you're going to unlock a ton

of content for the repertorium. So, you

just keep unlocking content. It's pretty

cool. Um

I brought that up though because I think

that yeah, if you stick with the spear

and invest in it, again, it just

continues to progress and sort of

catches up to the to the shield. Does it

surpass it? It's really preference. I

mean, they're designed to kind of be

equal to each other, but but it's all

about play styles. Like if you want to

stay grounded and do the stand and fight

thing, then use the shield. If you want

to be more, you know, mobile,

you could use the spear. But in in

moments in end game, you'll be asked to

use both. Which is which is really cool.

Um Yeah, it's it's a it's so it's very

satisfying. It's I think it's really

well paced. I think that's a criticism

of Ancient Gods again, one and two.

Because they're not that long. I mean,

they're pretty long. They're really

experiences, but we we don't have time

to ramp you into it. So, we just kind of

hit you right away. Whereas this this is

this is more of a climb. A couple of

notes on

since you since we're talking about this


> You know, you do get messed up. So, I I

think there's a there's an aspect that

where the shield, you know, is damaged

and then gets gets repaired. So, we

rebalance the shield for the middle part

of the experience, which is really good.

Cuz if you have a fully powered shield,

but then like a tier one spear that you

haven't upgraded yet, that that's going

to be really hard to balance.

> of telling you what to do there, right?

> Right. So, I think at that point,

because he got his ass kicked and the

shield was destroyed fictionally, it

allowed us to rebalance the shield for

the base campaign. But eventually,

you'll you'll you'll repair it and then

it'll return to full power. But then

your spear will be just about at full

power. Um

> And by the end of that, that's when we

were talking about you can upgrade it so

that you can quick switch in your left

hand between the chain spear and the and

the shield saw. And at that point, when

you start to have both of what all those

can do chained together, no pun intended

or pun intended, it feels incredible.

> It does. It feels really, really good.

And and uh

on that, I was going to say one big

thing, I mentioned this to Mayo. Um

we are rebalancing

uh two abilities uh from from the shield

that I think and the mace.

> Which was a bit overdue.

> Yeah. You know, through the repertorium,

the game has settled and we see like a

lot of the strats from nightmare

players. Yeah. You know, it's obvious it

it's it's kind of the double tap super

shotgun, you know, from 2016 all over

again where a fully maxed out heaven

splitter uh you know, shield rune is a

little bit OP.


> You could stun lock AI for so long and

it allows you to put, you know, get

multiple uh super shotgun blasts into

their chest. So, rather than try to

balance other things

> or beef up AI

> is really just we're going to we're

going to bring down for the whole game,

base and DLC, uh the stun lock times of

the heaven splitter. So, it still you

know, gives you an opportunity to shut

everybody off, but not for not nearly as

long. We we we brought it down quite a

bit cuz it was it was pretty it was

pretty OP.


> And then um

and then the the the mace against super

heavy, so characters like the Komodo,

the cyber demon, we just uh

we we rebalanced it against super heavy,

so you can't delete super heavy so quite

so quickly,


> you know, uh using the upgraded mace.

Which we've play tested a bunch and

there wasn't one player uh who felt like

that that wasn't warranted.


> And they ultimately felt like the game

is better for it. I was watching I was

actually watching one of Mayo's streams

and he was playing awesome. He was

having a really good time, but like uh

it was such a funny stream. Um and then

he uh but then, you know, like once he

got really tested, you could tell that

he would just gravitate to the mace,

which is what we want.


> And I I think he did all the right

things. He And that's just one example.

I mean, internally, we've just got hours

of footage of people, you know, really

min-maxing Heaven Splitter and the mace

upgrades, and it just makes for a meta

that isn't really It's a It's a It's a

hole in the fun zone. Right. There was a

crack in the fun zone. We had to shore

it up. Uh we got really good feedback.

People are enjoying it. So, even when

you get the shield back, you know, uh

those that kind of meta has been

rebalanced. So, it still works. Uh we

have a player who really loves Heaven

Splitter and mace. So, it's not to make

it uh you know, it's still viable.

That's important. But, it just isn't

like brain dead, you know.

> And also makes more sense for like cuz,

you know, when we say the max min is

like something like the dread mace is so

strong,

it's one of those things just like the

super shotgun in 2016. When you just get

used to that distance and stuff, you're

like, "I'm not even going to think. I'm

just going to go to what I know works to

the next enemy to the next enemy." And

then all of a sudden, you're like,

"Shit, I'm kind of relying on the mace.

And now I'm not, you know, I'm not doing

like cuz when we added the, you know,

even inputs where you could switch melee

later on with the base game, it feels

amazing to do it. But, you know, we

noticed that a lot of people just

wouldn't do it as much because you just

kind of rely on the strength of the

dread mace. So,

> Oh, and then the flail buff of increased

armor just feels awesome.


> Yeah, we we brought up the the armor. We

talked about that already. And that's

that's my go-to. It feels really good.


> Uh by by tweaking the mace against super

heavies, what I really love is it makes

the gauntlet viable again cuz the

gauntlets to me are the most fun melee

tool.


> You know, for those that know, the third

and fourth hit of the gauntlets, you

know, is is super strong. So, um

> Which feels good to earn the hits to get

there. And then knowing like the combo's

going to, you know, end and and

definitely throw whatever's in front of

you out.

> Guilt video says, "Hey, Hugo, will we

get more extensive lore for the cosmic

realm, void realm. The current codexes

are pretty vague and don't really

explain much outside of impossible

geometry. Same with the old one being an

ancient deity, but nothing more is said.

Yeah, there's some there's some more in

there. I think that you'll learn a

little bit about his connection uh the

ancient one to to their world and and

not too much though. Actually, I I will

admit that I don't know that it goes too

deep.


> I it it just felt good to keep that

mysterious, but I don't disagree. Like

even hearing you say that we probably

could have went more into that stuff.

It's it's good feedback.

> With that being said, I feel like the

lore in general as far as the codex was

definitely not skimped on at all in the

DLC. Like it's significant.

> Oh my god. Yes.

> Probably kept you up a couple nights.

> [laughter]

> Yeah, it's exhausting.

The amount of work that went into make

sure that we're not retconning anything.

Dude, yeah, and

a huge amount of work went into the lore

again. So,

a ton of work went into the combat

stuff. Uh the combat stuff has just been

we put so many coats of wax on it, you

know, just to try to make sure that it

feels really good. And and by the way,

like on that, you know, balance is a big

part of it. So, for those of you that

that unlock all the content, complete

the experience, beat the Uber boss, beat

the master arenas,

uh and you want more, just wait because

there's a massive dump that happens

afterwards in the repertorium where you

just going to get a ton of insane

encounters unlocked that you guys could

just go to town on. So,

> Yeah, I can't wait to see that.

> Yeah, yeah.

Um

Let me see what else. Will we have

another Doom game which sets between

Doom 2016 and Eternal? There's a little

mystery to how Slayer got his I don't

think so. I don't think that time period

is something that we would explore. But

that has been an ongoing question. I I

don't disagree with you.

Why not just remove the shield entirely?

Looks like the spear can do everything

the shield can plus more. So, why would

we still use the shield? You don't have

to. I mean, I think Alex Pavel 12, it's

just player preference. That player

preference and player choice is an

absolute

uh

design pillar of Doom the Dark Ages.

There is a fun zone. There There There

is certainly optimal ways to play, not

just one, and player choice is a big

part of that. So, if for those that just

want to use the shield, they they loved

it so much, great, use the shield.

We really worked hard to make sure those

two things are balanced. And as Josh

said, I don't do this too much, but for

the real action action game aficionados

out there, the the real crack is in

quick switching between the spear and

the shield. Like that. So, we kept it

because that's where that min-max DPS

insanity exists is is when you could

basically [snorts] parry a green

projectile, you know, with with the

shield, get the daggers, then then, you

know, throw it and stun-lock an enemy

with the shield, then switch to the

spear and do all of this in midair, and

then just come down with a slam or or or

a or a stab or a spear throw. You could

do psycho things with these tools.

Um and that's why we kept it, you know.

That's where the really the

what what

I know a lot of streamers call it weapon

tech. You know, we we introduced weapon

tech and we introduced movement tech

into the Dark Ages combat loop, and it

feels awesome.

> Yeah, cuz to your point, I mean, like

in Eternal where it was more

prescriptive with, you know, counters

specific to different weapons. Like we

had talked about this We were talking

about this the other day.

Dark Ages was designed in such a way

where like, whether it's the shield

runes, which like they aren't just

upgrading and becoming better and better

shield runes. They're all situational.

They're all play style. And kind of like

an RPG, like

it was specifically made so, let's say

accelerator is your favorite weapon,

like you could literally main it the

entire game. You know what I mean?

Change around with maybe like which one

you're using as far as the the mods for

it, but in general, it's like it really

is like the slay your way, like build

your combat style, change it up if it

feels like whether it's the level or a

boss fight or something, but like it it

isn't like as prescriptive in the way

that it's supposed to be like player

expression, skill expression.

> Totally. When I played Bloodborne, I

used the saw cleaver the whole game. I

never switched away from the saw

cleaver.

> It's the best weapon. I agree with him

completely on that.

> [laughter]

> And I they kept giving me tools and I'm

like, I don't want anything else. This

thing [laughter] rocks.


> And I love I loved that.

I loved that about that game. I loved

that I could just stick with this and

continue to upgrade it. So, you could

beat the whole game with the

accelerator, you know, and and that's

that's by design. So, uh yeah, player

choice is is a is a is a really big part

of the whole experience.

Um the shield is awesome, but not

What did he say? The shield is awesome.

Uh Saleem Saleem says the shield is

awesome, but nothing wrong having an

alternative. It had a lot of skill

ceiling and have a place that was

absolutely


> Um any chance for the slayer to still be

a blast quits? We can't talk about that.

I

That That's always been a weird piece of

fiction.

> I feel like it's one of those things

where it's like it's one thing, you

know, I have to ask you. So, you were

talking about the lore you guys were

writing, the late nights, trying not to

retcon anything, making sure it's

biblically accurate from '93 Doom to

now.

Do you start to feel a little bit like

George R. R. Martin where he needed like

that couple in like wherever the hell

they were to be like, here's your

characters and here's what they've done.

It's like, they Christ, cuz I have no

idea.

> It's hard.


> Yeah, absolutely.

Let me Let me read the history of the

Sentinels again.

> [laughter]

> That's why you're telling everybody else

to do it. You're like, I did it, so now

you

> You have to do it if you want it to be

accurate. There's something that happens

in the story and I really really really

wanted to make sure that it's not a

retcon and it's not. I could I could

defend that just like I could defend the

the the planet of Hebeth. I could defend

this. It It's I've always thought of it

this way. It It's not like, oh, this

would be cool. Like it It's It's always

been in my mind to be a part of of the

arc of the story. And uh yes, so I think

uh keeping track of that stuff has been

tricky, but you know, to- totally worth

it. Um

I I Sneaky Jay Cool says, "Is there

anything you guys can say about

Repetitorium 3.0?" You You just did the

patch notes. What do you think we can

say?


> I mean, we can wait.

> Yeah, I mean, don't put me on the spot.

> Should we wait?

> I mean, I think it's been in some of the

press stuff already that we passed

around during the announce. We can say

that

there's a lot there. It's not just the

the chain spear as something that

becomes available after you finish all

of the end game content. Um it's not

just the enemies. There's some more

content there, but

I don't want to say too much because I

really

for the aficionados like Sneaky Jay Cool

and and uh especially the folks that

spent not just so much time playing

other people's encounters, but making

their own and kind of jamming together.


> a little bit of that to be a surprise, I

think, for you guys because one in

particular when I saw it, I was like,

"You son of a *****."

> You know what I'm talking about.



> What We can say this, there's a drop

that happens

as soon as you buy the DLC. So, there

Well, not even I think when the DLC

releases, everybody gets an update,

right?

> Yeah. Yeah. We can talk about that

stuff.



> So, there's there's [snorts] a quality

of life update that really does some

great things for the Repetitorium. We

We've given you the option to toggle on

and off the wave timer. So, some of you

wanted it so they just spawn back in

right away like it originally was, so

you can do that, or you can leave it the

way it is.

There is uh preset slots now, so when

you guys make your encounters, you can

save them. I think you get a ton of

slots, so you don't have to remake the

encounter every time. Uh we've shortened

the codes to to to copy-paste and share

other people's encounters, so that's

that's much it's quality of life thing,

it's much easier. Uh I think we've

included like health pickups.




> Yeah, we have health pickups now. We

have berserk pickups. We have BFC

pickups. So, these are things. So, you

can make a more sophisticated encounter,

you know, with with some health items

that can spawn in, you know, with the

AI.

Uh there's more stuff. There's a ton.

And that'll all just unlock as as soon

as the DLC drops for everybody.


> So, that's a that's a hell of a There's

more, too, to that. But, those are some

of the highlights. And then, after you

beat the DLC, we really had to save it

because if we gave it away to you right

away or at a certain milestone


> Uh and listen, if this frustrates

anybody, this was my choice. Is that um

I wanted the content to have meaning.


> And if we like all of a sudden unlock

the fully upgraded spear and you could

just run to the repertorium and just

start using it, then I think the feeling

of of, you know, the the power fantasy

that's earned, that's always been our

philosophy, you know, that that just

gets kind of nerfed


> if we just unlock that stuff. So, you'll

get a ton of quality of life stuff as

soon as the DLC drops, everybody will.

But, you are definitely going to earn a

lot more content as you play through the

DLC, which feels really good.

> I had the exact same reaction.

> why is we didn't want to spoil it.

That's it. It's not some kind of clever

like you know,

I don't know, live service-y thing. We

just wanted it to have meaning.


> And and if we just give it away to you,

it doesn't have meaning.

> You also made the good point. We were

talking about this the other day where

you're like, if we just gave you the

chain spear fully upgraded, we gave you

every demon from the DLC immediately

repertorium 3.0

somebody might just go into repertorium,

play a little bit of it like, I hate the

the chain spear.


> Shitty review on Steam.

Go back and fix it and make it again

because you missed every tutorial, you

missed every natural build-up and kind

of like evolution of the chess pieces

that you're faced to kind of


> you know

> You didn't earn it.

> Right. That's really just it. So

> value it.


> Yeah, totally. It's it's just to make

sure that it feels like it has value.

> Yeah. And we put you through the

gauntlet at the end. Like I I I stress

enough how good

the the DLC is is amazing. The campaign

expansion is amazing, but

for the combat, once you've earned it at

the very end when we start pushing you

into master arenas, like

it's really where like you're going to

be I mean you're going to be ear to ear

the whole time smiling because there's

so many great moments.


> The level design's incredible. The new

AI is is incredible for enemies, but and

the chain spear just like the more you

start upgrading it and realizing like

the potential of all the things you can

do with it. But when it all comes

together at the end. And and the boss

fights, too. You talked a little bit

about them, but I honestly I actually

agree completely with

> I think all of them are the best.

> I do, too. Which is nuts because I've

had like favorites over the years like

from different parts of the franchise,

but

> Well, people say that the Dark the the

boss fights in Dark Ages are the best

and I agree. I think they are. Not for

everybody. I realize boss fights can be

controversial, but like

uh got a lot of good praise and feedback

for the boss fights in Dark Ages and I

think these are better.

> I agree.


> Which is nuts because I I felt the same

way where like

in Eternal, I think some of those things

like uh

even just like presentation-wise like

fighting the Khan Maykr, like seeing the

wings go out. Like there's some great

crazy ass moments.


> And then honestly in

um

the Creed fight, the first time I did it

I was like holy this really does

feel like a culmination of things like

Like I remember the first time in 2016

when you fight What the hell was the

name of them? The two

> The twins.

> Yeah, like it felt so Mega Man 2 in the

coolest way.


> I was like, oh Like remember like

old like '93 and and and you know, Doom

2 it's like you're just fighting a

cyberdemon. He's just another big ass

sprite out there. Like maybe the arena's

cool that you're fighting in, but it

doesn't feel like you're really locked

in.


> And then the twins fight and then when

the cyberdemon that second phase where

it closes in, I was like, you son of a

Like we're cooking now. And I

honestly feel like that's only gotten

better and better and in Dark Ages,

especially in Revelations, it really

feels like it's kind of peak.

> I think we had to make the Dark Lord

boss fight and all the imbalances that

came with it cuz we know a lot of you

guys get frustrated by him. He laid the

groundwork for what would come in Dark

Ages and now in the DLC. You know, like

you can't you know, not everything is

going to be a 10 out of a 10.


> And you know, schedule aside, I think

the issue with the Dark Lord was was

just the boss with that he his ability

to re-earn health was tuned too

aggressively. Like he's able to extend

the fight in a way that could become

more frustrating than fun.


> So, given the chance I'd love to

rebalance that. But like

so many of the lessons learned with the

with Samur you know, Samur Maker, you

know, what's fun, what's you know,

just hard for the sake of hard.

> Right. Right.

> You know, how to strike that balance.

You're never going to get it perfect

because like boss fights are are a test

and so not 10 out of 10 people aren't

going to all feel like it's perfect. But

like

> Yeah, I do feel like we've we've our

boss fights have improved with every

game.

And hopefully you guys feel the same and

I think the DLC

yeah, that that trend continues for

sure.

> I completely agree.

And I I think it's smart too cuz like

I think a lot of the stuff as always

with both the combat loop and the

evolution is you have to take risks. And

bosses are one of those places where

like

it's risky as cuz we're stopping

the player in a golden path


> and saying this is the challenge. And

again, Marauders were already made.


> So, it's like how do you make a higher

skill level of a Marauder? Well, it's

like part of that is you have to stretch

it out. You have to have versions of it

where and you know,

is it always perfect like ah he heals

too much or he heals too many times or

you know, all these things are all but

you know, like everything else it's like

I mean with our community

they get so goddamn good at these. I've

seen play-throughs that make him look

like he's the the easiest boss in the

world. You know what I mean?

So,

> No, I I agree and and so that's

it's been it's been great. It's all a

learning experience And uh I think you

guys are really going to love

you know, what you what you see in the

DLC there. And honestly, I you got I'm

calling it. Guys, remember this. Uh

Ripped 'n' Tear Gaming, Sneaky Jay Cool,

Hato, uh Icon of Sin, Midnight, you

know, everybody who who's got a channel.

I believe that what we call the Uber

Boss, you'll know who it is when you see

it. I think that's the best boss we've

ever done. You feel free to say uh Mayo

Midnight can clip this and say this is

what he thinks, but he is wrong.

> [laughter]

> You're already wrong, but you can clip

it and save it.

> I do I do I'd be curious. Midnight, hit

me up. After you beat it, let me know.

> Yeah, yeah.

> He'd be like, "Cabron, you are wrong."

> [laughter]

> He's like, "Cabron, I'll make you eat

your words. I'll make a five-part

five-part video series about why you are

wrong today."

> No, but I I do I I think it's I think

it's good.



Anyway, what else?

> Um ba ba ba ba ba ba

I saw uh I think it was Doomer 77.

Somebody was asking about the Doom 2

levels and the IDKFA shotgun. I think

let's save that because we talked


> Um I think there's some stuff coming out

next week. Uh not from us, but from from

some friendly faces that is maybe going

to get into that. And I want to save

that kind of exclusively for them.

> Absolutely. Yeah.

> But it it is cool everybody picked up on

it and was like immediately like

the wheels of spinning and the the

conversations have been

> Yeah, awesome.

> It has been awesome.

> It's been really cool around that stuff.

> we love it. Super awesome.


> Should we play?

> I don't think actually we should because


> because I just don't think the cams are

going to come in. Everything got screwed

up with some version of when we added a

certain thing into Discord and now

everything's discombobulated and and I

feel like gameplay with no video just

with audio. I just I feel like this was

just hanging out cuz you know, we

we missed last one for for for tech

stuff uh different tech issue. With this

one, I feel like we got it just barely.

I love how it's like we're working so

hard to get revelations out. We we we

did a million streams up to them. We get

we get the announcement out. Can't turn

a camera on. Can't get here. We do it

tonight. Nightmare situation. Horrible

start, but we got here. We have one

camera. Hopefully you can hear us.

> it better. I like that we shared a

single camera.

> Yeah, it's kind of cool.

> I think it's cool.

> [laughter]

> Yeah, yeah.

> All right, see the exactly. DJ Skeleton

says, "I hear reverb."

I'm sorry, DJ Skeleton.

> We did the best we could.

> [laughter]

> Yeah. Maybe it's cuz there's no there's

no flesh, you're just bones, and so it's

just bouncing off walls and hitting your

skeleton. I don't know. I'll take full

responsibility. Also, slick chairs.

We're getting shout-outs on the chairs.

These are some good ass chairs.

> are awesome chairs.

> Yeah, these are actually comfy as hell.

These are great.

> All right, we we have just the time. We

get all this really sick branded

content.

> Yeah, we do.


> Hotto says, "This is one of my favorite

streams of all time, lol."

> I'll take it, Hotto. Thank you very

much, sir. See, it's it's it's

authentic.

> That's what it is. That's what it is.

They really got to see behind the full

curtain of

> Listen, let's be honest. It gets too

polished. You know, you you start to

You know, you start to suspect things.

> Exactly. It's a little bit off the

rails, a little bit too authentic.

> You know? We're just two dudes trying to

make [laughter] computers work.

> Look, we we fixed that too perfect

problem today. I'll tell you that

right now. We fixed it. No, absolutely.

[laughter]

Um

> You know, you for a laugh next week, let

me set up the stream.

> Yeah, yeah. I would love that. That'd be

crazy.

> nothing would work.

> [laughter]

> I'm like we're like on two phones. It's

a vertical stream. We're just doing it

like live to like Instagram or

something. We're like, "Check us out.

Live now on Instagram."

> us on Friendster. We'll be like, "We're

live on Friendster."

> They're like, "That doesn't work

anymore." We're like, "It let us start

the stream. I don't know. It's it's

rolling, so."

> Tune in to MySpace [laughter] for next

week's stream.

> It's like, "Can you turn off that

Britney Spears? We're like, we don't

know how to stop the song. I'm really

sorry. We actually can't.

> That's awesome.

> That's good Any final thoughts?

So, we will be back next week. Um

I'll [snorts] be back in Maryland. Hugo

will be right here. And it'll it'll be

the the we can we can play the game and

you can see lower thirds and a bunch of

branded all around us and not the

scramble at the beginning, but anything

that you're thinking between now and

then as far as uh

> I think

that if

uh by the time you get to the end end

end of the DLC end game master arenas,

you've beat it all, slayer trials gold

on everyone, classic levels,

you've played through the my nightmare

levels, you've you've done all the

things. Um Uh and then

this is a good nugget, midnight. You

guys are all going to love this. This is

a good one. I can say this.

Um and then you watch the credits

and you hang out for the end cuz there's

a little surprise at the end of the

credits. And that's a big juicy nugget

that y'all are going to freak out about.

And once you get there,

and then uh you know, and and you and

you uh well, no, the I'm sorry, the

credits play

at the end of the base game.


> So, if you let those credits roll,


> you watch to the end, we got a little

surprise for you.


> Then you roll back into the end game and

then that's when you play the end game.


> You read all the codex entries

uh and you just really like 100% the

experience and from a content

perspective.

Uh I think that you will feel that this

is the best Doom experience we've ever

made. That that's uh that's a bold

statement, but I but I think it is. I

think our Ancient Gods is the best, but

to a certain group of players,


> which matters to us.

> Totally.

> But it's it's not the balance of it in

terms of pacing, that's all. Like, it's

just got a pace to it that's super

awesome, but it it it can feel I mean,

it's fair to say like a little overly

dense.

> Yeah, yeah, yeah.

> Because it's it's short, you know? So,

because we were given the time and the

space to to make it, you know, a a much

meteor

experience this time, which it's fair to

say we're not going to name ours, but

it's definitely the double the size of

Ancient Gods 1,

um easily. Um

we just had more room to make a more

complete and satisfying experience. From

a combat perspective, from a progression

perspective, abilities, metas, skill

ceiling, skill expression, from a

narrative and lore perspective, level

design. We haven't even talked about

that, but that It is literally the best

level design we've ever That I can say

without question, you know? This is And

that's no disrespect. We have made sick

levels. So, let's just say it it it

takes its place among the best Doom

levels ever made. That's all I'll say

cuz I You can't say best. There's too

many. I mean, Arc Complex, you know,

Foundry,

> Siege Part One.

> Siege Part One,

you know, Super Gore Nest, uh Mars Core.

Like, these these are some really good

levels.

> some killer ones.

> Um but, this is definitely as good as

any, you know? This takes its place

right among those. So, big shout out to

the to the whole level and combat design

team and Brandon Souders and everybody

involved. And the art team, they don't

get enough love.


> And the tech team. We're going to try

next week. I want to start giving

Andrew, Evan, you know, Billy,


> Thiago, all the rest of those guys the

respect that they deserve, you know? Cuz

cuz they're the engineers, man. This

stuff wouldn't be possible without them.

So, we'll get a good list going. We'll

we'll talk about that stuff. But, yeah,

overall, I think by the time you get to

the to the end of of this and you beat

the final master and you've completed

the experience and unlocked the And then

and then honestly and then played the

repertorium content.


> I think that you will feel that this

ranks as one of the best Doom

experiences that team this team's ever

done. It really does feel

and this is not just marketing shtick,

that between, you know, the lore

elements from Doom 93, the way that

we're able to, you know, finally flesh

out some of the fiction from Doom 2016

with the wretch


> to the combat mechanics from Eternal to,

you know, elements from the DLCs. This

really feels like not just a game for

Doom the Dark Ages fans. It feels like a

celebration of Doom. That's what it

feels like. Like it's If you're a fan of

Doom, this just kind of feels like

Yeah, just just like the culmination of

30-plus years of of Doom, you know,

turned into one giant ass, you know,

experience um with a satisfying

beginning, middle, and end, and it's

awesome. I think you guys are really

love it. So,

maybe maybe I've hyped it up too much.

You know what I'm saying? I'm saying

that.

> You just nailed it so much that

I'm like

goodbye, cuz that's like you nailed it.

That's it.

> It is. I I mean it. I mean it, guys.

Listen, opinions vary, but that's

that is the internal opinion, I will

say. I I think everybody who plays it,

they're like, "Yeah, no." You know,

there's no It's hard to say best, but

it's just like among the best

experiences we've ever made. Let's just

call it that, you know?

And look out for that scene at the end

of the

um

> credits

> the credits. You're going to freak out.

It's It's good.

> It's really good.

> Yeah. It's also cool, cuz I feel like,

you know how it is with always trying to

get content done, like

I just feel like I've never been in this

office before where everybody is so

universally stoked and proud of what

they done. Not that that isn't always

the base, it is, but I just feel like

there's like a lightness and an ease to

being like

it's not just down to the wire, we're

getting everything like Of course,

there's still things. There's always

other things to polish and bugs to fix

and stuff. But, the content and like the

meat of what's there, I feel like the

whole team is just so rallied behind

like this is it, which feels totally

incredible. You know what I mean?

> It felt so 100% and like Look, we

haven't heard about one more bug saw one

more here and there.


> Again, we we've got the repertorium,

which is considered definitely a part of

the content. You'll see when you unlock

it that like for the super black belts,

for the for the uh you know, the speed

runners, just just dive into that stuff.

Once you get to the end game, you'll see

like it it's completely nuts.

So, uh yeah, I do. I agree. I think

everybody just feels really proud, you

know. We put a lot of effort into it. We

were given the time to make something

awesome.

We think you guys you're going to dig

it. It's it's uh yeah, it's it's really

it's really really good. I'm just

reading you guys' responses. Yeah. I

think uh

> Oh man, no. This is such a dark dark

read. Queen Anne's Revenge uh says it's

going to be Daisy Pike scene at the end

of the credits. Could you imagine if we

just up-res'd it? We just made it over

again? Oh, that'd be so evil. Kind of

want to do it now, but that [laughter]

would be awesome. Marty's like, "You're

not doing it." I'm like, "Son of a

*****."

> When we did the stuff to Animal, there

was so many people on Twitter that I

could tell didn't know about the Daisy

on the spike head thing cuz they were

like, "Why would they do this? This is

so messed up." And I'm like, "Dude,

that's part of the fiction."

> Like honestly, when you texted me that,

that's why I made I made like a Tik Tok

and Instagram video that's like the

history of how that happened

specifically to be like, "You guys,

we're not sickos. This is like

> We didn't just do this for kicks.

> [laughter]

> We're not just like, "Look. Hey, look.

No head. There's a head. There's a

spike." Like It was this all part of,

you know.

> Dude, I know. It's from Doom Doom 2.

Come on.

> It's part of fiction.

> Um well,

> that feels like a a proper way to wrap

it up. And uh

> This was fun.

> It was fun to just kind of connect with

you guys again.

And uh yeah, we'll be playing some more

uh some more next week in in lead up to

the to the DLC.


> Which is right around the corner, guys.

> Yeah, it is.

Yeah. All right. Well, we'll see you

guys next week. Have fun. We'll see you

in the videos. We'll see you in the

comments. We want to see your fan art.

We want to see your your your damn Every

single lore, you got to get it out now

because as soon as we launch this thing,

the lore is is set. It's accurate.

> That's it. Let me hear the theories.

> Yeah, yeah, yeah.

> You guys got to have another theory

stream. I'll jump on. I just I just

listen. I can't I'm not going to give

anything away, but like yeah, I want to

I want to hear your guys' theories on

this stuff. This is it. We only got like

another week plus left, so


> Well, get it get them out there while

you can.

> That's right. Your theories are still

true until next week, so

> That's right.

> Go with that. Get it all published. All

right, we'll see you guys soon. See you

next week. Later.

> See you later.

> [laughter]
 
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