DOOM – Hack Modules and Warpath
Just like the robust single-player campaign, DOOM’s multiplayer is all about pushing forward in a furiously fast firefight: no time to stop, no cowering behind cover, no sniping from the corners – this is all-out adrenaline-fueled arena-style mayhem. Built in partnership with studio Certain Affinity, multiplayer has already been tested by players at
Quakecon and in a series of closed alphas. However, we recently had our first opportunity to try out a newly revealed mode: Warpath. This is DOOM’s take on “king of the hill” – the difference being that the capture-point moves in a circle around the map (along a clearly marked path). Meanwhile, a game-changing demon rune moves in lockstep on the opposite side of the path. Players have to decide where they want to be: rushing toward the power-up to turn into a Marine-destroying Demon; clustered around the capture point to defend or steal control; or simply roaming around looking to pick off any errant foes. The constant motion adds a unique twist to the gameplay, spurring players to move just as quickly as they do in single-player. It’s frenetic, fast and a heckuva lot of fun.
Also newly introduced in our recent session: Hack Modules. These are single-use disposable items earned through the game’s progression system. The more you play, the more Hack Modules you’ll get. (They are
not tied to microtransactions.) Our current favorite among the handful we were shown: Supply Timer, which displays respawn timers on pickups. “So when you’re running through the world, you might see that an armor piece is coming back in 10 seconds and you could decide to hang back and take it,” Stratton explains. Other Hack Modules include 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).
Stratton likens Hack Modules to the proverbial “court vision” that the very best athletes seem to innately have. “Think of Hack Modules as an emphasized awareness of your surroundings that may, if you utilize it well, make you more effective,” Stratton says. “Good players ‘see’ these things inherently. But none of these affect the game’s balance by changing how powerful your gun is or anything like that.”