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Doom Eternal

Doom's id Software: "We're big believers in streaming"

The studio's Marty Stratton spoke to us about Stadia and Orion at E3, and he believes "the future's bright for gamers".

At E3 this year we spoke with Doom Eternal's executive producer Marty Stratton and creative director Hugo Martin about the sequel they've been creating, and one of the areas we talked about is Google Stadia, since Doom has been shown off on Google's streaming platform in the past.

"Awesome," Stratton said when asked about his thoughts on Stadia as a whole. "I think people know id as not only innovators in gameplay and obviously first-person shooters, but we've really been on the bleeding edge of technology for our entire history, so we started working with Google very early on. Doom 2016 was their proof of concept that Stadia could be a viable platform, you know, streaming from the cloud, and it's been fantastic."

"We have Doom Eternal being played by people over in a YouTube, Stadia event, and the response has been great. I think, like us, when you first hear about it you're kind of sceptical, like is this really even possible? It kind of sounds like magic. And then when you play it you're just blown away, I mean, that it can feel no different to play a game on - in their case they're showing it on a Pixelbook, a pretty low-end platform, but running at 1080p. And that's because the platform doesn't matter - it's all happening in the cloud."

"So I think it's really the future. We believe in it, obviously not only the partnership with Google and Stadia but also our own work that we're doing with Orion - really, really exciting, we're big believers in streaming, and the future's bright for gamers. They're gonna get games just about everywhere they go."

We also talked to Stratton about the experience of working with the Switch, both on 2016's Doom and with Doom Eternal.

"We love the Switch as a platform, I mean, it's fantastic," he said. "Again, the technical innovation internally at the studio - the way we approach engine development is to really make it flexible. Our engine is incredibly flexible, incredibly scalable, so I think that's a real testament to our engine team and our tech team, and really everybody who does work on the game. It makes it really fast - it has to run fast and it has to be efficient, and then when we work with our partner on the Switch - Panic Button - it's achievable. They do a lot of work to get it crammed into the Switch, but the fact that the engine is so scalable I think is fantastic, and they just do great work to get it onto the Switch."

"It's really one of the highlights, I think, for fans ahead. Doom is, from a visual spectacle perspective and a visual quality perspective, it's such an evolution from Doon 2016, but we haven't really left any platforms behind. So all of the platforms that 2016 was on, you'll get to play Doom Eternal, so again just expanding our audience, putting the game in more player's hands, so Switch is definitely one of those great platforms."

For more on Doom Eternal as a whole check out our E3 preview, and you can find the whole interview down below, where we also talk about Battle Mode and the response from fans to the newest footage from the game.

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Doom Eternal