GavinUK86
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http://www.polygon.com/2015/7/23/9027433/doom-4-multiplayer-preview-gameplay-loadouts-unlocks?utm_campaign=polygon&utm_content=chorus&utm_medium=social&utm_source=twitter
Doom's multiplayer mode, which is publicly playable for the first time at QuakeCon 2015, is lightning fast just not in the way that you might be used to.
My first round of the game's competitive mode was appropriately enough a 6-minute 6-on-6 Deathmatch, although time felt like it elapsed far faster than that. The QuakeCon demo offers a fairly small sliver of the game's multiplayer component. But it gave an idea of what Doom's doing to set itself apart from the modern shooter herd, and how it's been adapted from its decades-old roots.
Before the match even began, each player was able to customize their loadouts, equipping two weapons from a list of six mostly mainstays like the Plasma Gun, Rocket Launcher and Super Shotgun. Loadouts also included an Equipment slot, though only two options, a Frag Grenade and Personal Teleporter, were available there. Three preset loadouts were also available, and players were able to swap between them at will after each death.
"For a player who's only played Call of Duty I hope they pick it up, and have a fresh, exhilarating experience that maybe they haven't had before," Stratton said. "If it's someone who's only played Doom and Quake, I think they'll also feel like this is something familiar, but there's a lot some of which we're not talking about yet there's a lot of stuff there that makes it even more addictive, or has new components they haven't seen in a game from us before."
Those components will include some form of progression element for Doom's multiplayer modes, although Stratton didn't go into detail about what kind of unlocks players can shoot for.