

It was an angle that looked at the global impact of what was happening and tried to tell the stories of many people. In hindsight, Cloud said that it wasn’t the right approach to a Doom game, but that his decisions were an attempt to get more connection to the world. You were kind of fighting a lot more zombie-type creatures early in the game.” It took a while to get into actually fighting demons. You were taking cover and popping up and shooting enemies. There were a lot more characters around you that you were with throughout the course of the gameplay.” He continued “It was totally new. Producer Marty Stratton elaborated by saying “ a lot more cinematic, a lot more story to it. “We had explored a direction and got to a certain point where we felt like this wasn’t really capturing what we felt like was going to be a strong Doom and what the fans would want from us,” he commented. Designer Kevin Cloud, the person responsible for many of Doom 4‘s direction decisions, admitted that it ended up feeling too much like a Call of Duty game. New details come to light today, courtesy of the video game documentary series No Clip (the segment starts at 12:22). We never got much information about what went wrong with Doom 4.

Eventually, that project was scrapped and another (2016’s Doom) was started. For years, id Software toiled away at the next Doom game while simultaneously working on Rage. The story of Doom 4 is one that has mostly not been told yet.
