Has the gameplay changed much?
"It has and it hasn't," Marty says. "The iconic demons are all still in there. That gameplay package, at its core, is what made Doom special."
Surely Marty must have a magical and violent object around the office to motivate his team on the duller development days. "Do we have a chainsaw? Well, no," he says. "However, we have had some fairly heated exchanges on a semi-regular basis. But that's about as violent as things ever get… But you know? Now that I think about it, we did have a chainsaw in the office when we were making Doom 3, to record the sound. Maybe it's still around here somewhere."
Some ID Software team members, do, however, shoot guns on occasion. "Some of the guys on the team are into guns," he says. "This is Texas. They go out to the shooting range to let off a few rounds. Or maybe we'll go to the range as a team for a launch party, or whatever. Just to let off some steam."
As far as the violent aesthetic goes, Marty says that the team used Evil Dead 2 as a kind of benchmark -- yes, just as Carmack and Romero did for the original. "Things are gross and violent in the game, but it's always so over the top that it's comical," Marty says. "That's what we're going for. We want you to start gagging, but we also want people to laugh."
For the gameplay, the team turned to, of all things, Tony Hawk's Pro Skater. "I've given talks about the improvisational quality of the gameplay [in Doom]," he says. "How, for us, the levels, the combat arenas are kind of like skate parks. Even when we play the game, we talk about what we're doing as if we're crafting a [skateboarding] line through the world: I'm going here, then I'm grabbing this, then I'm going up there, then I'm getting that, etc. I sat down the other day with Hugo [their creative director] to do a Twitch stream [of gameplay]. I sat there watching Hugo play, and he's carving his way through the game, and my thumbs started itching, man, because I wanted to play the stupid game myself."