- [Patrick] We went to PAX East with a bag full of stuff
that inspired "Doom Eternal,"
and we're gonna show it to this guy.
- My name is Hugo Martin,
and I'm the game director on "Doom Eternal."
- [Patrick] So, we got a bunch of objects here
that are related to "Doom,"
and we're gonna give 'em to you
and you can do whatever you want with 'em.
Item number one. - I'm excited!
Oh, dude, this is awesome!
Well, He-Man, I think people have picked up
on the fact that I am a huge He-Man fan
by the fact that the Doom Slayer raises up a sword
not unlike, "I have the power."
(electricity crackles) ♪ He-Man ♪
- I have the power!
- It's in our DNA, you know,
to reference these great '80s properties.
'Cause so much of the game, tone-wise,
is basically like a Saturday morning cartoon.
The artwork of He-Man, the brand overall,
was a big inspiration for us, too.
We actually took a look at a lot of the illustration art
used for the box art of the original He-Man toys,
and how colorful they were.
A lot of the "Doom" universe takes place in the past,
and there's a fantasy element,
so we wanted to portray that world
in a way that we felt was different.
So we kind of went with a more cartoon approach
where we started looking at the box art
from He-Man specifically, and how colorful and fun it was.
This was a good one, you did your homework,
because this one means a lot to me.
I like this a lot. - You can hold onto that.
- And I'm gonna, this comes home with me.
- [Patrick] We got a softball for ya.
- Sweet! - Not a literal softball.
- (laughing) Oh, yeah!
And it's in VHS! - Yeah.
- So, "RoboCop" is the shit.
It is an example of smart-dumb.
It is very self-aware, and it is way smarter
than you realize it is, especially when you were a kid.
Paul Verhoeven, who is like a genius,
he saw RoboCop as a Christlike figure.
The story of "RoboCop" is that he falls
and then he rises again from the grave,
but ultimately is persecuted by his own people.
That scene in the garage when he's being shot down
and his hands are in the air,
that is like a Christlike figure being sacrificed
by his people, only to rise again.
That's all stuff that's being put into
a summer cheesy blockbuster movie called "RoboCop."
That's why it's fucking awesome.
That's how you make pop culture
that resonates with people, that lasts.
We definitely try to do that with "Doom Eternal."
I have strong opinions about who I think
the slayer is, honestly, and what he represents,
that I'm never gonna share with anybody
'cause people get upset. (laughs)
Also, just the over, I mean, everything.
The tone of this is totally the tone of our game.
- You have the right to remain silent.
(glass crashes)
You have the right to an attorney.
- What is this shit! (screams) (glass crashes)
- [Patrick] This one's a bit more of a reach,
but I'll see if you'll go there with me.
- Oh, dude!
You don't understand!
I know every single word to this movie.
I know all the parts, I could sing 'em all.
I was obsessed with Disney movies when I was a kid.
She is one of the greatest characters, like, ever.
I love her so much, she's the bad guy
that you love to hate.
Just tons of personality.
You want that in all the characters.
They revel in being bad,
and they like it so much that they make you like them.
It's appealing, certainly it's something
that we put in everything we do.
I think when you look at the animation in "Doom Eternal,"
and the glory kills and the time spent,
look, I'm not the only one at the office
who's obsessed with Disney, you know?
These are the masters of the craft,
and we spend an enormous amount of time
setting up rigs with the type of controls necessary
to pull off the animations to feature film quality.
I think you can slow down any one of our glory kills
and be amazed at the detail that's being put into them.
The riggers who put that stuff together,
the character modelers who spend the time to do this stuff.
One of the things that makes a great Disney character
is fantastic proportions, and all of our characters,
I think you noticed, and I think
this is why you grabbed this,
that there is a Disney-like quality to what we do.
I tell them all the time, I'm like,
"It's the apocalypse if it was made by Disney!"
That's what "Doom Eternal" is.
So we really pushed for the silhouettes to be outstanding,
and the color and everything, personality,
the animations, Disney, huge influence.
Super-impressed, you are doing your homework!
(Patrick laughs) I'm keeping all of this.
- Next one is... - All right, be toys!
Oh, I'm excited.
(laughs) Dude!
This is awesome, this was my first Doom.
I finally got a chance to play "Doom"
on my own, in my house.
I would play "Doom" at my friends', check it out.
I was a "Doom" fan, everybody loves "Doom,"
but I just didn't have access to it.
This was my first chance to be able to play it,
and I loved it, I thought it was awesome.
And honestly, I know this is maybe not appropriate,
(whispering) but I think it might be
the best of the old Dooms.
"Doom" '93, you know, it invented it,
so certainly it's always gonna stand alone,
but I really do think "Doom 64,"
of that version of games, "Doom" one, "II," and "64,"
kind of perfected, I thought.
When we started "Eternal," one of my favorite things
about this game is that the level
is constantly fucking with you
with lighting and traps and different things.
You always feel like you're on-edge,
and not in a survival horror way.
It's just like the level is constantly trying
to mess with me, and it is something we tried to bring
into "Doom Eternal," a really good reference.
This is awesome, I love it.
Fantastic character design in this, too.
- [Patrick] Cool.
This is one that you can't keep,
because these belong to me.
They've been on my desk for years.
- Oh yeah!
Look at that, this is awesome!
"Pacific Rim," I worked on this! (laughs)
Yeah, yeah, it was an amazing opportunity
to be able to design mechs, you know, Jaegers.
Dream come true as an artist, you know?
I was part of an amazing team, didn't do it by myself,
but being able to work with Guillermo del Toro
and have that experience and be so close
to the movie making experience was amazing.
I was like a little kid at a theme park.
And if you'll notice, there's mechs all over the place
in "Doom Eternal," because that was like,
that's not even a question.
It's gonna be cliche, but as long as people
follow anything that I'm involved in,
if there is a way, I'm gonna stick giant mechs in it.
That's a promise. - Another VHS for ya.
- Oh, that's awesome!
Yes, "The Last Boy Scout."
We love this, huge influence on the way
that we told the story for the original "Doom,"
and still to this day, extremely self-aware.
- If you touch me again, I'll kill ya.
(mellow music) (thud)
(laughing) - [Woman] Two for two.
(crack)
- Told ya.
- The attitude of great '90s action films,
come on, it's all over "Doom,"
it's definitely what makes "Doom Eternal"
and "Doom" 2016, that's kind of like the framework
that we use, characters that are very self-aware.
They know that they're in an action film
and they kind of play with that premise.
This was definitely a big influence
on how we tell the story.
There's so much '80s and '90s nostalgia in "Doom Eternal."
- [Patrick] It was a good era for schlock.
- Yeah, absolutely.
No, yeah!
Dude, you're gonna make me emotional.
I'm gonna get choked up.
Iron Maiden, "Number of the Beast."
When I was a little kid,
I thought that these covers were so freakin' cool.
My brother used to take these and draw them all the time,
and I thought they were the most awesome thing.
The character of Eddie is so cool,
and there is so much "Doom Eternal" in this cover.
Everybody said metal is, fuck, look how metal that is!
It's fuckin' amazing.
Sort of over-the-top, kinda ridiculous, but super-badass.
I love that it's like this cartoonish version of the occult,
which is totally in "Doom Eternal."
Just an awesome character
and an obvious influence to "Doom Eternal."
And has some meaning to me personally
'cause it's my brother's.
- [Patrick] This one's very important.
- This is huge!
You know what's really cool?
When I was a kid, you'd go into the VHS store
and you'd see these big, huge posters on the wall,
and you'd just randomly go in there
to see what new horror movie you were gonna get,
and that poster stood out in my mind so much.
And I remember being terrified,
because it just looked so scary to me.
And then when I actually rented it, it's not.
I mean, it is scary, but it's amazing
how smart this is, how funny it is.
A huge influence on everything we do.
The humor, the slapstick nature of everything.
I think it taught us that it's not about
a slow trickle of blood out of someone's slit wrist,
it's a fountain of Hawaiian Punch out of their neck.
I think that tone is very much present
in everything we do in "Doom Eternal."
This is it, this is exactly what I'm talking about!
Look at that, that's absurd!
More, more blood!
(laughing) That's so good!
That's so "Doom."
What's funny is we actually made a video of that,
and showed it to the team.
We took a collection of stuff from "Saw" and "Hostel,"
and we said, "This is what we don't wanna do.
"We're not doing survival horror."
We love those games, but we really
don't wanna actually scare people
and make them grimace and look away.
We want them to lean forward and smile.