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DOOM Eternal is set to unleash literal Hell on Earth in March, but fans will undoubtedly pleased to learn that the blood-soaked FPS is taking a Heavenly approach to microtransactions. Specifically, there won't be any. Don't expect an in-game store, either. When it comes to unlocking new content, Creative Director Hugo Martin has confirmed that it's all done via gameplay.
Taking to Facebook, Martin explained that DOOM Eternal will offer various skins and cosmetics to pimp the Doom Slayer, but that you'll be able to purchase all of these using in-game experience points. He also clarified that any cosmetics you do equip will have zero impact on gameplay. Sounds ideal for a first-person shooter.
"Eternal is a $60 game," Martin wrote. "Not a free-to-play game or a mobile game-we are giving you a complete experience with no store just like you'd expect."
2016's excellent DOOM reboot also adopted a similar approach when it came to microtransactions. While id Software did sell some multiplayer DLC, all of that content was eventually released for free to everyone after a year. That didn't go down particularly well with the fans who spent money on the content initially, so I'd assume id won't be adopting that strategy this time around. Better to keep your players unified, right?
DOOM Eternal was originally supposed to launch in November last year, but was delayed to March 2020 in October. Bethesda wrote in a statement that this was so that the team could deliver a game that "exceeds expectations across the board".
"To make sure we're delivering the best experience-for DOOM Eternal to live up to our standards of speed and polish-we've made the decision to extend our launch date by a few months to March 20, 2020," the publisher wrote. "We know many fans will be disappointed by this delay, but we are confident that DOOM Eternal will deliver a gaming experience that is well worth the wait."
The game's Executive Producer Marty Stratton recently spoke a little bit more about the delay, revealing to VG247 that the team had spent most of last year "crunching pretty hard" to get the game ready.
"I say it's the best game we've ever made. I don't think I'd say that if we didn't have that extra time," Stratton said. "The game was done, we haven't added anything but what [the delay] allowed us to do was fix a tonne more bugs. It allowed us to do a lot of polishing, hardening of the back-end systems and we do testing throughout where we bring in people externally."
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