Doom Resurrection avoiding the virtual D-Pad

by K. Michael Alexander

Doom Resurrection

Id Software and their partner Escalation Studios get it. When it comes to navigating 3D-rendered environments on the IPhone it should be about the accelerometer and not about archaic forms of control. With the recently revealed “Doom Resurrection” being announced on Macworld and picked up by TouchArcade questions of controls are bound to crop up, especially by me.

I have been fairly vocal (and negative) about the interaction required by the current crop of IPhone games but the announcement for Doom Resurrection got me excited. Could it be that my thumbs will be freed from covering up a large portion of the screen? MacWorld had this quote from Escalation’s Tom Mustaine that sums it all up:

“We sat down about seven or eight months ago and decided we wanted to bring a Doom experience to the iPhone that was unique,” said Mustaine. Mustaine explained that it wasn’t until they settled on a control scheme that combined accelerometer-based movement and aiming with tap-based firing that Doom Resurrection really gelled.

Doom Resurrection

This is what other developers need to see, a big name like Id bringing a top-tier product to the platform that embraces the new technology. A product that can hopefully prove once and for all you don’t have to rely on older and less effective methods of control. It needs to be done right. Id’s Wolfenstein Classic was close but its accelerometer controls ultimately fell short of my expectations. I’m hoping the difference is a ported game compared to a new game built for a specific platform. Either way, I can’t wait to get my hands on this and see what Carmak and crew brings to the table. I for one hope it’s the game changer we need.

If you want to check out some of those above screens in motion, check out the trailer after the jump.