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Gamers in general were not too pleased with the multiplayer beta of DOOM. They called it a crossbred abomination between Halo and Call of Duty. Even more than that, PC gamers were displeased with the limited specs, and id Software says they will address some of these concerns.

Gamespot is reporting that id Software's chief technical officer, Robert Duffy, has acknowledged some of the concerns raised by the gaming community over DOOM's beta. He mentions over on a blog post on Bethesda that they will be showing a lot of love to the PC platform when it comes to options and customization, stating that the PC is in id Software's “DNA”...
We will be running an uncapped framerate on PC at launch, supporting ultra-wide 21:9 monitors, allowing wider FOV, and providing a wide variety of advanced settings that allows any PC connoisseur the opportunity to make intelligent tradeoffs between visual fidelity and performance.

Duffy also lists a long line of advanced graphics options, exclusive to the PC version that can be altered, modified and customized to the liking of the user.

Originally, there were complaints about the limited field of view, which many PC gamers complain about due to it causing motion sickness. There were also complaints that DOOM's frame-rate on PC was capped at 60fps, with a lot of gamers hoping for unlocked frame-rates, something Duffy mentioned that they would be doing when the game launches on May 13.

On the upside, the game at least played decently on the Xbox One at 60fps for the most part. Digital Foundry corroborates the 60fps standard on both Xbox One and PS4, where they noted the worst dips were down to 50fps, which is not bad at all. The developers are also making use of the idTech 6's adaptive resolution scaling on consoles so that when things get too hot and heavy at native 1080p, they can scale the resolution accordingly to hit those 60fps targets, very much in the same way that Machine Games used the same method for Wolfenstein: The New Order.

However, PC gamers don't have fixed hardware; they shouldn't have to worry about adaptive scaling. Hopefully id will ensure that the game isn't gimped PC to accommodate the home consoles.

As far as the actual gameplay is concerned there have been a lot of mixed and negative feelings about DOOM's resurgence in today's market. The game plays like a hybrid of Unreal Tournament meets Quake with a dash of Halo's CQC melee properties. The biggest issue is that DOOM has an identity crisis in its multiplayer component. In the original game from the 1990s this wasn't an issue because all of the multiplayer deathmatch stages were just the single-player stages with multiple spawn points and no enemies, so everything played the same across single and multiplayer.

In this case, the multiplayer setup is a bit different from the single-player, and gamers are hoping that the major focus of the gameplay in this upcoming DOOM will be on a very robust and dynamic single-player mode.

Let's hope id Software irons out the platform issues first, and then makes sure that the single and multiplayer modes are as tight as can be when the game launches on May 13 for the Xbox One, PS4 and PC.