Jon and Rob discuss how the developers of 2016's Doom reboot pursued a philosophy of 'push-forward combat', utilizing smartly-design systems and AI to give the player a sense of agency and empowerment.

(We also referred to Doom 2016 as Doom 5, thinking that there had been a previous, underwhelming Doom 4. No such game was ever release -- we were probably thinking of Quake 4 instead. Our bad!)