DOOM Eternal Earned $450M in Nine Months

The LinkedIn Profile of David S. has some sales information about DOOM Eternal, as the Product Manager at Gearbox Publishing lists a previous position as "monetization designer" at id Software (thanks PCGamesN). He cites SuperData as the source for saying the first-person shooter sequel generated $450 million in its first nine months:
Product Management Lead for id Software products. Responsibilities included product KPI development, game monetization, economy, analytics, feature specs, feature roadmaps, and more. One major focus was on Doom Eternal, which generated over $450m in revenue in the first 9 months of release (per Superdata public information).
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Re: Doom Eternal Earned $450M in Nine Months
Mar 1, 2021, 09:04
23.
Re: Doom Eternal Earned $450M in Nine Months Mar 1, 2021, 09:04
Mar 1, 2021, 09:04
 
Flo wrote on Mar 1, 2021, 03:47:
Quinn wrote on Mar 1, 2021, 03:02:
VaranDragon wrote on Mar 1, 2021, 02:23:
mildew wrote on Mar 1, 2021, 00:14:
I loved the 2016 reboot, but Eternal sucks imo. Basic gameplay loop is 70% Painkiller, 30% platforming. I prefer Doom gameplay.

This.

Yup. This.

If these sales figures are true, it's another reason to grow bitter. Doom Eternal was the dumbest shit I've played in years. The rock-paper-scissors combat, incredibly ridiculous circus of a level design and non-existent story unless you read the fucking codex...

But apparently most people just want pew pew again. The Painkiller devs should capitalize on this asap.

Totally disagree. I loved DOOM 2016 and I worship ETERNAL. There are so few jump 'n run sequences that I can barely remember them and yet people complain about them.

The jumping portions weren't puzzles, because they were dead easy. They were just kind of satisfying, because the mechanics actually felt good. Even more, they were mostly there to teach you how to use the mechanics, which ended up being very useful during battle. Dashing was huge in big fights.

And the fights were all satisfying as hell.

I have issues with the game. I do think they took ammo down too much. That they put too much in. I didn't need 2 grenades and a flamethrower, because it added way too many buttons you needed to think about using. They really didn't need a plot. The deeper the plot got, the worse it was. All we needed was demons from Hell, and some guy that, for some reason, is the perfect weapon against them. Backstory was bad.

But all that was ignorable (well, maybe not always the flame thrower.) The core of the game was really, really, really fun. The game does such a good job of making you feel like a demon killing god.
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    Re: Doom Eternal Earned $450M in Nine Months
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