Following the phenomenal success of 2016's Doom and its 2020 sequel, Doom Eternal, Doom: The Dark Ages doesn't aim to reinvent the wheel. Instead, this medieval-tinged prequel refines the high-octane, skill-based first-person shooter experience, bringing the relentless combat even closer to the demonic hordes.
While the iconic arsenal returns—including the skull-crushing, ammo-recycling marvel seen in the reveal trailer—The Dark Ages significantly elevates the role of melee combat. The core electrified gauntlet, a powerful flail, and the standout Shield Saw (throwable, blockable, parry-able, and deflect-able) take center stage. Game director Hugo Martin emphasizes a more grounded, powerful combat style: "You're gonna stand and fight."
Drawing inspiration from the original *Doom*, Frank Miller's *Batman: The Dark Knight Returns*, and Zack Snyder's *300*, *The Dark Ages* delivers a visceral, brutal experience. The Glory Kill system is revamped, allowing for dynamic finishing moves from any angle, crucial given the constant, overwhelming enemy encounters. Similar to *300* and the original *Doom*, combat arenas are expansive, encouraging strategic movement. Level design offers freedom—objectives can be tackled in any order, and exploration is encouraged within these (slightly shortened) hour-long levels. Addressing criticism of *Doom Eternal*'s Codex-heavy narrative, *The Dark Ages* unfolds through cutscenes, promising a compelling story that expands the *Doom* universe. Id Software describes it as a "summer blockbuster event with everything on the line," focusing on the Slayer's power and the enemies vying for it.Control simplification is a key focus. Martin acknowledges Doom Eternal's complexity, aiming for intuitive controls that avoid button-mashing under pressure. Melee weapons are equipped individually, streamlining combat. The in-game economy is simplified to a single currency (gold), with secrets rewarding tangible skill upgrades rather than lore.
Difficulty customization is extensive, allowing players to fine-tune aspects like game speed and enemy aggression.
The impressive giant mech (the Atlan) and cybernetic dragon riding sequences aren't one-off gimmicks; they offer unique abilities and mini-boss encounters. Importantly, *The Dark Ages* will be a single-player focused experience, foregoing multiplayer to maximize the campaign's potential.Martin's decision to steer away from Doom Eternal's successful path and embrace classic Doom design principles is a significant one. He emphasizes the desire for a distinct feel, prioritizing a powerful, yet classically-rooted, gameplay experience. "It's just gotta be different," he states. "Especially if I loved the game. [If] I wanna play a Doom game, I wanna feel strong, but I’m OK with changing what that power fantasy is, especially if that change brings it closer to classic Doom."
This renewed focus on the core Doom experience has generated considerable excitement. The May 15th release date can't come soon enough.
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