Doom: The Dark Ages Unveiled: First Look

Mar 24,25

After id Software's brilliant revival of Doom in 2016 and its even more refined sequel, Doom Eternal, in 2020, it would be challenging for Doom to reach new heights. Instead, the franchise keeps its feet firmly on the ground with Doom: The Dark Ages, a medieval-tinged prequel that brings the high-speed, high-skill-ceiling first-person shooter closer to the throngs of Hell's minions.

The new Doom shifts away from Doom Eternal's platforming, focusing more on ground-based, strafe-heavy combat with an emphasis on power. Of course, the iconic weaponry remains a staple—after all, this is Doom! A standout from the reveal trailer is the new Skull Crusher, which uses the skulls of fallen enemies as ammunition, firing them back at living foes in smaller, faster chunks. But The Dark Ages also highlights melee combat with three key weapons: the default electrified gauntlet that can be charged up, the flail, and the star of last summer's reveal trailer, the Shield Saw, which can be thrown, used to block, parry, or deflect. As game director Hugo Martin emphasized after my demo, "You're gonna stand and fight."

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It's no surprise, then, that Martin cites three seminal works as primary inspirations for The Dark Ages: the legendary original Doom, Frank Miller's Batman: The Dark Knight Returns, and Zack Snyder's 2006 film 300, which is based on a graphic novel by Miller. This influence is evident in the unsynced Glory Kill system, where fatalities can now be performed from any angle and will adapt to the battlefield. This change accommodates the hordes of enemies that surround the player in combat arenas, which have been widened in The Dark Ages. Players can tackle objectives in any order and explore levels freely, which Martin notes have been slightly shortened to fit his ideal of about an hour per level.

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Addressing feedback from Doom Eternal, The Dark Ages will no longer rely on the Codex for storytelling. Instead, the narrative will unfold through cutscenes, promising an epic journey across the Doom universe, described as a "summer blockbuster event with everything on the line" as the Slayer's power becomes a target for enemies.

Martin highlighted efforts to simplify the control scheme, acknowledging that Doom Eternal's controls were overly complex. The new approach aims for intuitiveness, ensuring players aren't fumbling for unfamiliar buttons under pressure. Melee options will be equipped one at a time like equipment. Additionally, the game will feature more secrets and treasures, with a simplified economy using only gold, and these secrets will enhance skill progression, offering tangible gameplay rewards rather than lore-based content.

For those seeking a challenge, custom difficulty sliders allow players to adjust the game's difficulty, including game speed and enemy aggression, to suit their preferences.

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I gained insights into two standout sequences from the reveal trailer: the 30-story demon mech, the Atlan, and cybernetic dragonback riding. These won't be one-off events but will feature a full range of abilities and miniboss battles. Importantly, there will be no multiplayer mode, as the team focused on crafting the best single-player campaign possible.

As someone deeply influenced by the original Doom since 1993, Martin's shift away from the successful path of Doom Eternal and his return to the design principles of the 30-year-old classic resonates with me. "It's just gotta be different [from Eternal]," Martin stated. "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 approach has me incredibly excited. The release date of May 15 can't come soon enough.

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