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After id Software's triumphant revival of Doom in 2016 and the stellar follow-up with Doom Eternal in 2020, it's challenging to imagine the series reaching new heights. Instead of soaring higher, Doom: The Dark Ages takes a grounded approach, anchoring its fast-paced, skill-intensive first-person shooter gameplay in a medieval-themed prequel that brings players even closer to Hell's minions.
The new Doom shifts away from Eternal's platforming elements, focusing instead on intense, strafe-heavy combat with an emphasis on raw power. While the iconic weapons remain a staple—after all, this is Doom—the reveal trailer showcased the innovative Skull Crusher, a weapon that uses the skulls of defeated enemies as ammunition, firing them back at foes in smaller, faster fragments. Alongside these firearms, The Dark Ages heavily emphasizes melee combat, featuring three key weapons: the electrified gauntlet, which can be charged for devastating attacks; the flail; and the standout Shield Saw, showcased in last summer's trailer, which can be thrown or used to block, parry, or deflect. "You’re gonna stand and fight," emphasized game director Hugo Martin after my demo of the new Doom.
It may come as no surprise that Martin draws inspiration from three seminal works: the original Doom, Frank Miller's graphic novel Batman: The Dark Knight Returns, and Zack Snyder's 2006 film 300, which was itself inspired by a graphic novel by Miller. This influence is evident in the revamped Glory Kill system, which now allows fatalities to be performed from any angle on the battlefield, adapting dynamically to the player's position. This change accommodates the swarms of enemies that surround players in combat arenas, reminiscent of 300 and the original Doom. Players can tackle objectives in any order and explore levels freely, which Martin notes have been slightly shortened to maintain an optimal playtime of about an hour per level.
Addressing criticisms from Doom Eternal, The Dark Ages introduces storytelling through cutscenes rather than forcing players to read the Codex. The narrative promises to take players to the far reaches of the Doom universe, described as a "summer blockbuster event with everything on the line," as the Slayer's power becomes a coveted prize.
Martin also highlighted the team's efforts to simplify the control scheme, acknowledging that Doom Eternal's controls were overly complex. The new approach aims for intuitive gameplay, ensuring players don't fumble for unfamiliar buttons during intense moments. Melee weapons will be equipped one at a time like equipment, simplifying the interface. Additionally, the game features more hidden secrets and treasures, with a streamlined economy using a single currency (gold). These secrets will enhance skill progression, offering tangible, gameplay-altering rewards.
Players can now customize difficulty with sliders, adjusting elements like game speed and enemy aggression to tailor their experience. This feature enhances replayability and accessibility.
Two standout sequences from the reveal trailer—the 30-story demon mech (Atlan) and cybernetic dragonback riding—will not be one-offs but integral parts of the gameplay with unique abilities and minibosses. Notably, there will be no multiplayer mode, as the focus is solely on crafting the best single-player campaign possible.
For someone like me, whose gaming experience was transformed by the original Doom in 1993, Martin's shift away from Eternal's direction back to the classic Doom's design principles in The Dark Ages is thrilling. "It’s just gotta be different [from Eternal]," Martin said. "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 has me eagerly anticipating the release on May 15.