Doom: The Dark Ages – The First Preview

Apr 04,25

After id Software's brilliant revival of Doom in 2016 and its even more refined 2020 sequel, Doom Eternal, it's challenging to imagine Doom reaching new heights. Instead, the franchise is taking a grounded approach with its medieval-themed prequel, Doom: The Dark Ages, focusing on high-speed, high-skill-ceiling first-person shooter gameplay that brings players closer to Hell's minions.

The new Doom shifts away from Eternal's platforming, emphasizing strafe-heavy combat and raw power. While the iconic weapons remain a staple, the reveal trailer showcased the innovative Skull Crusher, which uses the skulls of defeated enemies as ammunition, firing them back at foes in smaller, faster pieces. However, The Dark Ages also prioritizes melee combat with three key weapons: the electrified gauntlet, which can be charged; the flail; and the standout Shield Saw from the reveal trailer, which can be thrown, used to block, parry, or deflect. "You're gonna stand and fight," emphasized game director Hugo Martin after a demo of the new Doom.

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It's no surprise that Martin cites three seminal works as primary inspirations for The Dark Ages: the original Doom, Frank Miller's Batman: The Dark Knight Returns, and Zack Snyder's 2006 film 300, which itself is based on a graphic novel by Miller.

The modern Doom series' trademark Glory Kill system has been revamped, allowing fatalities to be executed from any angle on the battlefield, adapting to the player's position. This change accommodates the constant presence of enemy hordes, reminiscent of 300 and the original Doom. Combat arenas have been expanded, and players can tackle objectives in any order, exploring levels that Martin says have been slightly shortened to maintain an optimal length of about an hour each.

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Addressing feedback from Doom Eternal, The Dark Ages will present its story through cutscenes rather than requiring players to delve into 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 highlighted the team's efforts to simplify the control scheme, acknowledging that Doom Eternal's controls were overly complex. The new game aims for intuitive controls, with melee weapons equipped one at a time like equipment. The game's economy has been streamlined to a single currency (gold), and hidden secrets will now enhance skill progression, offering tangible gameplay rewards rather than lore exploration.

Players can now customize the game's difficulty with sliders, adjusting elements like game speed and enemy aggression to tailor their experience.

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The reveal trailer also showcased two notable gameplay sequences: piloting a 30-story demon mech called the Atlan and riding a cybernetic dragon. These aren't one-off events but come with their own set of abilities and minibosses. Notably, there will be no multiplayer mode in The Dark Ages, as the team's focus is on crafting the best single-player campaign possible.

For someone like me, who experienced the transformative impact of the original Doom in 1993, Martin's shift away from Eternal's direction and back to the design principles of the classic game 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 on the essence of Doom has me eagerly anticipating the release on May 15.

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