by Jason Feb 19,2025
Following the resounding success of 2016's Doom and its 2020 sequel, Doom Eternal, id Software's latest entry, Doom: The Dark Ages, doesn't aim to reinvent the wheel, but rather refines the formula. This medieval-tinged prequel retains the series' signature high-octane, skill-based first-person combat, enhancing it with a focus on powerful, grounded melee combat.
While the iconic arsenal returns – including the skull-crushing, enemy-pulverizing new weapon showcased in the reveal trailer – The Dark Ages significantly elevates the role of melee weapons. Players wield an electrified gauntlet (with charge-up capabilities), a flail, and the standout Shield Saw, usable for blocking, parrying, deflecting, and throwing. Game director Hugo Martin emphasizes a shift towards "standing and fighting."
Martin cites inspiration from the original Doom, Frank Miller's Batman: The Dark Knight Returns, and Zack Snyder's 300 as key influences. This is reflected in the game's design: the Glory Kill system is now context-sensitive, adapting to the player's position, crucial given the significantly increased enemy density. Combat encounters resemble the sprawling battles of 300 and the original Doom, allowing for flexible objective completion and free exploration within (slightly shortened) hour-long levels.
Addressing criticism of Doom Eternal's Codex-based storytelling, The Dark Ages delivers its narrative through cutscenes, promising a sweeping epic that expands the Doom universe. The Slayer's power becomes a central plot point, driving a "summer blockbuster" storyline.
Control simplification is a key focus, aiming for intuitive gameplay even under pressure. Melee weapons are equipped individually, streamlining the experience. The game's economy is simplified to a single currency (gold), and secrets reward skill progression with tangible gameplay enhancements rather than solely lore.
The impressive giant mech (Atlan) and cybernetic dragon sequences from the trailer are not isolated events but feature unique abilities and mini-bosses. Importantly, multiplayer is absent, allowing the team to concentrate on a refined single-player experience.
Martin's decision to shift away from Doom Eternal's direction and return to the core principles of the original Doom is a deliberate choice. He aims to deliver a powerful, classic Doom experience, albeit with a fresh take on the power fantasy. The anticipation is palpable; May 15th can't arrive soon enough.
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