Following the phenomenal success of 2016's Doom and its even more refined sequel, Doom Eternal (2020), it might seem impossible for the franchise to reach new heights. However, instead of aiming higher, Doom: The Dark Ages stays grounded, refining the fast-paced, high-skill first-person shooter experience and bringing it closer to the legions of Hell's minions in this medieval-tinged prequel.
This new Doom departs from Eternal's platforming focus, emphasizing intense, strafe-heavy combat with a powerful arsenal. The iconic Doom weaponry returns, including the standout Skull Crusher from the reveal trailer – a gruesome weapon that uses the skulls of fallen enemies as ammunition. But The Dark Ages also significantly boosts the importance of three melee weapons: the charged electrified gauntlet, the flail, and the Shield Saw (featured prominently in last summer's trailer), usable for blocking, parrying, or deflecting attacks. As game director Hugo Martin stated after a demo, "You're gonna stand and fight."
Martin cites three key influences: the original *Doom*, Frank Miller's *Batman: The Dark Knight Returns*, and Zack Snyder's 2006 film *300*.The series' signature Glory Kill system has been overhauled. Fatalities can now be performed from any angle, dynamically changing based on your position. This is designed to accommodate the constant swarms of enemies. Similar to 300 and the original Doom, combat takes place in widened arenas, allowing for greater freedom of movement. Objectives can be tackled in any order, encouraging exploration within the levels (which Martin notes have been slightly shortened to maintain a target playtime of around an hour each).
Addressing criticism of *Doom Eternal*'s Codex-based storytelling, *The Dark Ages* utilizes cutscenes to unfold its narrative, promising a "summer blockbuster event" that takes the Slayer's power to the far reaches of the *Doom* universe.The developers have also focused on streamlining controls, acknowledging that Doom Eternal might have been overly complex. The goal was intuitive controls, preventing button mashing under pressure. Melee weapons are equipped individually, similar to other gear. The game's economy is simplified to a single currency (gold), and secrets now primarily reward skill progression with tangible gameplay improvements rather than lore details.
Difficulty is highly customizable with sliders for game speed, enemy aggression, and more.
The giant Atlan mech and cybernetic dragon riding sequences from the trailer are not one-off events; each offers unique abilities and mini-boss encounters. Importantly, there will be no multiplayer mode, allowing the team to focus entirely on the single-player experience.Martin's decision to shift away from Eternal's successful direction and return to the design principles of the original Doom is a key element of The Dark Ages. He explains, "It's just gotta be different [from Eternal], 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 generated considerable excitement. The May 15th release date can't come soon enough.