After id Software's triumphant revival of Doom in 2016 and the even more refined 2020 sequel, Doom Eternal, it's challenging to imagine how the series could elevate further. Instead of aiming higher, Doom: The Dark Ages grounds itself in a medieval-themed prequel that emphasizes high-speed, high-skill-ceiling first-person shooter gameplay, bringing players even closer to the hordes of Hell's minions.
The new Doom shifts away from Eternal's platforming, focusing instead on strafe-heavy combat that emphasizes power. Of course, the iconic firearms remain a staple of the series, including the standout Skull Crusher from the reveal trailer, which uses the skulls of fallen enemies as ammunition, firing them back at foes in smaller, faster chunks. However, The Dark Ages also heavily features three melee weapons: the electrified gauntlet, which can be charged; the flail; and the highlight 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."
It may not surprise you 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, itself based on a Miller graphic novel.The modern Doom series' trademark Glory Kill finishing-move 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. In The Dark Ages, players will find themselves surrounded by enemies in wider combat arenas, with the freedom to complete objectives and explore levels in any order. Martin noted that levels have been slightly shortened to maintain an optimal length of about an hour each.
Addressing a critique from my Doom Eternal review, The Dark Ages will no longer rely on the Codex for storytelling. Instead, the narrative will unfold through cutscenes, promising to take players to the far reaches of the Doom universe in what id describes as a "summer blockbuster event" with high stakes as enemies covet the Slayer's power.Martin also stressed the team's focus on simplifying the control scheme, acknowledging that Doom Eternal's controls were overly complex. The new game aims for intuitive controls, ensuring players don't fumble with unfamiliar buttons under pressure. Melee options will be equipped one at a time, like equipment. Additionally, the game will feature more hidden secrets and treasures, with a streamlined economy using a single currency (gold). These secrets will enhance skill progression, offering tangible gameplay benefits rather than just lore.
The game also introduces customizable difficulty sliders, allowing players to adjust various aspects such as game speed and enemy aggression, providing a tailored challenge.
Further details emerged about two notable sequences from the reveal trailer: the 30-story demon mech (Atlan) and cybernetic dragonback riding. These aren't one-off events; each comes with a full set of abilities and minibosses to battle. Importantly, there won't be a multiplayer mode in The Dark Ages, as the team's focus is solely on crafting the best single-player campaign possible.As someone deeply impacted by the original Doom in 1993, Martin's shift away from Eternal's direction back towards the classic Doom principles in designing The Dark Ages resonates with me. "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 approach has me more excited than ever, and the release on May 15 can't come soon enough.