Doom: The Dark Ages – A Return to Roots, Amplified
Following the phenomenal success of 2016's Doom and its 2020 sequel, Doom Eternal, id Software's latest installment, Doom: The Dark Ages, doesn't aim to reinvent the wheel. Instead, it refines the high-octane, skill-based first-person shooter formula, delivering a medieval-infused prequel experience that emphasizes raw power and relentless combat.
The game significantly shifts from Eternal's platforming elements, focusing on intense, strafe-heavy gunplay. While the signature arsenal returns, The Dark Ages introduces the Skull Crusher, a standout weapon that utilizes the skulls of defeated enemies as ammunition. Melee combat also takes center stage, featuring the electrified gauntlet, a flail, and the Shield Saw – a versatile tool for blocking, parrying, and deflecting attacks. As game director Hugo Martin stated, "You're gonna stand and fight."
Martin cites the original Doom, Frank Miller's Batman: The Dark Knight Returns, and Zack Snyder's 300 as key inspirations. This influence is evident in the game's design, particularly the unsynced Glory Kills, adaptable from any angle, and the large-scale combat encounters reminiscent of 300's iconic battle sequences. Level design offers freedom of approach, with objectives tackled in any order, and levels adjusted to maintain an approximate one-hour playtime.
Addressing criticism of Doom Eternal's Codex-based storytelling, The Dark Ages presents its narrative through cutscenes, promising a "summer blockbuster event" within the Doom universe. The game also simplifies controls, streamlining the complexity of Eternal for a more intuitive experience. Melee weapons are equipped individually, and the economy is simplified to a single currency (gold), with secrets focusing on tangible gameplay enhancements rather than lore.
Difficulty is highly customizable, offering sliders for game speed, enemy aggression, and more. Showcased sequences featuring a giant demon mech (the Atlan) and cybernetic dragonback riding are not isolated events but offer unique abilities and mini-boss encounters. Importantly, multiplayer has been omitted to concentrate development efforts on a refined single-player experience.
Martin emphasizes a deliberate shift from Doom Eternal's direction, aiming for a more classic Doom experience: "It's just gotta be different...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 focus on a refined, powerful, yet classic Doom experience has generated significant anticipation for the game's May 15th release.