Following the phenomenal success of 2016's Doom and its even more refined sequel, Doom Eternal (2020), it might seem impossible for the Doom franchise to reach new heights. However, instead of aiming for a radical departure, Doom: The Dark Ages builds upon its predecessors' strengths, delivering a high-octane, skill-based first-person shooter experience that delves deeper into the demonic hordes of a medieval-inspired Hell.
This new Doom installment shifts away from Eternal's emphasis on platforming, focusing instead on intense, strafe-heavy combat with a powerful melee focus. While the iconic arsenal returns—including the skull-crushing, enemy-skull-recycling marvel revealed in the trailer—The Dark Ages significantly enhances the three melee weapons: the electrifying gauntlet (with charge capabilities), the flail, and the standout Shield Saw (throwable, and usable for blocking, parrying, and deflecting). As game director Hugo Martin stated after a demo, "You’re gonna stand and fight."
The Dark Ages draws inspiration from three key sources: 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 are now dynamic, adapting to your position and the battlefield's layout, a necessity given the relentless enemy swarms. Similar to 300 and the original Doom, combat takes place in expansive arenas, allowing for greater strategic freedom. Objectives are tackled in any order, with unrestricted exploration within levels (which, according to Martin, have been adjusted to maintain a consistent one-hour playtime).
Addressing criticism of *Doom Eternal*'s Codex-heavy storytelling, *The Dark Ages* integrates narrative through cutscenes, expanding the *Doom* universe with a large-scale story described as "a summer blockbuster event with everything on the line," centering on the Slayer's coveted power.Martin highlighted the simplification of controls, acknowledging Doom Eternal's complexity. The goal was intuitive controls, preventing button-mashing under pressure. Melee weapons are equipped individually, streamlining gameplay. The game features a simplified economy (using a single gold currency) and secrets that directly enhance skill progression, offering tangible gameplay rewards rather than lore-focused ones.
Difficulty is highly customizable, with sliders allowing fine-tuned adjustments to game speed, enemy aggression, and more.
The giant Atlan mech and cybernetic dragonback riding sequences from the trailer are not isolated events, each featuring unique abilities and mini-bosses. Importantly, *The Dark Ages* will not include a multiplayer mode, allowing the team to fully concentrate on creating a compelling single-player campaign.Martin's decision to shift away from Eternal's direction and return to the foundational design principles of the original Doom is a key element of The Dark Ages. As he explained, "It’s just gotta be different [from Eternal]… [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 significant excitement. The May 15th release date can't arrive soon enough.