“Doom: The Dark Ages Seeks to Reclaim the Spirit of the Classic Doom”

"Doom: The Dark Ages Seeks to Reclaim the Spirit of the Classic Doom"

“Doom: The Dark Ages Seeks to Reclaim the Spirit of the Classic Doom”


**Doom: The Dark Ages – A Rooted Evolution of the Slayer’s Adventure**

The *Doom* series has been a pivotal element in first-person shooter (FPS) gaming for years, known for its relentless tempo, intense combat, and legendary demon-slaying hero, the Doom Slayer. From the original *Doom* launched in the 1990s to the recent iterations like *Doom (2016)* and *Doom Eternal*, id Software has consistently provided exhilarating action while advancing the franchise to satisfy modern gamers’ expectations. Now, with *Doom: The Dark Ages*, the creators are embarking on a daring new path—one that revisits the series’ origins while reinterpreting its fundamental gameplay elements.

Scheduled for release on May 15 for Windows, PS5, and Xbox Series X/S, *Doom: The Dark Ages* aims to deliver a more grounded and streamlined experience, offering a novel perspective on the Slayer’s quest while preserving the spirit of what has made *Doom* a cherished classic.

### **A Return to Fundamentals**

The contemporary *Doom* titles have earned accolades for their creativity, yet by the conclusion of *Doom Eternal*, gameplay complexity had become overwhelming. Gamers found themselves managing a multitude of weapons, tools, and movement mechanics—including chainsaws and flamethrowers alongside double jumps and dashes—while keeping track of resources like health, armor, and ammunition. While this intricate system was thrilling, it could prove to be too much for new players.

Acknowledging this, id Software has adopted a “fewer strings on the guitar” philosophy in *The Dark Ages*. The game simplifies controls to just three context-sensitive buttons, enabling players to concentrate on the action without grappling with complicated mechanics. Hugo Martin, Creative Designer at id Software, noted, “The original *Doom*, which has endured through the years, is celebrated for being one of the most approachable FPS single-player campaigns ever created. Combat is remarkably streamlined, which is why it’s still enjoyable today.”

This simplified approach does not imply that the game will be less challenging. In fact, Martin contended that making the controls more straightforward can increase difficulty, as players will need to master the mechanics without an overly intricate system. “You want to be battling the demons, not the controls,” he stated.

### **The Shieldsaw and Contextual Combat**

A prominent feature of *The Dark Ages* is the introduction of the shieldsaw—a multifunctional, chainsaw-edged shield attached to the Slayer’s left arm. This adaptable tool is operated with a single button that adjusts based on the situation. Whether you’re parrying melee assaults, deflecting projectiles, using the saw as a ranged weapon, or grappling towards adversaries, the shieldsaw is crafted to be intuitive and dynamic.

This context-sensitive design also applies across other combat elements. Gamers can pre-select melee weapons and perform attacks with a single input, minimizing the necessity for frequent weapon-switching. The objective is to establish a control system that feels instinctual and responsive, permitting players to engage deeply in the fast-paced action.

### **Grounded Gameplay and Tank-Like Combat**

Where *Doom Eternal* accentuated aerial mobility and vertical engagement, *The Dark Ages* adopts a more grounded style. Developers describe the gameplay transition as moving from “piloting a fighter jet” to “maneuvering a tank.” This suggests a reduced focus on double jumps and dashes, with greater emphasis placed on tactical positioning and close-quarters encounters.

The game’s settings reflect this adjustment, featuring flatter arenas that promote traditional strafing and dodging strategies. Projectile speeds have been decreased to mirror the behaviors seen in classic *Doom*, allowing players to navigate through enemy fire reminiscent of shoot-’em-up games. Concurrently, the Slayer’s weapons are tailored for medium to short-range combat, encouraging players to confront foes up close.

The Glory Kill system, a signature of recent *Doom* titles, has also seen a revamp. Instead of lengthy, pre-animated sequences, Glory Kills in *The Dark Ages* are instantaneous, physics-driven attacks that preserve the rhythm of combat. This modification ensures players remain in control at all times, amplifying the sense of immersion and responsiveness.

### **Customizable Difficulty**

One of the most thrilling aspects of *The Dark Ages* is its comprehensive difficulty customization. Players can manipulate sliders for various gameplay components, such as enemy speed, weapon damage, and parry timing. This degree of control allows new players to gradually acclimate to the game while equipping veteran fans with the means to forge a grueling experience that surpasses the conventional “Ultra Nightmare” mode.

Marty Stratton, Studio Director at id Software, emphasized the significance of this feature, stating, “When you can dial up game