Doom: Dark Ages First Look

Author: Harper Mar 13,2025

Following the phenomenal success of 2016's Doom and its 2020 sequel, Doom Eternal, id Software isn't aiming to reinvent the wheel with Doom: The Dark Ages. Instead, this medieval-tinged prequel refines the high-octane, skill-based first-person shooter experience, bringing the relentless combat even closer to the demonic hordes.

While the signature arsenal returns—including the skull-crushing new weapon showcased in the reveal trailer—The Dark Ages significantly emphasizes brutal melee combat. The electrified gauntlet, flail, and the standout Shield Saw (throwable, blockable, parry-able, and deflect-able) take center stage. As game director Hugo Martin explained after a demo, "You’re gonna stand and fight."

PlayMartin cites three key inspirations: the original *Doom*, Frank Miller's *Batman: The Dark Knight Returns*, and Zack Snyder's *300*. This influence is evident in the game's design.

The iconic Glory Kill system is reimagined; now, these brutal finishing moves are context-sensitive, adapting to your position relative to enemies. This dynamic approach complements the intense, often overwhelming combat encounters. Like 300 and the original Doom, players will face massive enemy swarms in expanded combat arenas. Level design offers freedom; objectives can be tackled in any order, and exploration is encouraged. Level lengths are optimized, aiming for a consistent one-hour playtime per level.

PlayAddressing criticism of *Doom Eternal*'s Codex-based storytelling, *The Dark Ages* unfolds its narrative through cutscenes, promising a cinematic experience that expands the *Doom* universe. The story is described as a “summer blockbuster event” with high stakes and the Slayer's power at the heart of the conflict.

Control simplification is a key focus. Martin noted that Doom Eternal’s controls were overly complex. The Dark Ages aims for intuitive gameplay, ensuring players aren't overwhelmed by controls during intense moments. Melee weapons are equipped individually, streamlining combat. A simplified economy using a single currency (gold) rewards exploration, with secrets offering tangible gameplay upgrades rather than lore details.

Difficulty customization is also significantly improved. Sliders allow players to fine-tune various aspects, including game speed and enemy aggression, creating a personalized challenge.

PlayThe giant Atlan mech and cybernetic dragon riding sequences, showcased in the trailer, are not isolated events but feature unique abilities and mini-bosses. Importantly, *The Dark Ages* will not include a multiplayer mode, allowing the team to fully concentrate on a polished single-player experience.

Martin's decision to shift away from Doom Eternal's direction, returning to the core principles of the original Doom, is a deliberate choice. He aims to deliver a powerful, yet distinct experience that captures the essence of the classic while feeling fresh and exciting. "It’s just gotta be different," Martin stated. "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.”

The anticipation is palpable. May 15th can't come soon enough.