Hey everyone! Hugo Martin here, the Game Director for “Doom: The Dark Ages,” checking in from the id Software office where we’re busy putting the finishing touches on this newest addition to the series. We’re getting pretty close, and can’t wait for you to dive into the action. While you’re waiting, we’ve prepared a fresh gameplay preview for you. There’s a lot to unpack from the video, so let’s jump in! I’m sure you’ve got some questions, and I’m here to shed more light on them.
### What’s the new combat loop in Dark Ages, and how’s it going to stand apart from Eternal or Doom (2016)?
In simple terms, think of it as a mix of the two, but with a fresh twist through a medieval framework. Our goal is to create something that combines the depth of Eternal’s gameplay loop with the straightforward controls of Doom (2016). Players enjoyed performing a variety of cool maneuvers in Eternal, each requiring unique inputs. Dark Ages introduces a whole new set of medieval-based actions, but simplifies the control scheme by reducing the number of buttons needed.
We achieve both depth and simplicity by making items like the Shield-Saw change their behavior depending on the material they hit. It’s all about context: a shield throw might bounce off plasma shields to hit other foes, sink into a demon’s flesh to stun them, or smash through armor to create an area of effect blast—all from pressing just one button.
To break it down, we removed fewer strings from the guitar, so to speak, but added frets to keep the mechanical complexity engaging, offering players fresh techniques to learn and perfect. Utilizing familiar FPS controls means the learning curve feels intuitive. This design results in actions that not only are satisfying to execute but also provide strategic advantages: fun on the outside, cerebral on the inside.
### What’s with the “rings” around enemies?
The yellow rings that appear are falter indicators. “Falters” were an advanced strategy employed by skilled players in Eternal and Doom (2016). Observing what triggered falters allowed players to strategically “stun-lock” powerful enemies—a technique we actively encouraged. In Dark Ages, clearly marking the moment an enemy falters helps more players understand and exploit this mechanic. While you don’t need to rely on falters to succeed, on tougher difficulties, it offers a tactical edge. In Ultra Nightmare mode, every advantage counts!
### Are we getting more story in Doom?
Absolutely! Dark Ages revolves around three main engagement pillars: combat, exploration, and story. These are the driving forces behind playing the game, with narrative being an integral part. Players want a gripping story in Doom, something that complements the power fantasy and fuels their determination to push through the campaign. This storytelling enables us to develop bigger adversaries, fascinating worlds, and challenging obstacles.
Here’s the story synopsis: As Dark Ages begins, the Slayer is imprisoned, disrupting the balance between good and evil. Time is running against us. Our hero, an outsider among the beleaguered people, has his strength harnessed by the gods they worship, in a land besieged by an ancient malevolence.
Set at the dawn of the Doom Universe timeline, this prequel starts with the Slayer’s induction into the Sentinels. Known as the outlander, he is bestowed with powers by the Sentinel gods, the Maykrs. He becomes a superweapon in the medieval battle against hell’s armies.
### When can we actually play it?
Mark your calendars for May 15, 2025! We’re thrilled for you to experience what we anticipate to be the best Doom game yet. It’s packed with incredible combat, extensive exploration opportunities, and a thrilling action-packed story worthy of the Slayer’s legacy. Plus, brace yourselves for epic encounters with the Atlan, the giant Doom mech, and dragons!
Thanks for sticking with us, and stay tuned for more updates en route!