In a captivating interview with EDGE magazine, the creative minds behind Doom: The Dark Ages—game director Hugo Martin and studio head Marty Stratton—unveiled exciting new facets of the game's gameplay. This installment promises to bring storytelling to the forefront, with the largest levels ever seen in the Doom series, designed to deliver a rich, sandbox-like experience.
Unlike previous Doom titles where backstory was often tucked away in text logs, The Dark Ages will embrace a more direct narrative approach. The game's atmosphere will be steeped in medieval aesthetics, dialing back on futuristic elements. Even the iconic weapons will be reimagined to blend seamlessly with this new setting, enhancing the immersive experience.
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Much like its predecessors, Doom: The Dark Ages will feature distinct levels, but these will be the most expansive yet, combining dungeon crawling with open-world exploration. The game is structured into "acts," beginning in tight dungeons before opening up into vast areas. Players will also have the unique opportunity to control both a dragon and a mech, adding exciting variety to the gameplay.
A fresh addition to the Slayer's arsenal is a versatile shield that also functions as a chainsaw. This innovative tool can be hurled at enemies, with its reaction varying based on whether it strikes flesh, armor, energy shields, or other materials. The shield also facilitates a dash attack, enabling swift movement across the battlefield. With the absence of double jumps and roars from earlier games, this shield mechanic becomes essential for mobility. Furthermore, it supports parrying, with adjustable difficulty settings and precise timing windows.
Parrying in The Dark Ages serves as a "reload" for melee attacks, while engaging in melee combat replenishes ammunition for primary weapons, echoing the chainsaw mechanic from DOOM Eternal. Players can choose from a variety of melee options, including a fast-paced gauntlet, a balanced shield, and a slower but powerful mace.