Doom: The Dark Ages, a prequel to the acclaimed Doom Eternal, takes a different approach, prioritizing intense, power-focused combat over platforming. While retaining the signature arsenal, including the new Skull Crusher, the game emphasizes melee combat with the electrified gauntlet, flail, and the Shield Saw. Director Hugo Martin cites the original Doom, Frank Miller's Batman: The Dark Knight Returns, and Zack Snyder's 300 as key inspirations.
The Glory Kill system has been redesigned for unsynced execution from any angle, adapting to the constant enemy swarms reminiscent of 300 and the original Doom. Levels are designed for approximately one hour of gameplay each, allowing for flexible objective completion and exploration. Unlike Doom Eternal, the narrative unfolds through cutscenes, eliminating the need for Codex entries. The story promises a large-scale adventure, described as a "summer blockbuster event," focusing on the Slayer's power and the threats against it.
Controls have been simplified for intuitive gameplay, addressing criticism of Doom Eternal's complexity. Melee weapons are equipped individually, and the game features a streamlined economy with a single currency (gold). Secrets reward skill progression with tangible gameplay enhancements, rather than lore details. Difficulty is customizable through sliders, allowing players to adjust game speed, enemy aggression, and other parameters.
The giant Atlan mech and cybernetic dragon riding sequences, showcased in the trailer, are not isolated events but feature unique abilities and mini-bosses. Notably, multiplayer has been omitted to focus development entirely on the single-player campaign. Martin highlights the shift from Doom Eternal's style, aiming for a more classic Doom experience emphasizing player power while remaining distinct from its predecessor. The game's release date is set for May 15th.