
Roundtable Insights on DOOM: The Dark Ages
During a recent roundtable discussion, we had the opportunity to engage with Executive Producer Marty Stratton and Game Director Hugo Martin about their ambitious new title, DOOM: The Dark Ages.
A Confident New Direction
From the outset, id Software expressed immense confidence in DOOM: The Dark Ages, promising players a role akin to a superweapon in a medieval conflict against demonic adversaries. Set within a sprawling sci-fi/fantasy universe, this prequel is the most expansive realm they have crafted yet, filled with numerous explorable locations, unlockable weapons, and formidable enemies.
Accessibility for New Players
Acting as a prequel to 2016’s DOOM, developers believe this title will serve as the perfect introduction for newcomers. Notably, they have enhanced accessibility features by introducing difficulty sliders that allow players to adjust various aspects, such as damage dealt to the player and enemies, enemy aggression, and game speed. This tailored approach aims to cater to both seasoned players and those who may find traditional controls challenging.
Combat Evolution
According to Hugo Martin, while DOOM Eternal made players feel like they were piloting a fighter jet, the new game aims to provide the experience of controlling an iron tank. The focus has shifted to a more grounded combat system where players can unleash powerful moves, emphasizing strength over agility. The new mechanics also allow for a nostalgic return to classic gameplay elements, making aiming while strafing a viable strategy once again.
Innovative Weapons and Mechanics
This installment introduces various new tools, foremost among them the versatile Shield Saw, capable of blocking, throwing, parrying, and deflecting based on context. Additionally, melee weapons that resonate with the medieval theme have been added, including an iron flail, an electrified gauntlet, and a spiked mace, each featuring unique combos and upgrades. Naturally, classic DOOM firepower remains, ensuring a satisfying arsenal of devastating weaponry.
Enhanced Finishing Moves and Exploration
The newly designed Glory Kill system allows for seamless executions, keeping the action fluid and uninterrupted. Players also gain access to massive machines, notably a 30-story-tall Atlan mech and a formidable mechadragon, providing unique abilities and formidable mini-boss encounters.
Expanded Gameplay and Narrative
Recognizing the need for improved single-player experiences in future titles, the developers have emphasized exploration, creating large, diverse environments rich in rewards for meticulous players. While the game isn’t classified as open-world, it boasts significant sandbox elements like secret caves and intricate dungeons, offering the largest play area seen in a DOOM installment yet.
Additionally, the narrative is intricately woven into cutscenes rather than relegated to the codex, aiming for a cinematic storytelling experience reminiscent of summer blockbusters, with new characters alongside familiar allies and powerful foes.
Release Information and Pre-orders
The much-anticipated title is scheduled for release on May 15 for PC, PlayStation 5, and Xbox Series S|X, and will be available from day one for Game Pass subscribers, following Bethesda’s acquisition by Microsoft. Pre-orders are currently open, allowing eager fans to secure their place in this new adventure.

In-depth Discussion Highlights
Transitioning to a Medieval Setting
Hugo Martin: “We wanted to do it from the beginning. When rebooting a franchise, creating a compelling world with history and interesting characters is essential. This game represents a full realization of the Slayer’s past, and we appreciate the fans for enabling this opportunity.”
Introducing Difficulty Sliders
Marty Stratton: “We aimed to improve approachability, allowing players to customize the game to their skill level while enhancing the experience for veterans and newcomers alike. There are numerous options to make the gameplay more enjoyable.”
Focus on Single-Player Experience
Marty Stratton: “Our commitment was to create a robust single-player campaign. Resources were dedicated to developing expansive encounters like the mech and dragon rather than spreading ourselves thin with multiplayer components.”
Addressing Feedback from Previous Titles
Hugo Martin: “Learning from feedback is vital. We realized that simplicity and fluidity in gameplay is crucial for a fulfilling experience. Mastering controls shouldn’t detract from the core gameplay mechanics.”
Evolution of Glory Kill System
Hugo Martin: “The new system prioritizes fluidity, ensuring uninterrupted action. Our focus on physics ensures that each execution feels dynamic and unique, reducing the repetitiveness previously noted by players.”
Exploration and Progression
Marty Stratton: “While it’s not an open-world game, it features the most expansive environment we’ve ever built, allowing for exploration and multiple objectives that can be tackled in any order. Secrets lead to power upgrades, emphasizing the importance of discovery.”
Final Thoughts
Marty Stratton: “What excites me most is how we’ve made DOOM feel fresh yet familiar after 11 years of development. I believe players will appreciate the depth and expanded gameplay, especially those new to the franchise.”
Hugo Martin: “I’m particularly thrilled about the shield’s integration into gameplay, offering versatility and tactical options during combat.”
As the team continues to move forward with development, they remain open to opportunities for future iterations and expansions beyond this title.
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