r/Doom • u/theClanMcMutton • 22h ago
Discussion I appreciate what Doom: The Dark Ages is going for, but I don't think it all comes together.
I recently finished The Dark Ages, and I have some thoughts on the design. I might be retreading well-worn territory, but I haven't read basically anything about the game since launch, so I'd welcome anyone who wants to share their opinions or tell me why I'm wrong.
While playing through the game (on Ultraviolence) I could almost read the design as a checklist. Where Doom Eternal was:
- Switch weapons constantly
- Never stop moving
- Fight constantly to stay alive
Doom: The Dark Ages was to be:
- Stick with one weapon for a while
- Stand your ground
- Use strong defenses to stay alive
Unfortunately, I think all of these items introduced problems that they couldn't fix within their framework:
Stick with One Weapon:
To eliminate the need to switch weapons constantly, all of the weapons need to be able to reasonably deal with a range of threats, and the result is that a lot of them feel pretty interchangeable. Out of 11 primary weapons, 5 are short/mid-range machine guns (4 of which have ramp-up effects), 4 are sort of mid-range, low-fire-rate burst damage, and 2 are shotguns.
In general, I felt that one was as good as another, and by the end of the game I was making weapon choices based mostly on which Challenges I hadn't completed yet.
The other "weapon" groups have the same problem. The Shield Runes and Melee Weapons have relatively subtle differences that would make them useful against different threats, but not enough to make it worth the awkwardness of switching between them. I ended up using Ground Fissure for like 90% of the game (because at least that one gives armor) and never put the Dreadmace away once I got it.
Stand your ground
is interesting for a while, but as the game progresses it seems like it gets left behind, with no new principle to take its place. As the difficulty ramps up and you have to deal with more simultaneous threats, it becomes increasingly important to split up the enemies. This means a lot of running around and hiding around corners, which is exactly what I thought they were trying to avoid. And, unlike in Doom Eternal, where constant motion was "mobility," this mostly felt like "running away."
Use strong defenses to stay alive
I think this might be the strangest and most awkward decision in the game's design. While you're supposed to be dodging and blocking and parrying, you're going to eventually get hit, if just shot in the back by the horde of fodder enemies that accompanies every fight, and that means you need health and armor. But unlike in Doom Eternal, neither is easy to get. Fodder enemies don't drop health anymore*, and you don't have an always-available "get armor" tool, so you're expected to run around the arena collecting non-respawning health and armor pickups, which is just not very interesting and seems like a big step backwards.
*Okay, they do drop health, but only once you've taken critical damage. Then, because the only convenient way to get health is to be in danger of dying, the game also gives you extra resistance to dying when you're at low health, which I think makes for an uneven experience.
None of this is to say that I didn't like Doom: The Dark Ages. I did enjoy it, and I intend to eventually go back and play on Nightmare eventually. I just think its systems feel disjointed in a way that Doom Eternal's did not.