DOOM: The Dark Ages

DOOM: The Dark Ages

New Trailer looks concerning
Looks to be DOOM has completely lost it's identity after Hugo martian took full creative control after 2016, I was seeing it before this game's announcement, the only thing I recognize now is the original imp from classic DOOM.

looks like the gameplay is more melee than shooting too, which isn't what the target audience(DOOMers) are all for btw.

whatever happens I'm certainly not blowing $109 AUD for this sodomized abomination leaching off the unexpected success of my favorite video game of all time(DOOM 2016, I enjoy the classics too but that halo style of game design really speaks to me)

on a side note:
Sentinel soldiers are armed with lightning guns in the new trailer, the lightning gun was invented by the UAC or maybe Nixon, it makes absolutely no sense for the sentinel people to have access this weapon long before it ever existed, remember the dark ages takes place long before the 2016 and eternal.
Last edited by Cubist Ideology; Jan 23 @ 4:59pm
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Showing 1-15 of 19 comments
Grampire (Banned) Jan 23 @ 1:44pm 
Ahh yes, was hoping for a good old chunky "it's not Doom" thread! And it appears we have an actual expert in the matter on the scene!

So that settles it! TDA isn't actually a Doom game.

What should we call it then? Maybe something like "Viking Martian" or "Unsatisfied Spaceman's Trip to the Convenience Store?"

I'm all ears!
Sppaeh.? Jan 23 @ 1:47pm 
I like new DOOM, but it seems to stray further and further from the great DOOM II combat loop I love. My biggest gripes with 2016 was the platforming and the battle arenas, and Eternal seemed to double down on those. That being said- the target audience isn't either of us anymore. Doom Eternal brought so many new fans that have, and probably for some reason have no desire, to play the older ones.
Oh this is about to be a good thread! Too bad it’ll be shut down in a few months :(
Last edited by TheAlmightySunBro, Silkaire; Jan 23 @ 1:47pm
Grampire (Banned) Jan 23 @ 1:52pm 
Personally, I really felt like it stopped being Doom when they stopped designing the controls in a way that allowed me to efficiently play with my Microsoft Wingman flight stick.

I mean, I get ditching the Gravis gamepad - that thing was so limited on the day it came out! But the Wingman - just timeless! Will never consider anything Doom that doesn't support it!
I didn't get that impression, personally. What I saw:

  • More incentive to strafe
  • Significantly higher enemy counts and more enemy "crowds."
  • Similar levels of "you have to engage with what's in front of you to make things happen" as 2016 and Eternal, but much as Eternal did, it accomplishes this in a different way than its predecessors.
  • More agency in terms of how and when that engagement happens, due to the contextual nature of those interactions.
  • High potential to get into a flow state moving from enemy to enemy rapidly (but, again, differently than in Eternal - less verticality, more laterality.)
  • Massive increase in scope/scale
  • Lots of exploration and discovery potential
  • More customization of how we play - including the speed everything happens at, both overall and individually.
  • A strong sense of kinetic and visual feedback/impact.

All of which look like something I'll potentially enjoy a ton. Honestly my only concerns are that the weapon designs look significantly different enough that they may take some getting used to.
Last edited by Defective Dopamine Pez Dispenser; Jan 23 @ 1:54pm
I don't think they were trying to make it more melee than shooting. The shield probably has infinite throws and they showed lots of new guns. And killing enemies dropped a whole bunch of ammo when you did finishers.
Grampire (Banned) Jan 23 @ 2:01pm 
Melee will likely fit into the sustain/resource management/large threat elimination role, and guns will again be the workhorse that kills everything else.

That was pretty clear from what I saw. I think the mechanics are going to be pretty important again - the whole "play your way" crap better not hold at higher difficulties.

If anything, Hugo saying "open" ans "sandbox" a few times were the most troubling things I heard.
You make us Australians look real dumb with this comment
Originally posted by TheDinosaurHeretic:
You make us Australians look real dumb with this comment
"everyone I disagree with is retarded."
Originally posted by Sppaeh.?:
I like new DOOM, but it seems to stray further and further from the great DOOM II combat loop I love. My biggest gripes with 2016 was the platforming and the battle arenas, and Eternal seemed to double down on those. That being said- the target audience isn't either of us anymore. Doom Eternal brought so many new fans that have, and probably for some reason have no desire, to play the older ones.
new fans are mostly children, we are being replaced with children who never played the originals.
Originally posted by Grampire:
Ahh yes, was hoping for a good old chunky "it's not Doom" thread! And it appears we have an actual expert in the matter on the scene!

So that settles it! TDA isn't actually a Doom game.

What should we call it then? Maybe something like "Viking Martian" or "Unsatisfied Spaceman's Trip to the Convenience Store?"

I'm all ears!
I believe this specific game should not exist.
Hugo should be working on another quake game, I'm sure he would be good at that.
DOOM clearly isn't is his thing because he feels the need to change everything for the sake of change it's self, and Yes that does appear to be his attitude towards DOOM, just go watch his interviews.
Last edited by Cubist Ideology; Jan 23 @ 5:09pm
I'm twice the Doom fan you are and I'm excited for what I've seen.

First of all.. NO. It's not more melee than shooting. The trailer focused in showing the melee system because that's what is new about the gameplay. There is no point in spending 4 minutes talking about the shooting. That is the same as always.

Secondly, you completely ignored the first part of the trailer in which they pretty much shown a lot of concern regarding how off the rails Eternal went with all the jumping and flying and made sure to bring the game back to a more grounded classic approach. Even the Glory Kill were reduced by gameplay slaps instead of little cutscenes.

They started off by even comparing the game with Doom 2 showing very similar speed and pace.

What are you even talking about here? As far as the gameplay goes, this is more authentic to original Doom than 2016 even was.
Originally posted by Cubist Ideology:
on a side note:
Sentinel soldiers are armed with lightning guns in the new trailer, the lightning gun was invented by the UAC or maybe Nixon, it makes absolutely no sense for the sentinel people to have access this weapon long before it ever existed, remember the dark ages takes place long before the 2016 and eternal.
Why wouldn't the sentinels have lighting guns? They live alongside literal gods that gift them divine technology, they are by all accounts more advanced than humans. The UAC even copied their designs, guass cannon is a ballista rip off for example.

It's not like the game takes place in the literal medieval ages.
Originally posted by V I D A L:

What are you even talking about here? As far as the gameplay goes, this is more authentic to original Doom than 2016 even was.

Agreed with all of that. Despite the art style and things like dragons existing, Dark Ages will probably be the closest to classic doom in the trilogy.
Last edited by UNBREAKABLE; Jan 23 @ 5:21pm
Originally posted by Defective Dopamine Pez Dispenser:
I didn't get that impression, personally. What I saw:

  • More incentive to strafe
  • Significantly higher enemy counts and more enemy "crowds."
  • Similar levels of "you have to engage with what's in front of you to make things happen" as 2016 and Eternal, but much as Eternal did, it accomplishes this in a different way than its predecessors.
  • More agency in terms of how and when that engagement happens, due to the contextual nature of those interactions.
  • High potential to get into a flow state moving from enemy to enemy rapidly (but, again, differently than in Eternal - less verticality, more laterality.)
  • Massive increase in scope/scale
  • Lots of exploration and discovery potential
  • More customization of how we play - including the speed everything happens at, both overall and individually.
  • A strong sense of kinetic and visual feedback/impact.

All of which look like something I'll potentially enjoy a ton. Honestly my only concerns are that the weapon designs look significantly different enough that they may take some getting used to.
+ no more quicktime events but rather player agency in the gameplay.
+ a ♥♥♥♥♥♥♥ awesome sounding shotgun
+ lots of badass looking weapons, I love that they are being creative
+ the deliciously weighty feel of the player character
+ A FLAIL!!
+ destructible body parts
+ heavy riffs

Looks to me like they are finally trying to capture the feel of Doom and innovating. I really, really hope the devs have spent some time examining Brutal Doom.
Last edited by Keeptrucking; Jan 23 @ 5:18pm
"In The Art of DOOM, the concept for the lightning gun is called the ARC cannon. It is stated to have been conceived by the UAC as a counterpart to the plasma rifle designed at the Advanced Research Complex and based on research into Argent conductivity. It utilizes modulation of the plasma current to achieve a sustained linear stream of discharge which is destructive to biological forms. Its production was stated to be limited, perhaps meant as a nod to its eventual multiplayer-only status." - DOOM wiki

The developers clearly do not care about the lore of this fictional world they're building.
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Date Posted: Jan 23 @ 1:34pm
Posts: 19