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Doom the dark ages...

My YouTube feed is filled with nothing but overwhelmingly positive reviews. All I did was watch the trailer a while back, then a review with gameplay from some influencer that got early access.

I'm a huge doom fan dork, since the 90s. I'm old. But the trailer and gameplay had me thinking... meh.

I'll wait for a sale. But I'm curious if anyone else feels the same. Anyone normal play it? Specifically fans of 2016. Are these influencers getting paid to hype the game?

Anyone normal who bought day one, tell me I'm wrong and the hype is warranted. Just curious.

37 comments
  • I'm currently playing the game, got like a handful of levels left. It's a good game, but with the way the Doom games have evolved and changed over the time, I don't think you can really say "if you like that Doom, you'll like this Doom."

    I definitely enjoy the gameplay of Eternal more, but Dark Ages is really good.

    The feel of running around is great. You sound massive, your jumps create shockwaves and kill enemies. If you've played Boltgun, it's like that.

    The shield is feels great. The charge is awesome, just like the Meathook was in Eternal to get right next to your enemy, and fodder demons just explode on impact.

    Parries feel good, but are extremely easy. The timing is super forgiving and the range is massive.

    I think a big thing, that not many people are talking about, are the difficulty sliders. You can change so many things, but ID just ignores 90% of them with their presets. You can change so much stuff, and make it feel like a completely different game. Crank up the game speed and just zoom around. Increase your and the enemies damage, so it's all about dodging, or you get one-shot. Make the projectiles slow, but a lot more deadly.

    There's still some ammo management, but it's not like Eternal, not even like 2016. Your melee attack, that you can use for the execute drops ammo, just like the Chainsaw, but you're using it regularly anyway. Some guns also have upgrades that shooting demons with it also drops ammo for the weapon.

    The game is a lot more story heavy, but just like in Eternal you can just skip it and not read the Codex entries.

    The mech stuff is alright, but pretty basic, but also really short segments. The dragon is cool in theory, but I really hate these parts, and they just drag on for far too long. Flying around just isn't fun.

    Weapons are pretty good, and I have some favorites. The normal Combat Shotgun with upgrades is great this time and not just outshined by the Super Shotgun immediately. That Ball-on-a-Chain gun is also really nice, with some cool upgrades. Because you don't really have any ammo issues if you use the melee regularly, I've just used one gun for long stretches of time, because there's just no reason real reason to switch, and you can just use what you want.

    The devs always said in Dark Ages you're like a tank, but with default settings on Nightmare difficulty, you're made out of paper. Projectiles are extremely dangerous, and enemies like to spawn behind you and shoot you in the back. The game is actually not great on telling you where you're getting attacked from, and there's just always tons of enemies around and some deaths can be kinda frustrating.

    Then there are also some minor UI/UX issues. You get small icons in the middle for your melee charges, but they don't show the progress like in Eternal with the Blood Punch. There's no dedicated Map button, just open your Dossier, which remembers your last screen, which is annoying, because you want that map 99% of the time. Sprinting has this terrible vignette effect around your screen, and you want to sprint all the time, but you can only disable all screen effects, which includes some stuff I'd like to see.

    For some dumb reason, the Fast Travel option, at the end of a level has been removed, so if you miss a secret, you'll have to play the level again. There's also tons of points-of-no-return, so you'll have to stare at the map constantly, to make sure you haven't missed anything, which makes the lack of a map button so terrible.

    After I'm done with my Nightmare run, I want to do another one, where I play around with the sliders a bit. I want to turn up the game speed, but will probably lower the damage and projectile speed to compensate.

    • Fwiw it shows the charge % to the next pip down next to the ammo counter

    • Nit about the icons

      You see your current melee charge in the bottom right, next to ammo counts

  • 2016 had the perfect balance between story and gameplay to me, in that the player character expressed flagrant disregard for any narrative elements. This was doom 1 af.

    Just keep moving and turn the bad guys into chunks. Need nothing more.

    I fucking hated the loop in eternal. I get that the developers wanted you to play in a specific way, they partially achieved this through arbitrary mechanics like ammo scarcity. I can appreciate that it's a good game, but I didn't get on with it.

    The art style went full Hollywood horror, and the exposition was kinda dialed up to eleven by contrast to its direct predecessor. Very much disliked that you couldn't crouch (definitely more of a me issue, though I think sliding is a missed opportunity in Eternal's movement repertoire).

    2016's PvP was imperfect but still fun and much appreciated. Snapmap was super underrated and has many sick community made levels.

    The later games are a phenomenal technical showcase; the absolute posterchild for the Vulkan gfx API, but it's not very 'doom' in spirit to me any more

    • I remember physically pumping my fist in the air when the first exposition dump happens in doom 2016 and he just punches the screen seconds in then moves on. That’s all the narrative/storytelling I need or want out of doom. My buddy and I were thrilled when that happened lol

      • This is exactly how I view Doom as well.

        If you want lore, put it in the environment. Let people hunt and find it (makes it more rewarding for those people too). But the core gameplay loop of doom needs to not have hours of exposition dump. The whole point of Doom guy is literally rip and tear. Not to give a shit about why he's ripping and tearing. He's a Marine. Simple motivations.

        Source:https://doom.fandom.com/wiki/Doom_Slayer

        The Doom Marine was originally a human from Earth who served in the Marines and was dishonorably discharged due to assaulting his commanding officer after refusing to fire upon a crowd of unarmed civilians and was later transferred to the UAC Phobos base as security. The Marine soon found himself trying to prevent the demons of Hell from invading Earth. After having fought demonic hordes through Phobos, Deimos and Hell, he returned home to find Earth now overrun by demons. Among the billions of people killed were his family, including his pet rabbit Daisy, giving him further reason to pursue hunting the demons. He continued fighting the horde on Earth, before taking the fight to Hell once more.

        There isn't a "reason" outside of pure rage that makes Doom guy. Doom guy would not give 2 fucking shits about "why", just murder and rage.

        To tie this back to another topic, Mick Gordon fucking captured it perfectly in the music. No sense for the "norms" of music. Just pure rage in music form. It's cathartic. It was a perfect fit. And they fucked it up.

    • the player character expressed flagrant disregard for any narrative elements

      They don't. Doomguy does like two things in the very beginning, but it's not like they don't care, but rather about what Hayden has to say and his justifications for everything that has happened, that's the part which he doesn't want.

      You meet Hayden later in his office, with a few minutes unskippable "cutscene," but it's not like Doomguy ignores him or jumps out of a window in the middle of it.

  • I'm having a blast with it. It's a break from the design ethos that was Doom Eternal. So if you're looking for more Eternal you'll be disappointed. This one wants you to play significantly more aggressively.

37 comments