DOOM: The Dark Ages brings new insights straight from Hugo Martin, creative director at id Software, who explains that the signature glory kills from DOOM (2016) and DOOM Eternal didn’t quite fit with the large-scale battles in this upcoming installment. DOOM: The Dark Age — A Shift in Signature Gameplay Both the 2016 reboot and DOOM Eternal are known for their brutal executions—iconic mechanics that not only define the games visually but also serve gameplay purposes like resource management, providing health or ammo depending on the type of execution. Resource management and executions haven’t been removed in DOOM: The Dark Ages, as revealed in early impressions, but the gore-heavy moments are now quicker, shorter, and less flashy. There’s a reason behind this, as Martin explained during an online interview. The Movie 300 Inspired the New Combat Style Martin cited the movie 300—specifically the scene where Leonidas charges through waves of enemies at the Hot Gates with spear, shield, and sword—as the core inspiration for the feel they want players to experience.“We wanted players to feel like that, and part of it [meant] being able to take down enemies quickly,” he said. “So if every stunned enemy required a locked, synced animation… they’d act like little quick...
DOOM: The Dark Ages Has Fewer Glory Kills
From Fextralife (Written by gizmozgamer) on April 8, 2025 | OpenCritic
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