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Doom: The Dark Ages New gameplay details from Edge Interview (influenced by the 'Batman Year One' and 'The Dark Knight' comics, etc.)

LectureMaster

Gold Member



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  • Influenced by the 'Batman Year One' and 'The Dark Knight' comics which returned Batman to his roots.
  • Shield Saw reacts differently depending on what it hits (flesh, armor, energy shield, etc).
  • The block button can be held down for a sort of 'lock-on' effect.
  • While locked on to an enemy, you can do a shield bash that charges your forward and closes distance.
  • Shield bash will be your main way of zipping around the battlefield since there's no double jump or dash.
  • You can also parry with the shield - game will have accessibility options to adjust parry windows + difficulty options.
  • You can also do a shield throw - this is also used for environmental puzzles like breaking chains.
  • Parry recharges melee > melee refills ammo.
  • Three melee weapons - Gauntlet (fast), Flail (medium), Mace (slow).
  • The Mace is slow and hard-hitting and also tops up all your resources.
  • Guns have a more medieval theme to them and less futuristic, even some returning weapons.
  • Levels are the biggest ever in DOOM and have a more sandbox feel.
  • "About an hour or so" per level is the sweet spot, but completionists can extend this.
  • A typical level will be broken up into 'acts' such as an interior dungeon area, then a more open area, etc.
  • id Software has wanted to put Atlans (mechs) in the game for 8 years - they've been teased in previous games.
  • The story will be more to the forefront this time - a departure from the previous games where it was mostly in text notes.
  • Releasing May 15th on PS5, Xbox, PC, and Xbox Game Pass.


Original article behind paywall
 

R6Rider

Gold Member
A lot of this was already known, right?

Curious to see how they pull off these larger levels.
 
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kevboard

Member
It sounds like they wanted to make everything besides a Doom game.

well the gunplay looks more like classic Doom than in any of the other reboot titles.

however it is clearly also very different structurally... and then there's all the melee combat as well of course.

but it's funny, I made a whole video about how Doom 2016 is IMO basically a first person character action game... and now the third game in the trilogy has 3 melee weapons with combos, a shield block, and a parry system 🤣
 
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I liked the two previous games a lot, but I’m not really feeling this one so far.

It’s cool that they implement lots of new game design ideas, but I kind of wish they hide it a bit more on the visual side.
There’s so much stuff going on, with glowing rings around monsters to indicate you can parry, etc.
It seems immersion is not really high on the priority list anymore.

I also don’t get the giant mech part: it’s cool, you are now a huge mech. Well, what does that matter when the enemies you fight are just as big? It’s like you are both normal sized and fighting on a miniature city.
 
I cannot wait to play this on PS5 Pro on my OLED TV. It's going to be awesome. AND, factoring in what tech wizards these developers are, I'm going to enjoy playing this game on 4K 120hz with the great implementation of PSSR and Ray-Tracing.
 

Bert Big Balls

Gold Member
I know people will be turned off by some of the changes, but if you like Doom I'm sure you'll get used to it. It's like going into Eternal from 2016. Everything was different, but once you've got the hang of the gameplay loop it's fine.
 

Hollowpoint5557

A Fucking Idiot
Ok I'm starting to get a little worried here. The more I hear the more I'm unsure but I really am hoping for a great game here.

Flying dragon missions, giant mechs, lock on and parry system, open world levels, glowing rings and flashing colors for the zoomers, and what is with this story focus? Who plays Doom for the story? Rip and tear is all I care about and I hope all cut scenes are fully skippable. Does any of that sound like Doom?

I'm starting to wish they would have just made Doom Eternal 2. The actual feeling of the movement of Eternal was the best there ever has been and all they needed to do was less platforming and better ammo management.
 
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kevboard

Member
Shit I just want a modern take on PS1 or N64 Doom. I read 90% of this stuff and go okay...

that's impossible unless you want them to just make a retro boomer shooter, of which there are many great ones to choose from already.

early shooters like Doom 1/2/64 are extremely basic due to the technology behind them.
modernising any part of that will instantly lead to tons of changes that alter the core gameplay dramatically.
the engine was so limited that you couldn't even have level design that has a room on top of another room.

these games didn't even have a jump mechanic. you literally had walk, shoot, switch weapon, and a use button. that's all the core gameplay elements.

Doom 2016 is as close to a "modern take" of classic Doom that you can do, without just making a retro boomer shooter.
hell even retro boomer shooters like Ion Fury are far more complex mechanically than the first Doom games, even tho that game in particular runs on the Build engine from 1995.
 
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  • You can also parry with the shield - game will have accessibility options to adjust parry windows + difficulty options.
Noice... I'm there for it. The idea of parrying demons in a medieval hellscape fps game sounds pretty great.
 

Lunarorbit

Member
I'm really digging the dragon from the commercials. Like others have mentioned seems like ID is switching some stuff up. I'll have to finish the 2nd game before may
 
It sounds like they wanted to make everything besides a Doom game.
Bingo. Doom 2016 was an excellent throwback to the OG Dooms and other 90s FPSes. Ever since that game, however, they've been trying to add unnecessary bullshit, like platforming and collectathons and now mechs and dragons and parry/riposte systems, and mix genres to make anything other than a Doom game.
 
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Levels take an hour each on average? OK, bye.
I’d think if there’s a dev that would understand that more isn’t always better is them, especially in this genre, but here we are.
Doom 2016 was fantastic, a game so good that even playing it on Switch couldn’t downgrade the ridiculous fun.
I don’t feel the direction they’ve taken one bit.
If they mean 1hr on average for a first time playthrough then I'm OK with that assuming you have to find collectibles and upgrades.

I must concede Doom 2016 and Doom Eternal had the perfect length for the levels.

On a first playthrough they took 1 hour each.

On subsequent playthroughs you could blast through them in 30 mins.
 
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adamsapple

Or is it just one of Phil's balls in my throat?
Levels take an hour each on average? OK, bye.
I’d think if there’s a dev that would understand that more isn’t always better is them, especially in this genre, but here we are.
Doom 2016 was fantastic, a game so good that even playing it on Switch couldn’t downgrade the ridiculous fun.
I don’t feel the direction they’ve taken one bit.


Levels are broken into "acts".


  • A typical level will be broken up into 'acts' such as an interior dungeon area, then a more open area, etc.
 
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nemiroff

Gold Member
I enjoyed both previous Doom games even though they felt very different, so I'll just put my trust in the developers to make a great experience again.
 
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