Creative director Hugo Martin on how Doom: The Dark Ages is a spiritual successor to the original game, and how the Saw Shield will completely upend your expectations
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“If you were an F22 fighter jet in Doom Eternal, this time around we wanted you to feel like an Abrams tank.” […] ”You’re heavier, more powerful, and grounded,” he says. “We’re making strafing-to-aim a thing again. You’ll be weaving between projectiles, just like you did in the original Doom, to deliver that Super Shotgun blast to the chest… It almost creates this three-dimensional 'shoot ‘em up’ puzzle that you’re weaving your way through.”

Hell yes. I’m still going to be cautious with my hype but this sounds like what I want. I know many people liked the acrobatics of Eternal but it was not for me.

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Eternal was a recipe for stress for me. I enjoyed Doom 2016 much more, personally.

arefx
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I’m im the same boat. I don’t think.i even finished eternal. Beautiful game, I see why people love it too based off the gameplay but the new one seems more my style.

Domi
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Eternal was a recipe for stress for me.

That’s the thing that made it great for me, but I liked both 2016 and Eternal for different reasons. Would be great if they can somehow satisfy both camps with the next entry.

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There’s a moment of flow state I had with Doom Eternal. Like John Wick running on pure focus with the most intense music, as I eat fire and shit bullets, carefully balancing out my kill rate with my ammo and health and refilling as needed.

And you’re right. It is stressful. It’s 100% “fuck it we ball” and see where we land.

And after playing some Doom mods recently, it’s no where near as chaotic.

P03 Locke
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Mods solve everything.

Drasglaf
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I had a similar experience. Doom was pure shooting fun, while the platforming component they introduced in Eternal altered the essence too much for me. I finished Doom in a very short time but I never finished Eternal.

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Tbh, even letting the platforming aside, the difficulty levels were pretty glossed over in Eternal.

Choosing hard for the pushing yourself for fast paced gaming turned the health of every enemy to 11, making some weapons pretty useless instead of leaving them satisfying gameplay parts. Enemy animations were rather broken, too. In 2016, you could see every attack being prepared no matter how quick they were. In Eternal, it felt like playing an online game where animations were simplified and as if you were playing through a tick rate game where the game skipped cues for next enemy movements. A scrawny, naked possessed taking several melee hits wasn’t fun at all.

On easy, it is not even Doom.

Björn Tantau
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Long COVID left me in a state where I can’t handle too much physical or emotional stress. At least half a year ago or so playing 2016 was no problem for me. But Eternal was too much. Even on lower difficulty levels. But I actually liked Eternal. Especially later when you’ve got all the mechanics unlocked and can play through an arena on some kind of ultra instinct.

I fear that this new game will be similar in stress levels.

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