When manager Hugo Martin explained that the mantra for Doom: The Dark Ages was “stand and fight” during Xbox’s Developer Direct earlier this year, I was instantly enticed. It's an thought successful nonstop absorption to id Software’s erstwhile game, Doom Eternal, a shooter built connected hyper-kinetic, perpetually mobile firefights. There is, however, a azygous force successful Eternal that does request you “stand and fight” – the Marauder. Perhaps the astir arguable force ever featured successful a Doom game, it’s hated by many… and loved by me. And the infinitesimal I realised that the instrumentality to Doom: The Dark Ages’ combat was reacting to agleam greenish lights – the precise aforesaid happening that’s cardinal to sidesplitting a Marauder – I knew I was all-in.
Don’t worry, The Dark Ages doesn’t unit you into a cage combat with an force that’s arsenic accelerated and fiddly arsenic Eternal's Marauder. Sure, determination is the Agaddon Hunter, who’s protected by a bulletproof shield and lashes retired with a deadly combo attack, but the bequest of Eternal’s infamous battles lives connected not done a azygous enemy, but each enemy. Rethought, recalibrated, and reforged, the ideas down the Marauder person been applied to The Dark Ages’ halfway combat design. The result? Every brushwood has the smarts of a Marauder face-off with nary of the frustrations.
The Marauder is simply a spot of an antithetic beast. Fights successful Doom Eternal typically person you moving loops astir a combat arena, cutting down fodder enemies and bouncing betwixt larger foes. Eternal has often been called a absorption game, and that doesn’t conscionable use to your resources; done the usage of speed, space, and shotguns you person to negociate the horde. That each goes retired the model erstwhile the Marauder turns up. This tough-as-nails, axe-swinging powerhouse demands your implicit focus, hence wherefore it’s truthful often fought successful one-on-one situations. On the unusual juncture 1 turns up successful larger battles, the champion maneuver is to debar its blows, wide the platform of mobs, and – yet – basal and fight.

That doesn’t mean virtually lasting still, of people – this is Doom Eternal, aft all. Rather, it’s astir asserting dominance implicit the abstraction done cautious positioning. Get successful excessively adjacent and the Marauder volition drawback you with a deadly shotgun blast that’s near-impossible to dodge. Fall excessively acold backmost and he’ll bombard you with projectiles that are overmuch easier to dodge, but you’ll beryllium retired of scope of his axe swing. The happening is, you want him to effort and deed you with that axe, due to the fact that the lone clip successful the full combat that the Marauder is susceptible to harm is during the attack’s wind-up animation. His vigor shield soaks up each slug you fire, truthful you request to presumption yourself successful the saccharine spot wherever he’ll driblet his defender and spell successful for the kill. When his eyes flash agleam green, that’s your cue: you’ve got a split-second model to blast his brains out.
A flash of agleam greenish is besides what you’re looking for successful Doom: The Dark Ages. In a motion to the series’ archetypal outing, demons occurrence retired volleys of slug hell-like projectiles. Within those volleys are peculiar greenish missiles that tin beryllium parried with the Doom Slayer’s caller shield, deflecting the ordnance backmost to its source. In the opening hours of the crippled this is mostly a antiaircraft move. Later on, though, erstwhile you unlock the shield’s rune system, the parry becomes an invaluable violative tool, stunning demons with bolts of lightning oregon triggering your shoulder-mounted, auto-targeting cannon.
Your travels crossed The Dark Ages’ battlefields go a collage of pocketed one-vs-one fights with a assortment of almighty demons.
Unlike successful a Marauder fight, endurance is not wholly babelike connected reacting to these greenish lights. Good usage of your much straightforward tools tin transportation you to victory. But the shield runes marque parrying 1 of the strongest components of your arsenal – 1 worthy activating arsenic galore times arsenic possible. And if you weave it into your combat approach, you’ll soon find that the foundations of The Dark Ages’ parry stock communal crushed with Eternal’s Marauder fights. You’ll request to find the close distance, since demons won’t occurrence projectiles astatine adjacent range, and erstwhile the greenish orbs appear, you’ll request to maneuver into the close presumption to drawback them. And then, similar catching the Maruader mid-swing, you request speedy reactions to people the parry itself. All this demands focus, truthful your travels crossed The Dark Ages’ battlefields go a collage of pocketed one-vs-one fights with a assortment of almighty demons. You basal and you fight. Just arsenic you did against the Marauder.
Perhaps the astir cited statement against the Marauder was however it interrupted Doom Eternal’s flow. You simply cannot combat it utilizing the techniques you’ve conquered each different situation with. This switch-up is really the crushed wherefore I emotion the Maruader truthful much: portion the remainder of the crippled asks you to bash ballet, it insists you interruption dance. Doom Eternal was a crippled built connected breaking the rules of first-person shooters, demanding that you deliberation astir resources, weapons, and engagements successful caller ways. The Marauder breaks the rulebreaker’s rules and truthful poses the eventual challenge. But arsenic overmuch arsenic I relish that challenge, I recognize wherefore galore hatred it.

Doom: The Dark Ages overcomes that occupation by ensuring antithetic “dances” are portion of the expansive disco hallway of battle. Every large force benignant has its ain unsocial greenish projectile oregon melee strike, and truthful your attack changes with each foe you encounter. The Mancubus, for instance, fires staggered bursts of wide vigor “fences” that diagnostic greenish “pillars” astatine either end, and truthful you indispensable weave near and close to people the parry connected each one. The Vagary launches an abacus-like volley of deadly spheres, forcing you to sprint towards the rows you tin deflect arsenic if they were deadly tennis balls arriving connected your broadside of the court. The skeletal Revenant, meanwhile, replicates the Marauder adjacent closer; it’s invulnerable to harm until you tin deflect 1 of the greenish skulls it fires successful alternating patterns from its enarthrosis launchers.
Because each azygous demon demands a antithetic benignant of footwork, it’s ne'er jarring erstwhile a caller foe is introduced with a left-of-field approach. Sure, the Agaddon Hunter and Komodo some airs a spot of a trouble spike acknowledgment to their aggravated melee combo attacks, but you’re already utilized to perpetually adapting the mode you determination and respond by the clip they get connected the scene. That wasn’t the lawsuit for the Marauder, due to the fact that Eternal’s ruleset was based connected utilizing the close weapon for the close demon, not the presumption and reaction-based tactics needed to decision this unsocial threat.
The Marauder’s occupation was ne'er its design. It was that it broke the rules and players weren’t prepared for it. Doom: The Dark Ages trains you for thing akin by making its ain reaction-based twitch mechanic a halfway constituent of the full acquisition alternatively than a mid-game curveball. Such a displacement does mean that the situation has mostly disappeared – the shield’s parry model is overmuch much generous than the split-second required to respond to the Marauder’s oculus flash, adjacent astatine higher difficulties. But the underlying conception of the Marauder – locking measurement with an enemy, waiting for the cleanable moment, and striking erstwhile the airy shines greenish – is each present successful each azygous battle. Doom: The Dark Ages whitethorn connection a precise antithetic instrumentality connected those ideas, but they’re inactive wholly recognisable. You basal and you fight.
Matt Purslow is IGN's Senior Features Editor.