In a recent interview with *EDGE* magazine, the developers of *Doom: The Dark Ages* revealed exciting new details about the game’s evolving gameplay and narrative direction. This installment promises to place a stronger emphasis on storytelling than ever before, with level design reaching unprecedented scale—marking the largest levels in the series’ history. These expansive environments introduce a sandbox-like structure, offering players more freedom and immersive exploration.
Game director Hugo Martin and studio head Marty Stratton shared key insights during the discussion, shedding light on the creative decisions shaping the game. Unlike previous entries where lore was often buried in text logs and environmental storytelling, *The Dark Ages* will embrace a more direct and cohesive narrative approach. The tone shifts toward a medieval aesthetic, blending gothic and dark fantasy elements while minimizing futuristic visuals. Even the franchise’s signature weaponry is being reimagined to align with this bold new setting.
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While the game retains the classic structure of distinct chapters, these levels are now significantly larger and more dynamic. Each chapter unfolds in multiple “acts,” beginning with tight, dungeon-style environments that gradually open up into vast, explorable spaces. This blend of verticality and openness introduces a fresh pace to the gameplay experience. Additionally, players can look forward to unique mechanics such as controlling both a dragon and a mech—offering dramatic variety in how you engage with enemies and traverse the world.
One of the most intriguing additions to the Slayer’s arsenal is a versatile shield that also functions as a chainsaw. This multifunctional tool can be thrown at enemies, with its behavior changing based on what it strikes—whether flesh, armor, or energy shields. Beyond offensive use, the shield enables a powerful dash attack, helping players quickly close the gap between themselves and their foes. With double jumps and battle roars no longer present from prior titles, this mechanic becomes central to maintaining fast-paced mobility in combat.
Parrying has also been introduced, acting as a “reload” for melee attacks. Successfully parrying not only defends the player but also restores ammo for primary weapons—a familiar concept drawn from the chainsaw mechanic in *DOOM Eternal*. Melee options include a swift gauntlet, a balanced shield, and a heavier mace, each catering to different playstyles and pacing preferences. Parry timing windows are finely tuned, with adjustable difficulty settings to accommodate both seasoned veterans and newer players alike.