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    Doom: The Dark Ages Preview: Hands-On With a Heavy Metal Album-Turned-Shooter

    The reboot of the Doom franchise starting with the titular 2016 title into a fast-paced shooter was a resounding success, and its 2020 sequel Doom Eternal ramped up the speed even more. So it may have come to surprise fans that developer id Software decided to slow things down for the third installment, Doom: The Dark Ages — but after playing several hours of the game, I’ve mostly enjoyed the new direction they’ve taken the gruesome shooter, which admirably reshuffles the ingredients to tickle similar Doom urges with new flavors.

    At a preview event in Los Angeles, California, id Software and publisher Bethesda brought journalists and influencers to play an over 3-hour chunk of Doom: The Dark Ages. The substantial playtime included an early slice of the linear campaign, samplings of the mecha and dragon-back combat and a later extended segment in a huge map carved into arenas — enough time to get a feel for the flow of fights and upgrades.

    The Dark Ages is a prequel to the 2016 Doom game, which itself had such a thin story that players shouldn’t worry terribly if they’ve forgotten what happened (or never played). The newest game is flung so far in the past that it doesn’t really matter — the Doom Slayer as a character is functionally immortal, so this adventure seems to be opening the games up to flinging him around in time to shake up the setting.

    And boy, what a setting. As trailers have shown, The Dark Ages takes place in the kind of medieval fantasy splayed on metal album covers and airbrushed on the sides of vans — demons, dragons and Doom Slayers make for a rollicking mix of blood and thunder. Sure, there are some sci-fi starships and tech to handwave players teleporting between stages and equipping a plethora of firearms, but everyone agrees that it also makes sense to bring a shield with a buzzsaw to a gunfight.

    That gun-and-melee alchemy is at the center of The Dark Ages, and it’s clear a ton of tinkering has gone into how players employ their new shield. This time around, players are rooted to the ground — no more dashing around — to transition from the frenetic fights of the recent Doom games into the brutal slugfests of The Dark Ages. Shoot, block, shoot, counter, deathblow — it’s a ballet of brutality.

    I found myself missing the air-dashes of the earlier Doom games, and it took time to get used to bringing up my shield instead of keeping constantly on the move. But there are a handful of tools to keep you from hunkering behind the shield (which can only take so many shots before being temporarily disabled) — you can dash and bash with your shield to close distance as well as make special melee attacks (which have a certain amount of uses before needing to recharge).

    I had to watch my limited ammo, health and armor on top of tracking enemies, which was a lot to keep track of, and it took practically the whole preview session to feel halfway competent in the combat flow. It’s color-coded: avoid the orange blasts but use your shield to block the green ones to damage or disable enemies; when near death, they’ll glow purple for you to finish them off. Further into the demo, I found more interactions — like enemies wearing armor, which needed to be shot enough to glow red-hot, after which I could throw my shield to shatter it, leaving them vulnerable.

    The fantasy setting liberates the franchise from its high-tech veneer, setting aside pulse rifles for a menagerie of inventive, medieval destruction methods: a buzzsaw added to the shield to throw into enemies, a magazine-fed stake thrower, a gun that churns up skulls to spew room-clearing bone fragments and even a gun that fires a heavy ball on a chain like a projectile flail. Upgrades creatively expand the moveset: the plasma-firing gun, for instance, can be shot at an enemy you’ve lodged your shield into to electrify surrounding enemies.

    Slaughter from on high: Mech and dragon segments are fun diversions

    Amid the carnage of its new shield-and-gun focus, early trailers of Doom: The Dark Ages showed peeks at new gameplay sequences that got fans excited: piloting a colossal mech and riding a cybernetically enhanced dragon. My preview jumped to time with both, and I have a clear favorite. (It’s the mech.)

    When I climbed into the Atlan, as the Doom Slayer-looking mech is called, the game zoomed out to accommodate my skyscraper frame. The scale is the fun here. Each prodigious step made the ground quake, and I effortlessly plowed through bridges filled with enemies that would’ve taken a lot of effort to eliminate on foot. I stomped on squads of tanks to get in range of massive demons — which, naturally, I punched the daylights out of.

    Atlan combat is a slugfest, with amazing sound selling the colossal crunch of my massive fists colliding with a demon’s face. And yes, there’s a bit of a mechanical flow: pummeling enemies builds up a meter to stomp a directional column or fire energy blasts. While out of range, I engaged a rocket punch to close the distance. It sold me on how these Pacific Rim-esque sequences clashing with Kaiju-size demons will break up the extended gunplay on the ground (and feel metal as heck).

    The dragon sequences were, sad to say, not as fun.

    I hear you, readers: how can the Doom Slayer clambering on the back of a dragon with neon red holo-wings, jet thrusters and a machine gun be droll? But all that promised speed and excitement of riding an iconic fantasy beast straight off the cover of Heavy Metal gets slowed way, way down for the sections I played.

    I dashed through levels at top speed until it was time to take on enemies, which just led to my dragon hovering around while I took out stationary foes shooting at me — which is fine to mix in some bullet hell gameplay, but disappointing compared with the swift and lithe dragon combat I was expecting. I might as well have been shooting out of a stationary helicopter.

    There’s some cool toying with scope in the dragon section I played, wherein I systematically took down a demon battleship’s (Hell Carrier, technically) turrets and main gun before diving in to destroy the massive vessel’s central core from the inside. Rinse and repeat for a few more ships, which gave me time to understand and grudgingly adapt to a dodge mechanic in the stationary sections, which felt more punishing than rewarding.

    But even after struggling through this section, there was the undeniable bright spot of the game’s commitment to fist-pumping moments — like whittling down an annoying colossal demon until I could activate a finisher, when my dragon flew forward and wrenched its jaws apart to spew jets of flame down its throat. Heavy metal as hell.

    The best for last: Siege, an open range of death-dealing

    The fourth and final section of the demo was simply called Siege. Whereas the first on-foot section I played followed early Doom games in a fairly linear path with a few offshoots, the siege opened up to a huge map — essentially multiple contained arenas connected by paths and walkways, each of which you could assault in the order you choose, with plenty of secret areas tucked into the sides.

    If the first levels were a classroom teaching the rhythms of combat, this was the test: broad swaths of enemies, from foot soldiers to towering Cyberdemons, all hitting you at once. But hey, you’ve trained for this (right?), and in this section, Bethesda gave me plenty of tools to dish out death.

    Like in previous Doom games, Dark Ages has a spread of difficulty settings for the gluttons for punishment — and in a big win for accessibility, there are lots of toggles to tweak enemy health, damage taken, lengthening the parry window and more to get the player experience just right. Of the six difficulties, I brazenly chose the third (Ultra-Violence), a hard mode just above normal (Hurt Me Plenty), and muscled through the demo session.

    The first area of the siege stopped me short, and try as I might, the Cyberdemon leading that first array of enemies wiped the floor with me. After reluctantly dipping down to the normal difficulty, I eked out a win and pushed forward into the massive map, looking over the surrounding hills and deciding which pack of enemies to take on next.

    Tucked into the corners of the maps were caches and secret sections that often awarded gold, which could be spent at Sentinel Shrine statues to upgrade my skills. These are split into multiple trees for melee, shield and guns, the latter of which I felt were most rewarding and brought out the individuality of each gun. Unlike previous Doom games where I mainlined one or two weapons, Dark Ages’ variety of enemies and situations had me fluidly rotating between my arsenal of guns (when I remembered to in the heat of battle, anyway).

    The siege section took me about an hour to work through in its entirety, prying into secret areas and systematically clearing out arenas full of different mixes of demons. I wandered across grassy hills between gothic village buildings while, in the background, a friendly Atlan engaged in a prolonged slugging match with a colossal archfiend. It was atmospheric but not distractingly so; the game is tuned to keep the focus on the enemies in front of you.

    In the first section of the demo, the grim future-fantasy story unfurls with the captive Doom Slayer, restrained by a mysterious energy bolt on his chest, shot down to a medieval planet as a last resort to save the people of a king. «Before he became a hero, he was the super weapon of gods and kings,» a title card read. It’s soon clear that the Doom Slayer is a pawn in a political game between squabbling humans and demonic nobility. It laid the groundwork for what is, canonically, the first story told about the mythical man who only knows combat against the forces of Hell.

    But the last section of the demo, the siege, was the real bones of what players will experience in Doom: The Dark Ages. Bethesda has tinkered and tweaked the Doom formula to force players to shoot to a different beat; from the demo, they’ve succeeded, which is admirable considering how much players enjoyed the fast-paced combat of the earlier games. The gunplay is tight, but so are the animations and deliciously crunchy sound effects, timed perfectly to make the player feel they’re battering apart the meanest baddies Hell can summon.

    These days, the games industry seems risk-averse, producing sequels that feel too much like rehashes of whatever came before. Judging by the demo, which was only about four hours of play, the Dark Ages could be the difference, delivering the brutal feel of fighting through a Doom game with entirely new systems, weapons and mechanics as medieval as its theme.

    We’ll know if this demo is representative of the whole game when Doom: The Dark Ages comes out on May 13 for PS5, Xbox Series X/S and PC.

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