Innovative Arsenal in Doom: The Dark Ages
In a recent conversation with Hugo Martin, the game director, and Marty Stratton, the producer of Doom: The Dark Ages, the duo shared insights into the evolution of the iconic first-person shooter’s weaponry. Martin emphasized a deliberate shift in design, stating, “I think only the shotguns are the same. The plasma is so different, so the rest are brand new. That was by design, really making sure that we were giving you new tools to master.”
Martin further elaborated on the necessity of retaining classic elements while introducing fresh concepts. “You got to have your classics; it’s a Doom game,” he noted. “You got to have a plasma rifle. You got to have the shotguns. But then what else can we make? So we started every gun from scratch.” Below is a glimpse into the arsenal that players can expect in the upcoming title:
- Shotgun: A familiar design reminiscent of the one featured in Doom Eternal.
- Super Shotgun: A classic that remains unchanged, though the “meat hook” grapple has been replaced with the Slayer’s new shield charge.
- The Skullcrusher: A close-range weapon akin to a chaingun, notable for its striking aesthetics.
- The Railspike: This innovative weapon pins enemies to walls, evoking memories of the crossbow from Half-Life.
- Rocket Launcher: Similar in appearance to its counterpart in Doom Eternal, though its functionality remains to be fully revealed.
- The Accelerator: Described by Martin as “the new Plasma,” this weapon operates as an SMG plasma rifle, designed for short-range combat with a high rate of fire.
In addition to the revamped arsenal, players can anticipate new gameplay dynamics with the introduction of vehicles. Martin hinted at a flying dragon that will feature levels reminiscent of Halo, allowing the Slayer to engage in both aerial and on-foot combat. Furthermore, the Pacific Rim-inspired mech, dubbed “the Atlan,” promises action-packed sequences dedicated solely to its operation.
Amidst the excitement, Martin referenced the Heavy Cannon from Doom Eternal as a weapon they chose to leave behind in this installment. “To put that back in players’ hands at the start of Dark Ages, I mean, it’s going to start feeling like a DLC, because they’ve already mastered that tool,” he explained.
By introducing a completely new toolkit, Martin believes players will enjoy a balanced experience without the need to escalate difficulty levels prematurely. “I think by giving players a whole new tool kit to discover, learn, and master, that’s going to ensure that we can have a real, balanced experience,” he stated.
As anticipation builds for the March 15 release of Doom: The Dark Ages, the prospect of wielding the Railspike and engaging in dynamic gameplay has fans eager for the next chapter in this legendary franchise. For a deeper dive into the development process, readers can look forward to the full interview in the upcoming issue of PC Gamer.