In a recent conversation with Hugo Martin, the game director, and Marty Stratton, the producer of Doom: The Dark Ages, insights into the game’s arsenal were unveiled, revealing a fresh approach to weaponry. Martin noted, “I think only the shotguns are the same,” emphasizing that while some classics remain, most of the firearms are entirely new creations designed to enhance player experience.
Innovative Arsenal
Martin elaborated on the design philosophy, stating, “You got to have your classics, it’s a Doom game. 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.” This commitment to innovation is evident in the diverse lineup of weapons showcased in the game trailers. Here’s a closer look at some of the standout firearms:
- Shotgun: A familiar face, closely resembling the one from Doom Eternal.
- Super Shotgun: Retaining its classic charm, though the “meat hook” grapple has been replaced with a new shield charge.
- The Skullcrusher: A close-range weapon akin to a chaingun, boasting an impressive aesthetic.
- The Railspike: A unique weapon that pins enemies to walls, reminiscent of the crossbow in Half-Life, generating excitement among fans.
- Rocket Launcher: While it bears a resemblance to its predecessor in Doom Eternal, its gameplay mechanics remain to be seen.
- The Accelerator: Described by Martin as “the new Plasma,” this weapon functions as an SMG plasma rifle, offering a short-range, high rate of fire for exhilarating gameplay.
Additionally, players can anticipate new gameplay dynamics with the introduction of a shield and three melee weapons, setting The Dark Ages apart from its predecessors, Doom 2016 and Doom Eternal. Vehicles also play a significant role, including a flying dragon that allows for aerial combat, with levels designed for both airborne and on-foot action. The mech, known as “the Atlan,” promises to deliver intense gameplay experiences focused solely on its capabilities.
Martin shared a whimsical detail regarding the mech’s chaingun, hinting at a playful touch where a tiny figure might pop out of a hatch, waving at players—a feature that could elevate the game to new heights of enjoyment. He expressed a desire to move away from familiar tools, citing Doom Eternal’s Heavy Cannon as an example of what they aimed to leave behind. “To put that back in players’ hands at the start of Dark Ages, I mean, it’s going to start feeling like a DLC,” he remarked, highlighting the importance of introducing new experiences.
Martin concluded with a vision for player engagement: “I think by giving players a whole new toolkit to discover, learn, and master, that’s going to ensure that we can have a real, balanced experience.” With the release date set for March 15, anticipation is building for players eager to explore the innovative arsenal and gameplay of Doom: The Dark Ages.