When director Hugo Martin defined that the mantra for Doom: The Darkish Ages was “stand and battle” throughout Xbox’s Developer Direct earlier this yr, I used to be immediately enticed. It is an thought in direct opposition to id Software program’s earlier sport, Doom Everlasting, a shooter constructed on hyper-kinetic, perpetually cellular firefights. There’s, nonetheless, a single enemy in Everlasting that does demand you “stand and battle” – the Marauder. Maybe probably the most controversial enemy ever featured in a Doom sport, it’s hated by many… and cherished by me. And the second I realised that the trick to Doom: The Darkish Ages’ fight was reacting to vibrant inexperienced lights – the exact same factor that’s key to killing a Marauder – I knew I used to be all-in.
Don’t fear, The Darkish Ages doesn’t pressure you right into a cage battle with an enemy that’s as quick and fiddly as Everlasting’s Marauder. Certain, there may be the Agaddon Hunter, who’s protected by a bulletproof defend and lashes out with a lethal combo assault, however the legacy of Everlasting’s notorious battles lives on not by a single enemy, however each enemy. Rethought, recalibrated, and reforged, the concepts behind the Marauder have been utilized to The Darkish Ages’ core fight design. The consequence? Each encounter has the smarts of a Marauder face-off with not one of the frustrations.
The Marauder is a little bit of an uncommon beast. Fights in Doom Everlasting sometimes have you ever operating loops round a fight enviornment, slicing down fodder enemies and bouncing between bigger foes. Everlasting has usually been referred to as a administration sport, and that doesn’t simply apply to your sources; by using velocity, area, and shotguns you need to handle the horde. That each one goes out the window when the Marauder turns up. This tough-as-nails, axe-swinging powerhouse calls for your full focus, therefore why it’s so usually fought in one-on-one conditions. On the odd event one turns up in bigger battles, one of the best tactic is to keep away from its blows, clear the deck of mobs, and – lastly – stand and battle.
That doesn’t imply actually standing nonetheless, after all – that is Doom Everlasting, in spite of everything. Slightly, it’s about asserting dominance over the area by cautious positioning. Get in too shut and the Marauder will catch you with a lethal shotgun blast that’s near-impossible to dodge. Fall too far again and he’ll bombard you with projectiles which might be a lot simpler to dodge, however you’ll be out of vary of his axe swing. The factor is, you need him to attempt to hit you with that axe, as a result of the one time in the whole battle that the Marauder is susceptible to wreck is throughout the assault’s wind-up animation. His power defend soaks up each bullet you fireplace, so you might want to place your self within the candy spot the place he’ll drop his guard and go in for the kill. When his eyes flash vibrant inexperienced, that’s your cue: you’ve obtained a split-second window to blast his brains out.
A flash of vibrant inexperienced can be what you’re on the lookout for in Doom: The Darkish Ages. In a nod to the sequence’ first outing, demons fireplace out volleys of bullet hell-like projectiles. Inside these volleys are particular inexperienced missiles that may be parried with the Doom Slayer’s new defend, deflecting the ordnance again to its supply. Within the opening hours of the sport that is largely a defensive transfer. In a while, although, when you unlock the defend’s rune system, the parry turns into a useful offensive device, beautiful demons with bolts of lightning or triggering your shoulder-mounted, auto-targeting cannon.
Not like in a Marauder battle, survival is just not solely depending on reacting to those inexperienced lights. Good use of your extra simple instruments can carry you to victory. However the defend runes make parrying one of many strongest parts of your arsenal – one price activating as many occasions as attainable. And in case you weave it into your fight method, you’ll quickly discover that the foundations of The Darkish Ages’ parry share widespread floor with Everlasting’s Marauder fights. You’ll want to seek out the proper distance, since demons received’t fireplace projectiles at shut vary, and when the inexperienced orbs seem, you’ll have to maneuver into the proper place to catch them. After which, like catching the Maruader mid-swing, you want fast reactions to attain the parry itself. All this calls for focus, so your travels throughout The Darkish Ages’ battlefields grow to be a collage of pocketed one-vs-one fights with quite a lot of highly effective demons. You stand and also you battle. Simply as you probably did towards the Marauder.
Maybe probably the most cited argument towards the Marauder was the way it interrupted Doom Everlasting’s movement. You merely can’t battle it utilizing the methods you’ve conquered each different problem with. This switch-up is definitely the explanation why I really like the Maruader a lot: whereas the remainder of the sport asks you to do ballet, it insists you break dance. Doom Everlasting was a sport constructed on breaking the foundations of first-person shooters, demanding that you concentrate on sources, weapons, and engagements in new methods. The Marauder breaks the rulebreaker’s guidelines and so poses the last word problem. However as a lot as I relish that problem, I perceive why many hate it.

Doom: The Darkish Ages overcomes that downside by making certain totally different “dances” are a part of the grand disco corridor of battle. Each main enemy sort has its personal distinctive inexperienced projectile or melee strike, and so your method modifications with every foe you encounter. The Mancubus, as an illustration, fires staggered bursts of large power “fences” that function inexperienced “pillars” at both finish, and so it’s essential to weave left and proper to attain the parry on every one. The Vagary launches an abacus-like volley of lethal spheres, forcing you to dash in the direction of the rows you possibly can deflect as in the event that they have been lethal tennis balls arriving in your facet of the courtroom. The skeletal Revenant, in the meantime, replicates the Marauder even nearer; it’s invulnerable to wreck till you possibly can deflect one of many inexperienced skulls it fires in alternating patterns from its shoulder launchers.
As a result of each single demon calls for a unique sort of footwork, it’s by no means jarring when a brand new foe is launched with a left-of-field method. Certain, the Agaddon Hunter and Komodo each pose a little bit of a problem spike because of their intense melee combo assaults, however you’re already used to consistently adapting the way in which you progress and react by the point they arrive on the scene. That wasn’t the case for the Marauder, as a result of Everlasting’s ruleset was primarily based on utilizing the proper gun for the proper demon, not the place and reaction-based techniques wanted to defeat this distinctive risk.
The Marauder’s downside was by no means its design. It was that it broke the foundations and gamers weren’t ready for it. Doom: The Darkish Ages trains you for one thing comparable by making its personal reaction-based twitch mechanic a core element of the whole expertise moderately than a mid-game curveball. Such a shift does imply that the problem has largely disappeared – the defend’s parry window is far more beneficiant than the split-second required to react to the Marauder’s eye flash, even at larger difficulties. However the underlying idea of the Marauder – locking step with an enemy, ready for the right second, and putting when the sunshine shines inexperienced – is all right here in each single battle. Doom: The Darkish Ages might supply a really totally different tackle these concepts, however they’re nonetheless utterly recognisable. You stand and also you battle.
Matt Purslow is IGN’s Senior Options Editor.