ADDITIONALLY! DLCs confirmed, included in premium edition. And some have asked about the glowing colors on enemies. I don't have it confirmed but given that Eternal allowed us to disable all that stuff, I think it's safe to assume that we'll have that kind of UI customization in TDA.
3 games with completely different play aesthetics and styles while all being utterly and totally badass and an absolute blast to play is something most developers/publishers can only dream of. This game looks incredible and I'm so excited
tbh I love that each DOOM game has its own vibe and they re continuing this trend with Dark Ages. I hope the tutorials are better in this game. DOOM Eternal had a terrible tutorial system, taking you out of the levels into virtual rooms, or just stopping the action with text. Hope they more naturally teach players this go around. I am super hype for Dark Ages
Eternal's tutorials are a symptom of them figuring out their gameplay already far into development. This time it seems it's designed this way from the ground up.
@@underthemayo yeah I agree. and it was a small thing anyway. I am kinda bummed there is no multiplayer this time. I didn't care for battle mode but 2016 I loved the old school arena pvp. Even if it was just a one off thing. But i get it .
@@sonnieslim5973 I can understand the disappointment about there not being multiplayer, since deathmatch was historically a very big and influential aspect of Classic Doom. But with that said, single-player has always been the star of Doom's show.
I think the most important thing for the difficulty sliders is that it's clearly communicated in the UI what the *intended* experience is by the game designers. Pushing it higher or lower for one's own taste is fine, but there needs to be a baseline, benchmark level. I don't like when games entirely abdicate difficulty level as an axis of game design and just dump it on the player to figure out.
You can see, at the top, that people can select different difficulty levels (HMP is what's listed) *and* you can customize the individual sliders. My hypothesis: each difficulty level pre-sets the sliders levels, then a person can choose to accept those pre-set slider levels or tweak the sliders to their preference.
@@RacingSnails64 It looks like the exact opposite of 2016. Doom 2016 was very sci-fi, while Doome Eternal mixed some medieval themes in there. TDA looks like completed journey towards medieval style.
@@llamadelreyii3369 They do a perfectly fine job at that when it comes to imps and zombies. Plasma and rockets cover everything else. There are no situations in Doom 1 or 2 where there is an enemy at long range that presents a threat without you having a way to take them out.
First thing I notice that stood out for me is the health and armor ui with it's attempt at making it more like 1993 doom down to the face icon and more centered placement.
Yeah some of the OG Doom levels, particularly in 2, could get pretty expansive. The Doom 2016 Foundry level is probably my favourite out of the new Doom games for that reason.
@@GSixFiveFourThreeFourDashTwo or Silent Cartographer. Wish Halo picked that premise back up - drop you in a location with multiple initial directions of progress, have them loop back to each other & let you progress through each area in a nonlinear way, letting the mission develop slightly differently if you do.
If I fall in love with it and find it really deep and interesting. That's not guaranteed. It's entirely possible I do a review, several opinion pieces and strategy videos.. and then move on. Like Sifu, Re4, etc. That side of things is unknowable right now.
if im going to be honest, this game might have what it takes to surpass eternal eternal was very special, best FPS game ever crafted possibly, but this feels like its going to be even greater, a true evolution of that classic style of play and have us rethink FPS games all over again, and im all for it i usually dont like getting my hopes so high, but this recent reveal has made me fully confident in Id's vision
For me, I don't think of it in terms of surpassing. Because this game isn't trying to surpass what Doom Eternal did. Rather, it's attempting to forge its own path and create a gameplay experience that's distinct from Doom Eternal while still being just as much an evolution of the original Doom formula. And by the looks of it, it's going quite well.
Parries are either implemented very well or very poorly in games IMO. Visual clarity of what's on screen seems to rarely be prioritized with gaming in general. The attack needs to be properly telegraphed, with audio and visual cues, and a decent parry window that doesn't feel annoying and isn't too easy or exploitable, with nothing that obstructs it. DarkTide does a pretty good job of this with the visual wind up and audio cues, though you dodge in that instead of parry but the idea is the same. I actually think you'd enjoy high level DarkTide a lot Mayo. When you get to Heracy or higher difficulty it really starts to pop. You get in a flow state similar to Doom Eternals IMO.
Gotta say, regarding multiplayer, I have been disappointed by Id's attempts to add multiplayer to Doom, I just wish they could have done a team wave arena gamemode, specifically in Eternal: I just have this wet dream of 4 slayers flying across a huge arena, battling 10 tyrants, 7 marauders, 5 possesed archvilles and all while a protected buff totem rests in the center, even getting to carry others by meathooking or ballista boosting to them and activating the minigun shield to save them or just working together to split the work of taking on an onslaught. Still hyped about the difficulty sliders though, can't wait for brawler mode to max them all out and only allow melee weapons (ngl the melee combat looks sick, I genuenly want to see if the whole game can be beaten with just melee)
Yeah I don't understand why they couldn't have a regular co-op horde mode in slayer gates or something. Or have regular deathmatch with some weapon unlocks being map pickups or temporary multi kill bonuses or something. The only problem with 2016's multiplayer is they gave it to Saber who delivered a mid unexciting experience. That doesn't mean deathmatch was bad, just the one we got wasn't great. I don't understand why they keep overcomplicating it.
Good lord...this looks too good! Tank Slayer is what I've always wanted, and that damn collectors edition statue....ffffffff Thank you Id for being one if the most epic companies since wayyyyyy back.
I have to say I haven't watched all that much Mayo content since the second eternal DLC, I'm very much looking forward to Mayo's commentary and being a regular on this channel again. Mayo best Doom combat channel
I’m in the camp that thought doom eternal was too complicated/cluttered for this own good, so I’m happy to see this shift to a more boots on the ground heavyweight style of gameplay. Glory kills were cool but user-generated executions are probably going to be more responsive and less repetitive. Definitely hyped for now.
i personally enjoyed 2016 and eternals multi-player a lot but it was clearly a drain on resources. hopefully expanded content like DLC or master level adjacent updates will get even more love and polishing this time around.
Frankly, I don't think it will. Not in the sense that the game looks bad--it looks freakin' dope! More in the sense that, as Mayo has said, TDA is simply going in a different direction. It's not even the same game, so ideally, they'll both have a place in your heart!
I'm gonna miss the crackhead weapon swapping while going mach fuck through hordes of enemies, i just hope they don't go too slow and you can really crank that speed dial to a fair degree.
I have a strange relationship with your channel mayo, I watch your god of war videos and the 2018 and Ragnarok, and that made me want to go play it, weird I know, but I fell in love with those games so thanks for that, but one thing about that I really like is your love for doom, it's so infectious, I haven't had the opportunity to play a doom game before but dark ages looks awesome so I hope to play it when it comes out I hope I like it, it's gonna be my first first person shooter game so wish me luck
adding the parry and making it optional doesnt seem like an ID thing to do. Based on the footage it looks very baked into the gameplay loop but im fine either way, i expected another combat system thats designed to be played a specific way. I do hope resource management is still under the players control though.
I’m not a fan of: the lack of verticality for the slayer, and the fact that the glory kills are real time. I enjoyed the doom 2016 animations + time to breathe in doom eternal.
The walk speed is too slow in the footage here. Even in original Doom you were pretty quick. That's my biggest concern. I don't want a flying doom guy like Eternal but if you can't jump and you now have to dodge projectiles, you still need some speed.
The sniper comment i'm not sure i totally agree because modern Doom already took so much from Quake (which in a way, was a follow up to Doom) and even in classic Doom, you could tiptap the chaingun at times with some far away enemies. Other than that, the next Doom should involve Doomguy flying in space like a Descent-esque style of gameplay.
Right, I think it's pretty clear that I'm talking about high power long distance single shot weapons like rail guns and scoped rifles. I'm aware that you can damage enemies far away in the original doom with other weapons, that's not what I'm talking about.
Unfortunately, as much as I loved Doom 2016 and Doom Eternal, I will be passing up The Dark Ages. I'm sure it will be a great game but I straight up cannot support Hugo and Marty after what they did to Mick Gordon. I view this very similarly to how you view the devs for Silent Hill Downpour; I knew Mick before Doom because I was a big Killer Instinct and FGC guy and he's always been about the community and his fans. Everything a creative should be and they put him through for fire for no reason other than to haze him. Once again, I'm sure the game itself will be great and I'm not telling anyone else what they are and aren't allowed to buy, but this time around I am sitting out. Until they either issue a formal and public apology or are replaced, I cannot support this product on principle.
I always love difficulty modifiers in games. Halo's LASO challenge is a load of totally broken fun! Particular in CE. IMO I predict the shield's translocator ability is gonna be working overtime in the Ultra-Nightmare+ meta.
Can't wait for four more years of Doom content and every new game being compared to "footage not found". All joking aside, keep up the good work, Mayo.
Yeah it seems like now the " glory kill " are just a basic attack with the weapon of your choice.. such a downgrade compared to all the unique and cool animations of doom eternal
Wide, sprawling levels were definitely a classic fps thing. Just like most things those vast esoteric, labyrinths started getting too big and so when more linear games showed up they felt fresh until that was hammered into the ground too. Hopefully these will be the baby bear levels of just right.
I would have been perfectly happy with just more Doom Eternal, but the problem is I have no idea how you one up that game. By the end it's like DBZ with guns and you kill God. So I think a sidestep here is the right direction. Hugo and his team are just so incredibly talented that I have faith.
Open world makes more sense for the doom ip. Doom eternal had 😊more in common with quake 3 or unreal tournament than what doom was. Doom was definitely more of a sandbox game and the combat was not the main purpose of the game.
This is going to be a long one. As a player with 980 hours in Eternal, I'm a bit sceptical. When the gameplay reveal dropped this day, I immediately looked at the mechanics. It looked slower, more grounded. I expect a playstyle similar to the Juggernaut in Deadlink. Shieldsaw: Looks very interesting. There seems to be lots of ways to use it, but I'm a bit worried that it's all on one button. I don't want to repeat situations like the infamous BPunch instead of GK in 2020. With the melee system however, nice combos could be on the way. Melee: Looks nice, lots of options seem to be good. The "Custom Glory Kills" system could be very useful and fun. Weaponry: I didn't see weapon mods, and that's okay. The arsenal seems great anyway. Maps: Larger maps are a step in the right direction. But please don't let them end up like the Doom 2 city levels. Dodging: Seems to be the main type of defense, which is good. Atlan+Dragon: I just expect some setpiece-type gameplay. That's my opinion about my observations. And finally, a VERY BIG thing. When we compare this game to Eternal, we should remember that we have nearly 5 years of experience on that game. Countless techs, combos and playstyles have been discovered. For example, who bunnyhopped with DB in 2020? Or PB+Rocket swapped on week 1? Probably nobody. When we see this game, remember that Eternal reveal gameplay wasn't as flashy as we can see it in 2025. I can only hope that Hugo and the team deliver a banger again, and show the world that you don't need extreme speed for the (hopefully) best FPS of 2025.
I imagine expanded levels will be something like Serious Sam 4. It had normal linear levels, but sometimes you could find a secret path leading to an optional area. It could be a single encounter, or an entire extra mission with multiple enemy waves and even bosses. Your rewards for finishing these were upgrades, early weapon unlocks, early weapon mods and even superweapons. Plus you'd get some extra story beats and dialogues It's a great system so no worries here
So glad they have unsynced glory kills. I never used them in Doom 2016 on Nightmare because they were a liability (and didn't return much health anyway), and I hated being forced to use them in Eternal (as I hate losing control of the camera). Keeping them but not taking the camera away from the player was always going to be the best option. As for the parries, they will be much like any other mechanic, once you get used to using them, it becomes second nature and you do it without thinking. And with the difficulty sliders, it will make for some epic montages if you max the enemy projectile speed, min the parry window and land consistent reflects of the green projectiles. I can see this being a lot of fun to play for people who want a challenge they can tailor to their own level.
Sad to see the dedicated glory kills not being a part of the game but am still excited to experience a melee DOOM. Been playing a lot of Space Marine 2 lately and I thoroughly enjoyed mastering the combat loop with parries and falters.
As far as I understand, there has always been a workaround for any mechanic in Doom Eternal. We are neither forced to perform glory kills nor to kill spirits; they will disappear by themselves if there's no one to occupy. Perhaps we can suggest the same for Doom TDA. It will not be extremely necessary to parry or something, but it will be much easier to do than not to do. As for me, I prefer shooting rather than fisting
As someone who mods games to either go through some particular challenge playthroughs, or just want to have my own blend of fun. The difficulty sliders already sold me.
In spite of the boastful presentation, I got the feeling that this new chapter will be mainly geared towards console players, with gameplay seriously slowed down (if not nerfed). The emphasis on certain moves requiring fewer keys points me in that direction. The observation on parrying is very sound. The Mech and Dragon sections really do nothing for a game like DOOM, except slowing down the overall pace. We'll see. After Eternal I sincerely hope this won't be a misstep... Also, maybe traditional difficulties to choose from to start and then customize may just be a good idea.
I think regardless, seeing how inspired the team is by what they're making, we're gonna get a great game. But no great game is for everyone. There are great games that I don't personally enjoy but I can see why they're great. It's entirely possible that the game is very well made and kicks ass, but just doesn't resonate with you. Doesn't make it a misstep, just makes it different. Hell, that could happen for me too. I'm not guaranteed to like it, despite how excited I am for it.
@@underthemayo , besides thanking you for your effort on your channel and the many teachings I got from you, I'd like to punctualize that my comment was not in any way meant in a demeaning way, simply pointing out the feelings I got from Marty and Hugo presentation and obviously very personal and all about my taste for a Doom game. I do love several slower paced games and I've always played mainly single player and for the overall experience and story, so in that respect I'd bet this to be a winner.
i like how some enemy projectiles glow green, looks like that means they are parryble, but looks like it's 1 random among several. so the game will encourage you to stay at everyone's projectiles reach all the time, to dodge most of them and parry the only random green one, keeping you on the "fun zone" in another way.
but, the way the player totally ignores the green projectile at 8:04 gives hope that it won't be necessary to kill absolutelly evert enemy there, so there's hope on diversity.
My only concern remains the price tag. 80€ for the base game? They clearly want you to get the premium edition because its 110€ (if i remember correctly, DE base price was 60€ and again 110€ for the deluxe edition).
This game seems like a true revisit to the classic doom formula which i absolutely love. Obvs its still very different but the fact that you're a primarily grounded fighting machine exploring these huge maps for secrets gives off classic doom vibes
Unlike some people, i dont feel the need to shit on doom eternal in order to like the changes TGA is bringing to the table, change is good and ID has proven they can make a hell of a game two times already so im in 100%! This look to be fucking fun!
Looks great. My only concern is it looks to be less complex than Doom Eternal, which may be a positive for some but could lead to it being boring and repetitive way quicker. Guess we will see.
I'm stoked to hear about the open levels. That was an aspect of Classic Doom that Eternal didn't really do (not that I'd change Eternal, it did exactly what it needed to do for the sort of game it was). While some Classic levels *could* be straightforward and linear, I often think of Classic Doom's levels as being sprawling labyrinths where you have to find your way around, occasionally backtrack, and consult your map at times. It's really cool to hear that they're tapping more into that aspect of the classic games. Classic Doom was a lot of things. Emphasize some elements of it over others, and you can create games that feel different from each other but that both feel like Doom. ^_^
Given how many different abilities the shield has, I think this will be the most cerebral entry to date, and I absolutely love this. The slower projectiles, the muted verticality, and the combat options really make this seem like a game of chess more than ever. It really reinforces DE's design philosophy in a way that's entirely new for the modern era of Doom, but also falls in line with the classics.
I'm really excited for the new direction but i want them to lean into the new systems and go bold. I want the parry system to be push and pull where you alternate between damage combos and doing parries at a frenetic pace for some enemies. Bullet hell fps sekiro essentially.
@chickenburgerenthusiast63 That's what I'm hoping for. If they want us to feel like a juggernaut, throw dozens of slow moving projectiles at our face. Then the gameplay loop will consist of strafe and shoot the projectiles that we can dodge and parrying the ones we can't with precise timing. That would keep the frenetic pace in the spirit of doom while allowing a new system of player skill expression.
putting it into the perspective of it taking its inspiration from old doom rather than being more eternal makes this game make a lot more sense to me, i totally see where theyre going with it.
Doom 2, Final Doom, Master Levels for Doom 2 - all these absolutely hold up in terms of atmosphere and level design. Technologically, GZdoom makes them trivial to run on a modern setup. I can understand why people may not even consider playing them now, but they are still amazing today
Seeing this new footage, has made me appreciate Doom 3 even more than I did before, not because I think it's better, but because even back then, Id Software were always willing to go out of their comfort zone to try something different while maintaining the core identity and theme of Doom intact. And it looks like they're still doing that with the Dark Ages. I love Eternal, but it does become a case of mental gymnastics sometimes, so I appreciate the more grounded and horizontal feel that this game is going for, like a re-imagining of the classic formula.
Sorry but "return to classic Doom?" How is anyone taking this statement seriously? Nothing about this is classic Doom and you kinda lost credibility as a critic here for me personally. The classic Doom experience was built around tightly constructed levels with handcrafted encounters tweaked around specific difficulty options. Around paying attention to sights and sounds to not only hear incoming enemies, but also anticipate traps, ambushes, and find secrets. Doom, specifically the first game, still stands up as an excellent game thanks to how meticulously it was made. Dark Ages offers nothing like this. Their repeated talking points are "power fantasy" and epic setpieces. They emphasize how big the levels are and show off big empty spaces that offer nothing of interest to explore, nothing you can even think of getting lost in. You could say they have difficulty sliders, but it's a terrible suggestion for people who want a tightly designed and challenging game. It offers great handicaps for those who want to make it easier, but unless they balance the game around the extremes, then it's a meaningless addiction that will only serve as an excuse to dismiss design criticism. Game not hard enough? Just turn the slider to get something that hardly resembles an intended and well crafted experience. They are also continuing down this path of "secrets" being things you just have to find to unlock parts of gameplay that you're not allowed to enjoy until you collect enough shiny things. This is, again, nothing like classic Doom. Classic Doom is not just "a game that is slower than Eternal." Maybe you didn't put much thought into your wording there, but it's tiring to hear this complete revisionism surrounding Doom gameplay.
You also say that you can't snipe enemies long range in classic Doom, which is just provably false. The game barely had any enemies at long ranges, that was more of a Doom 2 thing, but even when that happened, you could easily hit enemies on the other side of the map with the plasma rifle, pistol, chaingun, or RL if they are more static or in a group. Some Doom 2 encounters in general would be nigh on impossible if these weapons weren't effective at long range.
My guess with the saw shield and the parry system... There will be specific enemies that push you into using the larry, combined with other regular mechanics of the game to defeat them. Other enemies you may parry but is not necessary to defeat them and more of an option that is there And there will be other enemies who NEED to be parried to defeat them. It will not be intrusive, but instead part of the DOOM dance.
"look at the original dooms, you had no way to snipe someone from across the screen" (shows footage of the weapon that is used to snipe enemies from across the screen)
I think you should rate the games difficulty with the default settings. After that you can do different challenge runs or lower the difficulty to see how much the gameplay differs
This. I may play this at some point but it will either be under a HEAVY discount or through pirating. What they did to Mick Gordon was unforgivable, especially after they got big daddy Bethesda involved who ALSO tried to throw their weight around and bully him into submission. Frankly, they deserve to be sued for as much as he can get out of them.
Glad they went for more simplicity in combat mechanics as Hugo went bananas overboard in Eternal, making it an Action per Second contest. Classic Doom has simple but deep gameplay that stood the test of time and still a very active community producing a variety of mind blowing WADs for all skills levels.
Classic Doom is the gift that keeps on giving. No matter how cool modern Doom gets (and it gets REALLY cool), Classic Doom will never be made obsolete. Truly an evergreen game.
@@LanceOmikron Agreed: Classic Doom is eternal but Doom Eternal isn't. People will still play Classic Doom in 20 years when Doom Eternal will have long been forgotten.
As someone who loves movement and the fast pace Doom Eternal went, but also loves the Retro Doom, this looks interesting even if I prefered the Speeeed in Eternal. I just wish they would release some Mod Tools or so, that People can create more cool stuff for Eternal while Dark Ages kicks off, so that there is a place for both, the more grounded fans and the speed enjoyers. Also just want to say, technically you could easily snipe in Retro Doom, the Chaingun and Plasma being superb options, while the rocket launcher also definitely is not to be slept on.
The trailer did mention you can change several sliders to make the gameplay truly yours, and the options include changing the game speed so you could theoretically make a gamestyle that mixes Dark Ages' more melee-focused and brutal combat with the speed of the Eternal combat loop.
i think you will still be able to play this game very fast and probably be pretty vertical too with the shield. The meat hook helped but Eternal game previews with a controller and low FOV didnt look veryr fast either.
You see the player choose to parry the green attacks in some clips and avoid them in others so I think for the most part it’ll be optional. Not to say bosses/stuff like The Marauder won’t be more focussed on it
8:03 this clip from the first trailer is kind of confirmation that there will at least be some enemies that do not require you to parry... he just walks in and uses the flail
Im rlly hoping for hugo and josh returning for a developer commentary playthrough again 🙏 i understand it'll probably not happen for awhile into the game's life like before buuut im ok with that, just as long as they DO it goshh
When they originally announced this game, I wasn't too excited. I'm not personally a fan of the style. But when they said they would be returning to the gameplay of the original game, I became very intrigued.
In Doom Eternal, a good defense is a good offense (Being Faster, both in movement and killing, made you much safer.) In Dark Ages, it seems a good defense is good offense (You are much harder for demons to push around, meaning you can just bulldoze through them while shrugging off attacks with block/deflect/parry)
I think customizable difficulty will be as a practice mode, because getting achievements should be still on difficulty which is recommend by developers
ADDITIONALLY!
DLCs confirmed, included in premium edition.
And some have asked about the glowing colors on enemies. I don't have it confirmed but given that Eternal allowed us to disable all that stuff, I think it's safe to assume that we'll have that kind of UI customization in TDA.
So if I want DLC access I should pre order the Premium Edition on Steam then?
Day 1 dlc for a 70 dollar game? 110 with early access. You can just smell the Bethesda stench on that decision.
"DLCs"
Multiple, awesome
Thanks for another video!
@@underthemayo oh Mayo I almost forgot. Play Ninja Gaiden 2 ;). They just released a remaster outta nowhere. On gamepass.
I knew it. Mayo hates it because it’s not Robocop.
-1/10 from Mayo, it's not called Doom Eternal-er.
3 games with completely different play aesthetics and styles while all being utterly and totally badass and an absolute blast to play is something most developers/publishers can only dream of. This game looks incredible and I'm so excited
Just when we thought Doom couldn't get more Metal!
If the dark ages sticks its landing then the modern doom trilogy could honestly go down as one of if not even the best gaming trilogy to ever exist fr
@@skateplays8880I mean, have you seen the trailer? It's not an "if" anymore, it's a "when"
Mayo is speed
So are you, because that's the comment i wanted to make.
Was I the first? I assume channels that just talk over gameplay could get something out faster.
Light speed < Mayo speed
tbh I love that each DOOM game has its own vibe and they re continuing this trend with Dark Ages.
I hope the tutorials are better in this game. DOOM Eternal had a terrible tutorial system, taking you out of the levels into virtual rooms, or just stopping the action with text. Hope they more naturally teach players this go around.
I am super hype for Dark Ages
Worst thing about DE tutorials was the (almost) complete exclusion of teaching the faltering system.
Eternal's tutorials are a symptom of them figuring out their gameplay already far into development. This time it seems it's designed this way from the ground up.
@@underthemayo yeah I agree. and it was a small thing anyway. I am kinda bummed there is no multiplayer this time. I didn't care for battle mode but 2016 I loved the old school arena pvp. Even if it was just a one off thing. But i get it .
@@RaidenWithBiden yeah most of the more nuanced stuff I leanred with Eternal I learned from watching creators like Mayo lol
@@sonnieslim5973 I can understand the disappointment about there not being multiplayer, since deathmatch was historically a very big and influential aspect of Classic Doom. But with that said, single-player has always been the star of Doom's show.
I think we may be looking at one of the greatest gaming trilogies of all time if Dark Ages turns out good. Man, I love Doom.
i cant express how good these games are
Pain is temporary but DOOM is Etern-*Ahem*-Dark Ages. We're so back.
I think the most important thing for the difficulty sliders is that it's clearly communicated in the UI what the *intended* experience is by the game designers. Pushing it higher or lower for one's own taste is fine, but there needs to be a baseline, benchmark level. I don't like when games entirely abdicate difficulty level as an axis of game design and just dump it on the player to figure out.
My hope is that the difficulty levels come as presets for the sliders as well as changing enemy counts like doom 1 does.
@@distantseabro, from what i see in video, i think the game has exactly what you mean.
You can see, at the top, that people can select different difficulty levels (HMP is what's listed) *and* you can customize the individual sliders.
My hypothesis: each difficulty level pre-sets the sliders levels, then a person can choose to accept those pre-set slider levels or tweak the sliders to their preference.
I think there are weakpoints. When they were shooting that arachnotron with a plasma rifle, his turret was glowing red like Eternal
Yeah, also there's a knight like enemy, and im assuming that killing the guy on top of the monster is the weak point
This game looks better than I could've ever expected
The style of the game looks way cooler than the doom eternal one in my opinion. Doom's armor looks absolutely awesome.
100% agree
Somehow they made one of the best designs even more badass
although doom eternal is to me the peak of FPS, I have to say I agree, this honestly looks extremely promising!
It looks like it has the gameplay depth of Eternal but with the artstyle and exploration of 2016, which sounds like the perfect game tbh.
@@RacingSnails64 It looks like the exact opposite of 2016. Doom 2016 was very sci-fi, while Doome Eternal mixed some medieval themes in there. TDA looks like completed journey towards medieval style.
"No way to snipe someone across the screen" Dude, you have the chaingun and the shotgun to do that.
They do a poor job at that, you spent more than its worth doing that, and chaingun has a range limit just like all non projectile weapons
@@llamadelreyii3369 They do a perfectly fine job at that when it comes to imps and zombies. Plasma and rockets cover everything else. There are no situations in Doom 1 or 2 where there is an enemy at long range that presents a threat without you having a way to take them out.
First thing I notice that stood out for me is the health and armor ui with it's attempt at making it more like 1993 doom down to the face icon and more centered placement.
No open world, just "wider" missions ? I dig that.
Yeah some of the OG Doom levels, particularly in 2, could get pretty expansive. The Doom 2016 Foundry level is probably my favourite out of the new Doom games for that reason.
When i hear that, i think of something like the level "Halo" in Halo: CE
@@InnuendoXP Foundry is a great map, so much great platforming design going on in that map.
@@GSixFiveFourThreeFourDashTwo or Silent Cartographer. Wish Halo picked that premise back up - drop you in a location with multiple initial directions of progress, have them loop back to each other & let you progress through each area in a nonlinear way, letting the mission develop slightly differently if you do.
Mayo just secured 3 years of content
If I fall in love with it and find it really deep and interesting. That's not guaranteed. It's entirely possible I do a review, several opinion pieces and strategy videos.. and then move on. Like Sifu, Re4, etc. That side of things is unknowable right now.
midnight just secured 10 years of content 😄
@@weho_brianlmao
More Kratos, less Spider-Man. I love Eternal 100%, but I’m looking forward to this one a lot!
this is so real lmao
I already love this 101%
if im going to be honest, this game might have what it takes to surpass eternal
eternal was very special, best FPS game ever crafted possibly, but this feels like its going to be even greater, a true evolution of that classic style of play and have us rethink FPS games all over again, and im all for it
i usually dont like getting my hopes so high, but this recent reveal has made me fully confident in Id's vision
For me, I don't think of it in terms of surpassing. Because this game isn't trying to surpass what Doom Eternal did. Rather, it's attempting to forge its own path and create a gameplay experience that's distinct from Doom Eternal while still being just as much an evolution of the original Doom formula. And by the looks of it, it's going quite well.
Damn that was fast right?
My video about why Doom needed to change: th-cam.com/video/qtk6XOGgBto/w-d-xo.html
Bro calm down
I'm faster 🦔
valfaris review ؟
Exactly
I watched the stream, and came here because I knew you would have something to say! I agree with all that you said here!
im not surprised THIS guy got this out in such speed
I'm a fast runner too! Even quicker in bed.
@@underthemayoone pump king
Parries are either implemented very well or very poorly in games IMO. Visual clarity of what's on screen seems to rarely be prioritized with gaming in general. The attack needs to be properly telegraphed, with audio and visual cues, and a decent parry window that doesn't feel annoying and isn't too easy or exploitable, with nothing that obstructs it. DarkTide does a pretty good job of this with the visual wind up and audio cues, though you dodge in that instead of parry but the idea is the same.
I actually think you'd enjoy high level DarkTide a lot Mayo. When you get to Heracy or higher difficulty it really starts to pop. You get in a flow state similar to Doom Eternals IMO.
Gotta say, regarding multiplayer, I have been disappointed by Id's attempts to add multiplayer to Doom, I just wish they could have done a team wave arena gamemode, specifically in Eternal: I just have this wet dream of 4 slayers flying across a huge arena, battling 10 tyrants, 7 marauders, 5 possesed archvilles and all while a protected buff totem rests in the center, even getting to carry others by meathooking or ballista boosting to them and activating the minigun shield to save them or just working together to split the work of taking on an onslaught. Still hyped about the difficulty sliders though, can't wait for brawler mode to max them all out and only allow melee weapons (ngl the melee combat looks sick, I genuenly want to see if the whole game can be beaten with just melee)
Yeah I don't understand why they couldn't have a regular co-op horde mode in slayer gates or something.
Or have regular deathmatch with some weapon unlocks being map pickups or temporary multi kill bonuses or something.
The only problem with 2016's multiplayer is they gave it to Saber who delivered a mid unexciting experience. That doesn't mean deathmatch was bad, just the one we got wasn't great. I don't understand why they keep overcomplicating it.
COD is the MP esports king! doom could never compete, try as they have
2:49 False. the chain gun is the sniper rifle for Doom 1.
💯
And the regular shotgun too. Lots of sniping can happen in OG doom it's just not as common a strategy since most levels are more claustrophobic
They're hitscan weapons so yeah
Good lord...this looks too good! Tank Slayer is what I've always wanted, and that damn collectors edition statue....ffffffff
Thank you Id for being one if the most epic companies since wayyyyyy back.
It looks like the Doom '93 HUD head is gonna be in TDA. You can see a floating holographic head in the center of the HUD!
I have to say I haven't watched all that much Mayo content since the second eternal DLC, I'm very much looking forward to Mayo's commentary and being a regular on this channel again. Mayo best Doom combat channel
I’m in the camp that thought doom eternal was too complicated/cluttered for this own good, so I’m happy to see this shift to a more boots on the ground heavyweight style of gameplay. Glory kills were cool but user-generated executions are probably going to be more responsive and less repetitive. Definitely hyped for now.
i personally enjoyed 2016 and eternals multi-player a lot but it was clearly a drain on resources. hopefully expanded content like DLC or master level adjacent updates will get even more love and polishing this time around.
Im a console player and I REALLY hope this time, they let us fuly CUSTOMIZE our buttons mapping.
It will probably not take the place of Eternal in my heart, but I know I'm gonna have a really good time playing it !
Frankly, I don't think it will. Not in the sense that the game looks bad--it looks freakin' dope! More in the sense that, as Mayo has said, TDA is simply going in a different direction. It's not even the same game, so ideally, they'll both have a place in your heart!
@@thorenthal6698 Yep that's exactly that !
Wow, that was fast. Gameplay looks pretty sick though, excited for May
I love the return of what looks to be runes? and the animation for picking up a key card. nice touch!
I'm gonna miss the crackhead weapon swapping while going mach fuck through hordes of enemies, i just hope they don't go too slow and you can really crank that speed dial to a fair degree.
I have a strange relationship with your channel mayo, I watch your god of war videos and the 2018 and Ragnarok, and that made me want to go play it, weird I know, but I fell in love with those games so thanks for that, but one thing about that I really like is your love for doom, it's so infectious, I haven't had the opportunity to play a doom game before but dark ages looks awesome so I hope to play it when it comes out I hope I like it, it's gonna be my first first person shooter game so wish me luck
The shield is the new meathook from the looks of it.
Really liking the new GK system as well.
adding the parry and making it optional doesnt seem like an ID thing to do. Based on the footage it looks very baked into the gameplay loop but im fine either way, i expected another combat system thats designed to be played a specific way. I do hope resource management is still under the players control though.
They really lit the mayo-signal, eh? Came running faster than the Flash 😂
Also...funny you mentioned Ninja Gaiden...
NG4!!!!
and the remaster, and the 2d game the franchise is so fucking back
@@underthemayoand remake!
we are so back - thanks for the coverage Mayo
I’m not a fan of: the lack of verticality for the slayer, and the fact that the glory kills are real time. I enjoyed the doom 2016 animations + time to breathe in doom eternal.
Can't be the only one who looks at this and feels nothing
You're not. No game is for everyone.
The walk speed is too slow in the footage here. Even in original Doom you were pretty quick. That's my biggest concern. I don't want a flying doom guy like Eternal but if you can't jump and you now have to dodge projectiles, you still need some speed.
The sniper comment i'm not sure i totally agree because modern Doom already took so much from Quake (which in a way, was a follow up to Doom) and even in classic Doom, you could tiptap the chaingun at times with some far away enemies.
Other than that, the next Doom should involve Doomguy flying in space like a Descent-esque style of gameplay.
Right, I think it's pretty clear that I'm talking about high power long distance single shot weapons like rail guns and scoped rifles. I'm aware that you can damage enemies far away in the original doom with other weapons, that's not what I'm talking about.
Unfortunately, as much as I loved Doom 2016 and Doom Eternal, I will be passing up The Dark Ages. I'm sure it will be a great game but I straight up cannot support Hugo and Marty after what they did to Mick Gordon.
I view this very similarly to how you view the devs for Silent Hill Downpour; I knew Mick before Doom because I was a big Killer Instinct and FGC guy and he's always been about the community and his fans. Everything a creative should be and they put him through for fire for no reason other than to haze him.
Once again, I'm sure the game itself will be great and I'm not telling anyone else what they are and aren't allowed to buy, but this time around I am sitting out. Until they either issue a formal and public apology or are replaced, I cannot support this product on principle.
I always love difficulty modifiers in games. Halo's LASO challenge is a load of totally broken fun! Particular in CE.
IMO I predict the shield's translocator ability is gonna be working overtime in the Ultra-Nightmare+ meta.
Can't wait for four more years of Doom content and every new game being compared to "footage not found". All joking aside, keep up the good work, Mayo.
The downplay of the glory kills is a disappointment
Yeah it seems like now the " glory kill " are just a basic attack with the weapon of your choice.. such a downgrade compared to all the unique and cool animations of doom eternal
@@mordor1779I agree
Wide, sprawling levels were definitely a classic fps thing. Just like most things those vast esoteric, labyrinths started getting too big and so when more linear games showed up they felt fresh until that was hammered into the ground too. Hopefully these will be the baby bear levels of just right.
I would have been perfectly happy with just more Doom Eternal, but the problem is I have no idea how you one up that game. By the end it's like DBZ with guns and you kill God. So I think a sidestep here is the right direction. Hugo and his team are just so incredibly talented that I have faith.
that new bionic spider is so fucking cool
As one of the five people who liked battlemode, it makes sense they scrapped it lol.
i hope we get another marauder type enemy in game, an equal to the player that skill checks you from time to time
Hugo said there will be enemies like that.
@@underthemayo hells yeah, hugo should now become an immortal vampire so he's always the game director for doom.
Open world makes more sense for the doom ip. Doom eternal had 😊more in common with quake 3 or unreal tournament than what doom was. Doom was definitely more of a sandbox game and the combat was not the main purpose of the game.
This is going to be a long one.
As a player with 980 hours in Eternal, I'm a bit sceptical.
When the gameplay reveal dropped this day, I immediately looked at the mechanics. It looked slower, more grounded. I expect a playstyle similar to the Juggernaut in Deadlink.
Shieldsaw: Looks very interesting. There seems to be lots of ways to use it, but I'm a bit worried that it's all on one button. I don't want to repeat situations like the infamous BPunch instead of GK in 2020.
With the melee system however, nice combos could be on the way.
Melee: Looks nice, lots of options seem to be good. The "Custom Glory Kills" system could be very useful and fun.
Weaponry: I didn't see weapon mods, and that's okay. The arsenal seems great anyway.
Maps: Larger maps are a step in the right direction. But please don't let them end up like the Doom 2 city levels.
Dodging: Seems to be the main type of defense, which is good.
Atlan+Dragon: I just expect some setpiece-type gameplay.
That's my opinion about my observations.
And finally, a VERY BIG thing.
When we compare this game to Eternal, we should remember that we have nearly 5 years of experience on that game. Countless techs, combos and playstyles have been discovered. For example, who bunnyhopped with DB in 2020? Or PB+Rocket swapped on week 1?
Probably nobody. When we see this game, remember that Eternal reveal gameplay wasn't as flashy as we can see it in 2025.
I can only hope that Hugo and the team deliver a banger again, and show the world that you don't need extreme speed for the (hopefully) best FPS of 2025.
I imagine expanded levels will be something like Serious Sam 4. It had normal linear levels, but sometimes you could find a secret path leading to an optional area. It could be a single encounter, or an entire extra mission with multiple enemy waves and even bosses. Your rewards for finishing these were upgrades, early weapon unlocks, early weapon mods and even superweapons. Plus you'd get some extra story beats and dialogues
It's a great system so no worries here
So glad they have unsynced glory kills. I never used them in Doom 2016 on Nightmare because they were a liability (and didn't return much health anyway), and I hated being forced to use them in Eternal (as I hate losing control of the camera). Keeping them but not taking the camera away from the player was always going to be the best option.
As for the parries, they will be much like any other mechanic, once you get used to using them, it becomes second nature and you do it without thinking. And with the difficulty sliders, it will make for some epic montages if you max the enemy projectile speed, min the parry window and land consistent reflects of the green projectiles. I can see this being a lot of fun to play for people who want a challenge they can tailor to their own level.
I'm absolutely excited for this, main concern is my PC because it looks like it has so many enemies and Indiana Jones couldn't be played in my PC
Sad to see the dedicated glory kills not being a part of the game but am still excited to experience a melee DOOM. Been playing a lot of Space Marine 2 lately and I thoroughly enjoyed mastering the combat loop with parries and falters.
As far as I understand, there has always been a workaround for any mechanic in Doom Eternal. We are neither forced to perform glory kills nor to kill spirits; they will disappear by themselves if there's no one to occupy. Perhaps we can suggest the same for Doom TDA. It will not be extremely necessary to parry or something, but it will be much easier to do than not to do. As for me, I prefer shooting rather than fisting
It’s not that ID couldn’t do the MP themselves, it’s because that opportunity should be given to Quake’s inevitable resurrection.
As someone who mods games to either go through some particular challenge playthroughs, or just want to have my own blend of fun. The difficulty sliders already sold me.
Love Doom. Love Mayo. Congrats on Hugo shouting you out dude! See you in May!!!
In spite of the boastful presentation, I got the feeling that this new chapter will be mainly geared towards console players, with gameplay seriously slowed down (if not nerfed). The emphasis on certain moves requiring fewer keys points me in that direction. The observation on parrying is very sound. The Mech and Dragon sections really do nothing for a game like DOOM, except slowing down the overall pace. We'll see. After Eternal I sincerely hope this won't be a misstep... Also, maybe traditional difficulties to choose from to start and then customize may just be a good idea.
I think regardless, seeing how inspired the team is by what they're making, we're gonna get a great game. But no great game is for everyone. There are great games that I don't personally enjoy but I can see why they're great. It's entirely possible that the game is very well made and kicks ass, but just doesn't resonate with you. Doesn't make it a misstep, just makes it different. Hell, that could happen for me too. I'm not guaranteed to like it, despite how excited I am for it.
@@underthemayo , besides thanking you for your effort on your channel and the many teachings I got from you, I'd like to punctualize that my comment was not in any way meant in a demeaning way, simply pointing out the feelings I got from Marty and Hugo presentation and obviously very personal and all about my taste for a Doom game. I do love several slower paced games and I've always played mainly single player and for the overall experience and story, so in that respect I'd bet this to be a winner.
i like how some enemy projectiles glow green, looks like that means they are parryble, but looks like it's 1 random among several.
so the game will encourage you to stay at everyone's projectiles reach all the time, to dodge most of them and parry the only random green one, keeping you on the "fun zone" in another way.
but, the way the player totally ignores the green projectile at 8:04 gives hope that it won't be necessary to kill absolutelly evert enemy there, so there's hope on diversity.
I'm starting to think you're a time traveler or something
My only concern remains the price tag. 80€ for the base game? They clearly want you to get the premium edition because its 110€ (if i remember correctly, DE base price was 60€ and again 110€ for the deluxe edition).
Kind of wild the devs know you by name and your love of the faulter system. You really made it!
Yeah I was the guy that broke that down and they're well aware of it.
This game seems like a true revisit to the classic doom formula which i absolutely love. Obvs its still very different but the fact that you're a primarily grounded fighting machine exploring these huge maps for secrets gives off classic doom vibes
Unlike some people, i dont feel the need to shit on doom eternal in order to like the changes TGA is bringing to the table, change is good and ID has proven they can make a hell of a game two times already so im in 100%! This look to be fucking fun!
Looks great. My only concern is it looks to be less complex than Doom Eternal, which may be a positive for some but could lead to it being boring and repetitive way quicker. Guess we will see.
I wish they'd bring back the 2016 style mp as a standalone game, I really miss that game's mp because there's literally nobody playing when I log on
I'm stoked to hear about the open levels. That was an aspect of Classic Doom that Eternal didn't really do (not that I'd change Eternal, it did exactly what it needed to do for the sort of game it was). While some Classic levels *could* be straightforward and linear, I often think of Classic Doom's levels as being sprawling labyrinths where you have to find your way around, occasionally backtrack, and consult your map at times. It's really cool to hear that they're tapping more into that aspect of the classic games.
Classic Doom was a lot of things. Emphasize some elements of it over others, and you can create games that feel different from each other but that both feel like Doom. ^_^
So excited, it looks so different, can't wait for your videos on the game too !
Given how many different abilities the shield has, I think this will be the most cerebral entry to date, and I absolutely love this. The slower projectiles, the muted verticality, and the combat options really make this seem like a game of chess more than ever. It really reinforces DE's design philosophy in a way that's entirely new for the modern era of Doom, but also falls in line with the classics.
No Mick Gordon - no buy
I'm really excited for the new direction but i want them to lean into the new systems and go bold.
I want the parry system to be push and pull where you alternate between damage combos and doing parries at a frenetic pace for some enemies.
Bullet hell fps sekiro essentially.
I love the parrying in sekiro, if thats what this DOOM game will include, im fully on board
@chickenburgerenthusiast63
That's what I'm hoping for.
If they want us to feel like a juggernaut, throw dozens of slow moving projectiles at our face. Then the gameplay loop will consist of strafe and shoot the projectiles that we can dodge and parrying the ones we can't with precise timing.
That would keep the frenetic pace in the spirit of doom while allowing a new system of player skill expression.
Is it bad TDA made me want a new Heretic game?
So far I'm excited that we're essentially playing the Slayer Testament. It's gonna be so much fun
putting it into the perspective of it taking its inspiration from old doom rather than being more eternal makes this game make a lot more sense to me, i totally see where theyre going with it.
Beyond stoked. Preordered today. Equally stoked for your content❤
Doom 2, Final Doom, Master Levels for Doom 2 - all these absolutely hold up in terms of atmosphere and level design. Technologically, GZdoom makes them trivial to run on a modern setup. I can understand why people may not even consider playing them now, but they are still amazing today
Seeing this new footage, has made me appreciate Doom 3 even more than I did before, not because I think it's better, but because even back then, Id Software were always willing to go out of their comfort zone to try something different while maintaining the core identity and theme of Doom intact. And it looks like they're still doing that with the Dark Ages.
I love Eternal, but it does become a case of mental gymnastics sometimes, so I appreciate the more grounded and horizontal feel that this game is going for, like a re-imagining of the classic formula.
Sorry but "return to classic Doom?" How is anyone taking this statement seriously? Nothing about this is classic Doom and you kinda lost credibility as a critic here for me personally. The classic Doom experience was built around tightly constructed levels with handcrafted encounters tweaked around specific difficulty options. Around paying attention to sights and sounds to not only hear incoming enemies, but also anticipate traps, ambushes, and find secrets. Doom, specifically the first game, still stands up as an excellent game thanks to how meticulously it was made.
Dark Ages offers nothing like this. Their repeated talking points are "power fantasy" and epic setpieces. They emphasize how big the levels are and show off big empty spaces that offer nothing of interest to explore, nothing you can even think of getting lost in. You could say they have difficulty sliders, but it's a terrible suggestion for people who want a tightly designed and challenging game. It offers great handicaps for those who want to make it easier, but unless they balance the game around the extremes, then it's a meaningless addiction that will only serve as an excuse to dismiss design criticism. Game not hard enough? Just turn the slider to get something that hardly resembles an intended and well crafted experience.
They are also continuing down this path of "secrets" being things you just have to find to unlock parts of gameplay that you're not allowed to enjoy until you collect enough shiny things. This is, again, nothing like classic Doom. Classic Doom is not just "a game that is slower than Eternal." Maybe you didn't put much thought into your wording there, but it's tiring to hear this complete revisionism surrounding Doom gameplay.
You also say that you can't snipe enemies long range in classic Doom, which is just provably false. The game barely had any enemies at long ranges, that was more of a Doom 2 thing, but even when that happened, you could easily hit enemies on the other side of the map with the plasma rifle, pistol, chaingun, or RL if they are more static or in a group. Some Doom 2 encounters in general would be nigh on impossible if these weapons weren't effective at long range.
My guess with the saw shield and the parry system... There will be specific enemies that push you into using the larry, combined with other regular mechanics of the game to defeat them.
Other enemies you may parry but is not necessary to defeat them and more of an option that is there
And there will be other enemies who NEED to be parried to defeat them.
It will not be intrusive, but instead part of the DOOM dance.
"look at the original dooms, you had no way to snipe someone from across the screen"
(shows footage of the weapon that is used to snipe enemies from across the screen)
The king is back! Cant wait to see you make vids when it comes out :)
I think you should rate the games difficulty with the default settings. After that you can do different challenge runs or lower the difficulty to see how much the gameplay differs
I personally love parry mechanics in games, so its inclusion in the dark ages is a highlight for me
I will probably play it, but I still hate how execs fucked Mick Gordon, so I am definitely pirating and seeding it
This.
I may play this at some point but it will either be under a HEAVY discount or through pirating.
What they did to Mick Gordon was unforgivable, especially after they got big daddy Bethesda involved who ALSO tried to throw their weight around and bully him into submission.
Frankly, they deserve to be sued for as much as he can get out of them.
Love how people went from complaining about 2016’s multiplayer, to saying it was under rated to ID just straight up removing it.
Glad they went for more simplicity in combat mechanics as Hugo went bananas overboard in Eternal, making it an Action per Second contest. Classic Doom has simple but deep gameplay that stood the test of time and still a very active community producing a variety of mind blowing WADs for all skills levels.
Classic Doom is the gift that keeps on giving. No matter how cool modern Doom gets (and it gets REALLY cool), Classic Doom will never be made obsolete. Truly an evergreen game.
@@LanceOmikron Agreed: Classic Doom is eternal but Doom Eternal isn't. People will still play Classic Doom in 20 years when Doom Eternal will have long been forgotten.
@@youp1tralala Though adding the ability to make custom maps definitely boosted Doom Eternal's longevity.
I liked the adjustable difficulty in amnesia the bunker
As someone who loves movement and the fast pace Doom Eternal went, but also loves the Retro Doom, this looks interesting even if I prefered the Speeeed in Eternal.
I just wish they would release some Mod Tools or so, that People can create more cool stuff for Eternal while Dark Ages kicks off, so that there is a place for both, the more grounded fans and the speed enjoyers.
Also just want to say, technically you could easily snipe in Retro Doom, the Chaingun and Plasma being superb options, while the rocket launcher also definitely is not to be slept on.
The trailer did mention you can change several sliders to make the gameplay truly yours, and the options include changing the game speed so you could theoretically make a gamestyle that mixes Dark Ages' more melee-focused and brutal combat with the speed of the Eternal combat loop.
They simply toned down the vertical movement for a more grounded game
i think you will still be able to play this game very fast and probably be pretty vertical too with the shield. The meat hook helped but Eternal game previews with a controller and low FOV didnt look veryr fast either.
There's literally a game speed slider to address that concern, and Eternal has recently released mod tools so your wish is granted lol
@ Actually completely missed the Mod tool announcement. Sounds amazing!
What worries me the most is how easily enemies are staggered. Do you think with all the difficulty sliders maxed out it will be as hard as eternal?
You see the player choose to parry the green attacks in some clips and avoid them in others so I think for the most part it’ll be optional.
Not to say bosses/stuff like The Marauder won’t be more focussed on it
8:03 this clip from the first trailer is kind of confirmation that there will at least be some enemies that do not require you to parry... he just walks in and uses the flail
Im rlly hoping for hugo and josh returning for a developer commentary playthrough again 🙏 i understand it'll probably not happen for awhile into the game's life like before buuut im ok with that, just as long as they DO it goshh
I've never spent $100 so fast in my life. I am so, SO glad we're getting DLC for this game and I really hope it ends up like TAG1.
When they originally announced this game, I wasn't too excited. I'm not personally a fan of the style. But when they said they would be returning to the gameplay of the original game, I became very intrigued.
In Doom Eternal, a good defense is a good offense (Being Faster, both in movement and killing, made you much safer.)
In Dark Ages, it seems a good defense is good offense (You are much harder for demons to push around, meaning you can just bulldoze through them while shrugging off attacks with block/deflect/parry)
I think customizable difficulty will be as a practice mode, because getting achievements should be still on difficulty which is recommend by developers
Where is my Quake 1 reboot......:'(
Loving them going all in on difficulty customization. It was one of my favorite things from the new Tomb Raider games.