GamesFPSDoom: The Dark AgesWith Doom: The Dark Ages, id Software is still searching for what made the original great, and I hope it never finds itWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
GamesFPSDoom: The Dark AgesWith Doom: The Dark Ages, id Software is still searching for what made the original great, and I hope it never finds itWhen you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.
(Image credit: id Software)

DOOM: The Dark Ages | Official Trailer 1 (4K) | Coming 2025 - YouTubeWatch On
DOOM: The Dark Ages | Official Trailer 1 (4K) | Coming 2025 - YouTube
DOOM: The Dark Ages | Official Trailer 1 (4K) | Coming 2025 - YouTube

Does this mean id Software has spent multiple games and more than 10 years of development trying to replicate the feel of the original Doom in a modern shooter, and getting it wrong?
Does this mean id Software has spent multiple games and more than 10 years of development trying to replicate the feel of the original Doom in a modern shooter, and getting it wrong?
Like Eternal, Doom: The Dark Ages is intended as a different take on the series' demon-slaying action. What’s really interesting, though, is that Martin says these changes are intended to make the Dark Ages feel more like the original 1993 Doom. “At the start of every development cycle, I play the original Doom again, and have the team play it too. I realized that we still didn’t hit the mark,” Martin says. Regarding the Abrams tank comment, he adds. “For long-time fans of the series, people who played the original Doom, you’ll see it’s really a return to form.”
Yet Martin’s statement implies the team did this with Eternal and Doom 2016 as well: played the original to see how it ticks, and tried to build a game that evokes that sensation. Does this mean id Software has spent multiple games and more than 10 years of development trying to replicate the feel of the original Doom in a modern shooter, and getting it wrong?
I don’t know. But if it is true, then I hope Doom: The Dark Ages fails all over again.
(Image credit: id Software)

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In this specific circumstance, however, I can see why Martin might feel he hasn’t found the secret sauce that has kept 1993’s Doom relevant for over thirty years. And it isn’t because Doom or Doom Eternal were bad (they absolutely weren’t). It’s because Doom is a deeply weird and elusive design. It’s a tooth and nail action game, but also a tense and spooky horror game. It’s dingy and atmospheric, but also brightly coloured and often outright gaudy. Even something as simple as its movement speed is the subject of intense debate. Some players think it’s incredibly fast, while others believe it’s quite slow and inertial.
In other words, Doom doesn’t break down into easily analysed component parts. It’s a holistic, organic flower of a game—admittedly one of those giant rainforest flowers that smells of rotting meat, but a flower nonetheless. That’s why its shotgun feels so damn good after thirty years, why its levels are so fun to unpick after countless playthroughs. Like all the best art, there’s a point at which its quality defies logical explanation, and its brilliance is understood not through any articulated thought, but through the lurch in your stomach, the flutter of your heart.
(Image credit: id Software)

That’s the game Hugo Martin & co keep coming back to, and in doing so, id Software takes something different from it every time. With Doom 2016, it homed in on its violence and propulsive action, connecting the two together through its glory kill mechanic. In Doom Eternal, the studio doubled down on the idea of being one man pitched against the entire forces of hell, elevating the ducking and weaving of the original Doom into a Sekiro-like ballet of precision.
Each of id’s reboots is an interpretation of a different element of Doom.
Each of id’s reboots is an interpretation of a different element of Doom.
When Martin ran through the original Doom again for the Dark Ages, it wasn’t the demons, but their projectiles that caught Martin’s attention. “I noticed right away how slow those projectiles move—it just dawned on me that that is the maze. The movement is more horizontal as you weave your way between the projectiles, and every projectile mattered in the original Doom.” This is why the Slayer appears more grounded in The Dark Ages. id wants players to have to think more about how to navigate that maze, giving you tools to block and even counter them.
In this manner, each of id’s reboots is an interpretation of a different element of Doom, fixating upon a specific aspect of the original and then building a game around it. And this is why I don’t want Martin to, as he puts it “get it right”, to discover some fundamental seed that makes Doom what it is. Doom 2016 and Doom Eternal may not be as timelessly brilliant as the original, but they’re both comfortably among the best single-player shooters of the last decade, if not the best. Moreover, they’re each interesting games in their own right, in conversation with the original, but assembling something new out of its ideas.
(Image credit: id Software)

Is this selfish? Absolutely. Could Martin’s talents be put to better use elsewhere? Possibly. All I know is that, as long as id Software is in creative conversation with Doom like this, the results will always be fascinating.
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