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re: Doom: The Dark Ages thread

Posted on 5/16/25 at 2:28 pm to
Posted by StansberryRules
Member since Aug 2024
4318 posts
Posted on 5/16/25 at 2:28 pm to
quote:

I've played through about 5-6 missions so far, and I'm not entirely sure about how I feel.


I'm also about 6 missions in and feel the same. In a vaccuum it's a perfectly good game but it's impossible not to compare to directly to Doom 16 and Doom Eternal, both of which are WAY, WAY better to me.

The story and NPC's add absolutely nothing of value. They are brief and not bad, but they certainly aren't good. They just detract from the tone of what a Doom game is supposed to be.

quote:

Music is a huge step down.


The music is absolutely awful. It's heavy metal elevator music. Feels like they went and bought stock "heavy metal" music off the shelf from some vendor or was AI generated or something. It's ultra generic and ultra forgettable, you barely even notice it.

As I worried the guns fee like an afterthought. They have no real purpose. YOu win every encounter with the shield and melee. Very odd fight style. I made the mistake of playing on Hurt Me Plenty which is moderately challenging in Doom Eternal and it's brain dead easy in TDA. The parry window is the most forgiving in any game I've ever played. YOu can parry shite well away from you 2 seconds early.

Yeah, were this an experimental spinoff title or something I wouldn't mind it. The gameplay is perfectly fine, it runs wells, looks good, etc.

But it doesn't feel like a Doom game AT ALL. It feels overly polished in bad way, like they have polished all the soul out of the game, which is what most triple A games feel like. Every single menu, every single pop up, every single tutorial. id has unfortunately gone 100% all in on "standard" way of doing things that most triple A games do.

So yeah, very underwhelmed so far. Trying to just enjoy it for what it is and not worry about it being a supposed Doom game.
This post was edited on 5/16/25 at 2:35 pm
Posted by HailHailtoMichigan!
Mission Viejo, CA
Member since Mar 2012
73188 posts
Posted on 5/16/25 at 2:31 pm to
Are the mechanics of the game closer to doom 3 than recent titles?
Posted by StansberryRules
Member since Aug 2024
4318 posts
Posted on 5/16/25 at 2:34 pm to
quote:

Most people think Doom Eternal is better than 2016 (I don't)


I wouldn't say that, in fact I think most people prefer 16. The two games are far more similar than the Eternal haters admit though.

I think Eternal has the more engaging combat loop but everything else I prefer 16. The tone and presentation are way better and more true to the spirit of Doom.

I think they ave both absolutely awesome but if had to pick would take 16.

TDA, yah, I can already tell it's gonna be a distant third in this trilogy and I get the feeling the next Doom game will be another reboot.
This post was edited on 5/17/25 at 5:41 am
Posted by BulldogXero
Member since Oct 2011
10196 posts
Posted on 5/16/25 at 3:23 pm to
quote:

Are the mechanics of the game closer to doom 3 than recent titles?


No not at all

It kind of feels more like Serious Sam with a shield now than Doom 2016/Eternal.
Posted by StansberryRules
Member since Aug 2024
4318 posts
Posted on 5/16/25 at 3:56 pm to
One thing that's my biggest annoyance I didn't even mention, the game cheats like hell for you when you are about to die.

As you reach low health (50 hp) and critical health (25 hp) thresholds you take reduced damage. This is actually a good mechanic as it creates a lot of near death escapes and keeps things exciting. Apparently this effect was in Doom Eternal too but much less noticeable, it had to have been tuned more moderately.

In this game it's laughably obvious.. It's very easy to get into critical HP but enemies are basically encabable of killing you off. You magically stop taking damage and health drops magically start appearing all ove rthe place.

Posted by StansberryRules
Member since Aug 2024
4318 posts
Posted on 5/19/25 at 11:17 am to
I'm closing in on the end of the campaign and despite the complaints I am still greatly enjoying the game. It's fun.

As you unlock more melee weapons and shield runes and guns you can kind of build your own preferred load out optimized together which is good.

The action is also a little bit more demanding now but still pales in comparison to the demands of Eternal. It's a more laid back, forgiving style of combat which is probably what they were going for, it's still fun and you can get good at knowing hte optimal way to approach each major enemy.

Ammo is basically a non-factor in this game too. You almost never run out of ammo for your preferred weapon or even come close. Your ammo capacity is high and the drops are plentiful so running low is not really a thing. Perhaps at higher difficulties when the enemies are more tanky that will be a thing.
Posted by imjustafatkid
Alabama
Member since Dec 2011
62671 posts
Posted on 5/20/25 at 4:07 pm to
My oldest loves Doom and is playing this game now that school is out for summer. The kid is having a blast so far and I'm enjoying watching while I work, which is typically how Doom games are played in my house. I'm sure I'll end up having to help power through some "difficult" areas.

Biggest complaint from me: Why is the shield bar green?
This post was edited on 5/20/25 at 4:08 pm
Posted by StansberryRules
Member since Aug 2024
4318 posts
Posted on 5/20/25 at 4:35 pm to
Green has always been the usual color associated with armor in Doom games, going back to the original. Probably just because Doom guy's artwork depicts him in green so they chose a green sprite for the standard armor. There's a blue one too, but it's the mega-armor and therefor way less common.



And since green was taken for armor, blue is typically used for health pickups (along with the white/red medical looking boxes).



So yeah, it's just a matter of Doom convention green is armor, blue is health.

In Eternal they had different preset color palette you could chose from though, and in TDA they have a ton of accessibility options, you can probably configure the health and armor colors differently if you want.
Posted by imjustafatkid
Alabama
Member since Dec 2011
62671 posts
Posted on 5/20/25 at 4:44 pm to
I guess that makes sense, but red or green being health and blue being shields is so standard now that it's jarring.
This post was edited on 5/20/25 at 5:25 pm
Posted by StansberryRules
Member since Aug 2024
4318 posts
Posted on 5/21/25 at 12:07 pm to
I finished the game the other day. Pretty much stand by my overall first impressions. It's heavy on spectacle but lite on depth.

It's a good game and fun to play, but will not scratch the same itch the other two Doom games did exactly. Just a little bit too different. You can gradually evolve a game series to keep it fresh but this was probably too much. I see no world where anyone would prefer this style of combat over the other games at the end of the day.

I strongly recommend for everyone to play it on a difficulty level at least 1 notch above what you would normally pick (if not 2 notches).

Doom 2016 - 10/10
Doom Eternal - 9.5/10
Doom TDA - 8 I guess, if you play on a harder difficulty.

This post was edited on 5/21/25 at 12:45 pm
Posted by Carson123987
Middle Court at the Rec
Member since Jul 2011
67797 posts
Posted on 5/21/25 at 1:23 pm to
Finished it last night, 100%'d it on Nightmare with some slider adjustments (turned parry window down to lowest and cranked up speed). Agree with lots of your analysis in your previous posts

Story is absolute nonsense and further proof that 2016's narrative was lightning in a bottle. Gameplay and mechanics are solid but there are too many redundant guns and there are a couple of builds that break the game. Even with my slider adjustments, the game is too easy save for a few really difficult fights. Music is dogshit and totally forgettable compared to Mick's work. Several levels are just too big
Posted by StansberryRules
Member since Aug 2024
4318 posts
Posted on 5/21/25 at 2:16 pm to
quote:

there are too many redundant guns


This was a common FPS problem that Eternal did a great job at solving. Every single weapon had a niche and because ammo was easy to run out of it for efficiency sake you really had to use the right gun against the right enemy. You were forced to use your whole arsenal and appreciated the utility of each weapon. Eternal is probably a prime example of a game that forces you to engage with all of the intended mechanics because if you don't it's almost impossible to succeed.

Forcing players to engage with the game's mechanics is generally a good thing, assuming they are well designed and fun, but many players went ape-shite about this and complained about being "forced" to play a certain way.

They just want to run around with the super shot gun the entire game and kill every single enemy and boss with it. I get that is traditionally how these games have been so many people are used to that style, but I would call that style more of dated relic than anything ever intentionally designed Using more guns is more fun and way more interesting overall. Sometimes yes, you gotta force people to engage with the game's mechanics for their own good. The path of least resistance always wins and you gotta protect players from making terrible choices by not allowing those choices to be made.

TDA takes like 10 steps back from that philosophy. Play the way you want is back, but unfortunately that means "brain-dead" is completely viable.
Posted by Carson123987
Middle Court at the Rec
Member since Jul 2011
67797 posts
Posted on 5/21/25 at 2:22 pm to
Eternal was overtuned and probably a little too heavy handed in regards to forcing the mechanics on players, but it was by far the most rewarding if you bought in and adapted. I had friends watch me play it and say they needed a drink after

Felt so good winning those insane fights
Posted by CornDogCologne
Mental Defective
Member since Nov 2007
8857 posts
Posted on 5/23/25 at 10:09 am to
Finished it this morning. It was a pretty average experience. Gameplay was fine but the plot was a complete bore. I had no investment in anything that was going on but the demon killing was about what I'd expect. I can agree that the mechanics backslid from what they were building with Eternal.

I think I enjoyed the overall premise and presentation better in '16. Defending a mars base from demons with a doomslayer that could not give less of a frick about exposition or instructions was the best version of the plot. Eternal's stakes with trying to end the invasion on earth and the step up in mechanics to engage the player was a solid follow up.

A boring exposition heavy medieval slog with poorly developed characters I don't give a frick about was not the follow up I wanted or needed. I stick by my original assertion that a Quake revamp (or even a new IP!) should have been id's next project instead of this. This entry will be forgotten or will be a cult favorite among a minority of fans like Doom 3 ultimately became.
This post was edited on 5/23/25 at 11:54 am
Posted by StansberryRules
Member since Aug 2024
4318 posts
Posted on 5/25/25 at 4:36 pm to
I"m doing another playthrough on a higher difficulty and having a lot more fun. Being forced to engage with the combat with the actual threat of death makes it much better.

It should be noted they also increased the difficulty recently. They greatly reduced the amount of time you are invincible when hitting the 5 HP death bailout threshold.

Previously it was absurdly long, probably 3-5 seconds, which in Doom time is in eternity. It made it trivially easy to gain health back to avoid death. Now it's maybe a 1-2 seconds. They also increased it's cooldown. If you get sloppy you die now.

quote:

Gameplay was fine but the plot was a complete bore


quote:

Defending a mars base from demons with a doomslayer that could not give less of a frick about exposition or instructions was the best version of the plot.


One thing I always liked about the original Doom (and 16's) presentation is the idea of being trapped in one location. In Doom you are essentially going from one part of the facility to the other most levels. The story and game takes place over the course of a single day.

I strongly dislike the idea of every level being on a new world perhaps days or weeks apart. It robs the feel of the threat when it's so spread out.

I also think they have made Doom Guy a bit too legendary. I like the idea better when he's presented as this super bad arse facing really long, almost impossible odds but prevailing with his bad assry. That's not at all how they present the Slayer. Everyone is scared of him, including hell, he's not presented as an underdog anymore. He's dropped with the expectation he's going to single handidly win with ease.

I have no idea where they can possibly take this current iteration going forward though. We'll probably get a decade without anything and then another reboot.
Posted by Carson123987
Middle Court at the Rec
Member since Jul 2011
67797 posts
Posted on 5/25/25 at 5:35 pm to
quote:


One thing I always liked about the original Doom (and 16's) presentation is the idea of being trapped in one location. In Doom you are essentially going from one part of the facility to the other most levels. The story and game takes place over the course of a single day.

I strongly dislike the idea of every level being on a new world perhaps days or weeks apart. It robs the feel of the threat when it's so spread out.


Interesting thought. I agree
Posted by DownSouthCrawfish
Lift every voice and sing
Member since Oct 2011
40611 posts
Posted on 5/26/25 at 4:15 pm to
Thought it was fun to play but I lost interest in the story around ch 10 give or take. Just skipped and powered through it. Probably won’t be touching this one again but it was fun for a playthrough.
Posted by shutterspeed
MS Gulf Coast
Member since May 2007
70676 posts
Posted on 5/26/25 at 5:07 pm to
Played this on GamePass over the weekend. I'm sure I'm not the intended audience, though, as I mostly play horror and walking sims and not AAA games. Just didn't feel fun to play. Lost interest very quickly and moved on at the point of gaining the triple melee.
Posted by HailHailtoMichigan!
Mission Viejo, CA
Member since Mar 2012
73188 posts
Posted on 6/1/25 at 1:43 pm to
I love it. Absolutely love it.

The weapons are great and the medieval/future atmosphere is so well done.

I can’t get enough of the bone shard gun.
Posted by Carson123987
Middle Court at the Rec
Member since Jul 2011
67797 posts
Posted on 6/1/25 at 6:37 pm to
I fired up Doom Eternal after finishing Dark Ages to check and see if it was as hard as I remember compared to TDA

It’s way harder Nightmare is truly a nightmare.

LINK Not my cleanest run but I’m starting to get quicker with the weapon switches again. The slower speed of Dark Ages had me spoiled
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