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To return to where Doom became legend two decades ago.
I realized that we still didn’t hit the mark" says creative director Hugo Martin.

Andthatis where Doom: The Dark Ages was born.
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The cause of this epiphany?
The nightmarish gauntlet of floating, homing hazards.
“I noticed right away how slow those projectiles move it just dawned on me thatthatis the maze.

“We couldn’t go any higher in the air than Doom Eternal.
“It means you’re more powerful and grounded.
What does that mean in real terms?

“You’re heavier, more powerful, and grounded,” he says.
“We’re making strafing-to-aim a thing again.
It almost creates this three-dimensional ‘shoot ‘em up’ puzzle that you’re weaving your way through.”

“We have more demons than we ever have before.
There’s a shot where the Slayer turns a corner and he’s killing so many of them.
That’s a bold proclamation.

“You are a weapon of mass destruction in this game.
That, Martin says, means you’ll be “killing more demons than you ever have before.”
He continues: “I think the number of AI on screen is…

I don’t even think there’s a limit at this point, it’s crazy.
It feels like, tech wise across the board, we’ve been empowered to make our best game.
“You will have that shield in your hand at all times you’re basically dual-wielding.

I want players to feel like Aragorn, or Leonidas at the hot gates of 300.
You’re the hero of a massive battle in an FPS, in a Doom game no less.
“There’s a lot of stuff you could do with the shield.

It’s pretty simple.”
Here’severything announced at the Xbox Games Showcase, including Doom: The Dark Ages of course.

















