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Indeed, the signature hook of this shiny new DOOM is historical brutality.
Since DOOM 2016, the game has evolved beyond simply aiming a shooting.

I got lucky. I went hands on with DOOM, and it was awesome.
Managing a variety of tools that replenish armor, health, and ammo forms part of the gameplay flow.
And the Saw Shield is a big part of that toolkit.
Only here do you have much better tools for dealing with their sequences.

The thundering footsteps of the Doom Slayer make you feel like a walking, ripping, tearing tank.
The first mission felt more traditional, in enclosed spaces with secrets dotted around the map, rewarding exploration.
Doom Guy doesn’t plant grenades on tanks to destroy them, though.
Thankfully, all of this carnage was as performant as it wasgore-geous.

In DOOM, violence is actually always the answer.
Although, sure, the execution of said story remains to be seen.
Speaking of which … let’s talk about some of the game’s iffy points.
But, some of my concerns go a bit further than simple polish.

Architecture and landscaping takes center stage in DOOM: The Dark Ages.
Some levels in DOOM: The Dark Ages are broken up with mounted combat.
Some levels take place inside an Atlas mech, teased in previous games.
Those sequences were incredibly badass, battling titanic monsters in hand-to-hand combat.

Even in the brief slice I was introduced to, The Dark Ages introduced a variety of new characters.
It made me wonder what a Titanfall-like multiplayer game set in the DOOM universe might be like.
That feeling was exaggerated tenfold with the game’s mechadragon sequences.
The rule of cool might’ve ruled a little too hard with this one.

I was not a fan of The Dark Ages' mechadragon.
The mechadragon areas I experienced equated to linear shooting galleries that reminded me of Star Fox-bang out games.
I’ll explain a bit more why this was problematic in the next section.
Enemies will blast you with a variety of projectiles, but only certain projectiles will be colored green.

I’m worried that DOOM: The Dark Ages' block mechanics haven’t been fully thought through.
Only the green ones can be parried or perfectly dodged, which is required for certain attacks to trigger.
Why would Iwantto put myself in harm’s way?
Why can I only parry the “green” projectiles?

DOOM: The Dark Ages is shaping up nicely.
What’s special about them that makes them parryable?
Why do some enemies make me wait several seconds to perform this parry?
Maybe they were placeholders(I hope they were.)

















