DOOM: The Dark Ages Director Explains Glory Kill Changes

In a new twist, id Software is delving into Slayer’s historical background with the game DOOM: The Dark Ages, revealing events that precede the 2016 reboot. But, it’s also modernizing the combat mechanics by introducing more realistic combats, parries, and modifications to the Glory Kill system.

Instead of being synchronized as in earlier versions, Glory Kills are now independent, enabling players to seamlessly transition from one to another. In a recent “Hugo Reacts” video on Twitter, director Hugo Martin outlines the rationale behind these alterations. The shift was prompted by having more enemies present than previous installments, and requiring the player to perform a synchronized animation for each kill was found to be “extremely tedious.

Martin further discloses that Zach Synder’s movie 300 served as a significant reference point while performing consecutive Glory Kills. He also shared that during a Glory Kill, the team draws from a diverse pool of melee animations, which may vary based on the weapon employed and the type of enemy.

Objective: To prevent monotony and offer players increased autonomy, while enjoying a fresh perspective in DOOM: The Dark Ages.

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2025-05-05 00:11