Marty Stratton, director at id Software studio, has explained why the latest trailer for “DOOM: The Dark Ages” placed such a strong emphasis on its narrative rather than gameplay, which is unusual for this franchise. In an interview with EDGE (via GamesRadar), he clarified that this shift was made due to the increased popularity of the stories in the newer “DOOM” games.
In DOOM 2016, although Stratton mentioned that the storytelling was relatively sparse, and the protagonist intentionally avoided picking up audiologs, it turned out that players still found themselves immersed in uncovering the game’s background.
As a gamer, I can’t tell you how many times I’ve found myself in conversations where the focus is always on the story. There are entire YouTube channels devoted to deciphering every intricate detail of symbolism in games. Data from DOOM Eternal shows that an overwhelming number of players take the time to watch the cutscenes.
Stratton elaborated, “A DOOM game without a story feels more like a classic arcade game.” He went on to emphasize why the narrative in DOOM: The Dark Ages significantly enhances the gaming experience. “There are those who enjoy that style of play, but if you’re looking for a deeper experience, the ‘skip’ button is always an option.
It’s important to mention that compared to its predecessor, DOOM Eternal placed more focus on its storyline. This was achieved not just by adding more text-based lore entries and item descriptions, but also through the use of cutscenes and dialogues.
Back in January, I caught a glimpse of the newest trailer for DOOM: The Dark Ages during Microsoft’s Xbox Developer Direct. It offered a closer peek at the game, and what made my day was learning that the release date is set for May 15th, with versions available on PC, PS5, and Xbox Series X/S.
Ever since the trailer dropped, id Software has been shedding light on various aspects of their upcoming shooter. For example, game director Hugo Martin disclosed that “DOOM: The Dark Ages” would boast the biggest expanses that the studio has ever created.
Although these stages are expansive, Martin added that they’ve been structured so players won’t find themselves spending prolonged periods, like two hours, merely wandering without any interactive elements for relief. Instead, the vastness of these levels will offer a wealth of diversity as players engage with demons throughout their gameplay experience.
Martin mentioned, “Initially, you may find yourself in a confined area resembling a dungeon, but as you progress through the level, it’ll expand into a more expansive section.” He added that they aim to ensure the game provides enough diversity for an enjoyable experience.
Martin mentioned that the studio often looks back to the initial release of DOOM from 1993 for additional inspiration, which he likens to a painter examining a Norman Rockwell piece in a museum to gain insights.
Martin remarked, “It’s similar to observing a timeless masterpiece,” he said. “Imagine an artist returning to a familiar work by Norman Rockwell, a piece he’s studied countless times before. Each viewing reveals fresh insights.
In the meantime, also check out 15 new things we’ve learned about the upcoming game.
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2025-03-06 18:54