When director Hugo Martin explained that the mantra for Doom: The Dark Ages was “Stan and fight” during the Xbox Direct developer at the beginning of this year, I was immediately encouraged. This is an idea in the direct opposition to the previous game ID Software, Doom Eternal, a shooter built on hyper-kinetic, constantly mobile firefighters. However, there is one enemy in eternal, which requires you to “stand and fight” – Huncwot. Perhaps the most controversial enemy he has ever performed in the game of extermination is hated by many … and Dear because of me. And when I realized that the trick to convict: the fight of the murky centuries was reacted to lithe green lights-this is the key to killing a maruder-I realized that I was versatile.
Don’t worry, the murky ages do not force you to fight the enemy, which is as speedy and troublesome as Maruder Eternal. Sure, there is Hunter Agaddon, who is protected by a bulletproof shield and is exhausted by a deadly attack of combination, but the heritage of the infamous eternal battles not by one enemy, but every enemy. Rethished, redeemed and renewed, ideas behind Maruder were used in the Dark Ages core combat project. Result? Each meeting has a clever man without frustration.
Huncwot is a bit of an unusual beast. Fighting in Doom Eternal usually lead loops around the combat arena, cutting feed enemies and jumping between larger enemies. Eternal was often called a management game, and this does not apply to your resources; By using speed, space and shotgun you need to manage a horde. It all comes out of the window when Huncwot appears. This strenuous and DNA, tightening in Ax Powerhouse requires complete focus, which is why it fights in one -on -one situations so often. At a strange occasion, he appears in larger battles, the best tactics is to avoid his blows, spotless the mobs of the mobs and – finally – stand and fight.
Of course, this does not mean literally standing serene – after all, it is eternal destruction. Rather, it is about ensuring domination over the space through careful positioning. Come on and Huncwot will catch you with a deadly outbreak of a shotgun, which is almost impossible to avoid. Fate too far and bombard you with bullets, which are much easier to avoid, but you will be out of reach of his ax swing. The point is you to want He tried to hit you with this ax, because the only moment in the whole fight that Huncwot is susceptible to injuries is the animation of the attack. His energy shield absorbs every ball that you shoot, so you have to set up in a sweet place where he will drop his protection and enter the murder. When his eyes flash lithe green, this is your tip: you have a fraction window to blow up his brain.
The lithe green flash is also what you are looking for in Doom: The Dark Eges. In a nod to the first trip of the Demons series lithe the salvos of bullets resembling infernal bullets. In these salvos there are special green bullets that can be paired with the modern Slayer Extermination shield, leaning back to its source. In the opening hours of the game it is largely a defense traffic. Later, however, after unlocking the Rune System system, Parry becomes an invaluable offensive tool, stunning demons with lightning or a liberating shoulder mounted on the arm, automatic targeting of the cannon.
Unlike the fight with Huncwot, survival is not completely dependent on the reaction to these green lights. A good utilize of simpler tools can transfer you to victory. But the runes of the shield make parryking one of the strongest elements of your Arsenal – one worth the asset as many times as possible. And if you put him in your combat approach, you will soon find out that the foundations of Parry in Dark Eges are sharing a common plane with Eternal fights. You need to find the right distance, because the demons do not shoot shells from close range, and when green balls appear, you need to maneuver in the right position to catch them. And then, just like catching a maruader in half of Shing, you need speedy reactions to get Parry himself. All this requires focus, so your travels for the murky centuries have become a collage of pocket fights with one powerful demons. You stand and fight. As you did against Huncwot.
Perhaps the most cited argument against Huncwot was the way he interrupted the flow of Eternal destruction. You just can’t fight it with the facilitate of techniques that you conquered any other challenge. This switching is in fact the reason why I love a maruader so much: while the rest of the game asks you to make a ballet, insists that you break the dance. Doom Eternal was a game built on breaking the rules of shooters from the first person’s perspective, demanding thinking about resources, weapons and commitment in modern ways. Marauder breaks the rules of the rule, which is the final challenge. But although I like this challenge, I understand why many hate him.

Doom: The Dark Ages overcomes this problem, ensuring that various “dances” are part of the Grand Disco Hall of Battle. Each main type of enemy has its own, unique green bullet or a compact -circuit hit, so your approach changes with every enemy encountered. For example, Mancubus shoots with spread series of wide energy “fences”, which at both ends are green “pillars”, so you have to weave left and on the right to get parry on each of them. Dziedla lases a salvo similar to Abacus Deathmus, forcing you to run in the direction of rows that you can tilt, as if they were deadly tennis balls coming on your side of the pitch. Meanwhile, the skeletal revenant replicates Huncwot even closer; It can be damaged until you can tilt one of the green skulls, which it shoots alternately with arms launchers.
Because each demon requires a different type of leg work, it is never shocking when the modern enemy is introduced with the approach in the left field. Sure, Agaddon Hunter and Komodo are a bit hard thanks to their intense attacks in close -cuts, but you are already used to constantly adapting how to move and react before they come to the stage. This was not the case with a manuder, because the set of Eternal rules was based on the utilize of a suitable pistol for the right demon, and not on the position and tactics based on the reactions needed to overcome this unique threat.
Marauder’s problem was never his project. The point was that they broke the rules and the players were not prepared for it. Doom: The Dark Egesa trains you to get something similar, making your own mechanics Twitch Mechanic has become the basic element of all experience, not a curve in the medium match. Such a change means that the challenge has largely disappeared-the spare shield is much more generous than a fraction of a second required to react to the flash of a marauder’s eye, even with higher difficulties. But the basic concept of Huncwot – a blocking step with the enemy, waiting for the perfect moment and striking when the lithe shines green – is here in every battle. Doom: Dark centuries can offer a completely different view on these ideas, but they are still completely recognizable. You stand and fight.
Matt Purslow is a senior feature editor.
