INSUBCONTINENT EXCLUSIVE:
In between all the parrying, you do get to shoot stuff.
Credit:
Bethesda Game Studios
In between all the parrying, you do get to shoot
stuff.
Credit:
Bethesda Game Studios
In between these parries, the game
seems to go out of its way to encourage a more fast-paced, aggressive style of play
A targeted shield slam move lets you leap quickly across great distances to get up close and personal with enemy demons, at which point you
can use one of a variety of melee weapons for some extremely satisfying, crunchy close quarters beatdowns (though these melee attacks are
limited by their own slowly recharging ammo system).You might absorb some damage in the process of going in for these aggressive close-up
finishing off a major demon
grabbing some health in the process.The back-and-forth tug between these aggressive encroachments and the more conservative parry-based
turtling makes for some exciting moment-to-moment gameplay, with enough variety in the enemy mix to never feel too stale
Effectively managing your movement and attack options in any given firefight feels complex enough to be engaging without ever tipping into
overwhelming, as well.Even so, working through Doom: The Dark Ages, there was a part of me that missed the more free-form, three-dimensional
Compared to the almost balletic, improvisational movement in that game, playing The Dark Ages too often felt like it devolved into something
counterattack.In between chapters, Doom: The Dark Ages breaks things up with some extremely ponderous cutscenes featuring a number of
religious and political factions, both demon and human, jockeying for position and control in an interdimensional war