DOOM The Dark Ages Just Got BETTER…
This might come as a pretty big surprise to some, but it seems like we already have actual confirmation that the next Doom game has started development. Additionally, a brand new Doom Dark Ages update has just released, bringing tons of highly requested changes and a fix for the previously broken Super Shotgun. Details on future updates have also been revealed throughout the past few weeks, giving us a look at what sort of combat changes and new Riptorium content we can expect to see leading up to the launch of the highly anticipated campaign DLC. A job listing for the lead gameplay features programmer position at ID Software was just recently posted to the official Zenamax Jobs website as the company is currently seeking an experienced programmer to join their Dallas team in the development of an unannounced video game project. While the listing doesn’t provide any important details other than implying that the upcoming title is a first-person shooter being created with a version of the IT engine, it does seem to confirm that their next project has entered the initial starting stages of development. During a previous episode of Slayers Club Live, game director Hugo Martin mentioned that the team isn’t finished making Doom games and would like to further explore the franchise’s medieval chapter if fans are interested. So, I would personally be decently surprised if this game ends up being anything other than a sequel to the Dark Ages or a continuation of Eternal. Seen that yet? Yeah. No, Bobby Blue Holiday. We could milk 10 more games out of this though. That’s what I’m saying. I don’t want to close with the book. That’s how I feel. I’m not announcing anything. It’s just like, do you guys really want us to close the book on this period? Like, cuz then there’s, you know, there’s no more medieval Doom. And I’m not sitting here saying, “Oh, we’re going to make it.” It’s just like, “Close it.” Really? I don’t want to close it. Well, that making more Doom games and closing the chapter on medieval Doom is two separate things. Basically, if this is the thing, may Midnight make a video of this. If we if we show them getting trapped in hell, which is part of the lore and everybody knows this happens, and we tell then it’s over. There’s no more medieval doom, that sad face. I don’t want to do that. Yeah. Like, uh, so that’s that’s what I’m saying. And I think there’s it’s juicy. Plus, that’s a lot that’s a lot to like. Some of the early Dark Ages tone exploration concepts do an amazing job at showcasing how diverse and unique the space fantasy theme can be, which does make me pretty excited to see where they go next, regardless of what they choose to create. Do keep in mind that the new project likely won’t enter full legitimate development until the TDA expansion and all major post-launch content has been released, meaning that whatever they’re working on might not see the light of day until 2029 at the absolute earliest. But let’s not get too far ahead of ourselves here. Post-launch support for the Dark Ages has only just begun, and there are quite a few big things on the way. The most recent patch was stated to be one of the last major balancing updates before the DLC, so the focus will shift towards implementing larger gameplay features, such as the ability to sprint while swimming. It has been confirmed that the team figured out a way to let players swap shield rooms and melee weapons in the middle of combat without entering the pause menu. And comments made by Hugo Martin during the most recent episode of Slayer’s Club Live suggest that the ability should be implemented around the same time as the Riptorium 2.0 update. The current iteration of the extremely customizable endless arena mode is only a foundation that they plan on expanding as time goes on. Those who enjoy the expansive encounter manager will eventually be able to save their own battle settings and even share them with friends. However, pre-made loadouts created by Ed Software will seemingly be provided at some point for anyone that doesn’t want to design their own fights. Hugo did mention that they will give you the option to customize multiple ways of demons and they might expand the jukebox to include some of the missing songs, although that’s only the beginning. The mode has already been noticeably improved through Doom: The Dark Ages update 2.1 as melee weapons, shield runes, upgrade selection, and gun preferences will no longer reset each time you enter an arena. They’ve also added predetermined ammo and health pickups across all three maps and fixed a wide assortment of issues that have been bugging the community since QuakeCon. I’ll leave a full list on screen now if you like to pause and see what’s changed. The biggest general improvement comes in the form of a muchneeded Super Shotgun rebalance. Not only can players once again interrupt the SSG reload animation to block or parry, but it’s now possible to perform melee strikes during the animation as well. Super shotgun damage was increased against hell knights, battle knights, cosmic barons, pinky riders, armored pinkies, and both variants of the mancubus. The standard non-upgraded version of the weapon now does more damage against vagory armor, so you should have an easier time fighting against them during the earlier chapters. Many of you will be happy to hear that the small bit of slow motion present even when the slider was at zero has been removed, making the game feel just a little faster. The melee expert and berserker achievement should finally be fixed for users across all platforms. But please don’t hesitate to submit a ticket at help.bethesa.net if you’re still unable to unlock either of them. Empowered impeller headshot scaling against the whiplash, overall impeller damage against cyber demons, and non-empowered impeller headshot scaling against the revenant was reduced as a part of this update. Enemies killed by the shield charge area of effect shock wave will now drop health. Grenade and rocket launcher firing animations can be interrupted sooner. Health, armor, and attack changes previously made to the manubus were reverted. The number of armor titans present during the final encounter has been reduced. And a proper energy shield tutorial will now activate when approaching the plasma barriers on the Creedmaker ship during the resurrection mission. These are just a few of the more notable improvements you can expect to see the next time you open up Doom: The Dark Ages. You can visit the update 2.1 patch notes link in the description if you’re interested in seeing the full list. More information on the game’s upcoming campaign DLC was recently revealed. Click on the video that’s on screen now to learn more. Thank you all so much for watching today’s video. I hope you enjoyed it. That’s pretty much all that I have for now, though. Until next time.
The next DOOM game has seemingly started development! Additionally, details on upcoming DOOM The Dark Ages updates have been revealed and a recent patch has unleashed several highly requested improvements.
Thumbnail render created by GreenStorm64. https://steamcommunity.com/sharedfiles/filedetails/?id=3501353075
#doom #doomthedarkages #doomnews
~~~ Sources ~~~
Update 2.1 Patch Notes: https://slayersclub.bethesda.net/en-US/article/doom-the-dark-ages-update-2-1-hotfix-1-release-notes
Job Listing: https://jobs.zenimax.com/requisitions/view/3377
Hugo Discussion: https://youtu.be/WhfyOGuIA88?t=1066
Slayers Club Live QuakeCon: https://www.youtube.com/watch?v=e-qJkx-mnCM
Slayers Club Live Chapter Ten: https://www.youtube.com/watch?v=hRqmFj37In4
Slayers Club Live Chapter Eleven: https://www.youtube.com/watch?v=hRqmFj37In4
DOOM content belongs to id Software, Bethesda Softworks, Xbox, Microsoft and Zenimax Media Inc. All content used for informational purposes falls under fair use laws.
Music Used: “Goroth” from Quake Champions by Andrew Hulshult