When director Hugo Martin unveiled the mantra for Doom: The Dark Ages as "stand and fight" during Xbox's Developer Direct earlier this year, I was instantly captivated. This concept starkly contrasts with id Software's previous title, Doom Eternal, which thrived on hyper-kinetic, constantly moving combat. Yet, Doom Eternal did introduce one enemy that forced players to adopt this "stand and fight" strategy—the Marauder. This enemy, perhaps the most controversial in any Doom game, is both loathed and adored by players, myself included. The moment I discovered that Doom: The Dark Ages' combat hinged on reacting to bright green lights, reminiscent of the Marauder's key vulnerability, I knew I was hooked.
Rest assured, The Dark Ages doesn't trap you in a frustrating duel with an enemy as challenging as the Marauder. Instead, while featuring the Agaddon Hunter—a foe shielded by bulletproof armor and wielding a deadly combo attack—the essence of Eternal's intense encounters permeates every enemy in the game. The principles behind the Marauder have been rethought, recalibrated, and integrated into The Dark Ages' core combat system. The result? Every encounter feels as strategically rewarding as a Marauder showdown, without the same level of frustration.
The Marauder stands out as an anomaly in Doom Eternal. Typically, battles in Eternal involve sprinting around arenas, slicing through weaker foes while juggling larger threats. Eternal has been described as a management game, requiring players to juggle resources, speed, and space alongside their arsenal. However, the Marauder disrupts this flow, demanding full attention and often fought in isolated one-on-one scenarios. When it appears amidst a larger battle, the best strategy is to evade its attacks, clear the surrounding mobs, and then engage directly.
Doom Eternal's Marauder is one of the most controversial enemies in FPS history. | Image credit: id Software / Bethesda
Standing still isn't what "stand and fight" implies in Doom Eternal—it's about controlling the battlefield with strategic positioning. Too close, and you risk a fatal shotgun blast from the Marauder; too far, and you face a barrage of projectiles, easier to dodge but keeping you out of range of his axe swing. The key moment is when the Marauder readies his axe attack, signaled by his eyes flashing bright green. This brief window is your chance to strike, as his energy shield absorbs all other attacks.
Similarly, in Doom: The Dark Ages, bright green lights signal key combat moments. Paying homage to the original Doom, enemies unleash volleys of projectiles akin to bullet hell. Within these volleys, special green missiles can be parried using the Doom Slayer's new shield, sending the ordnance back at its sender. Initially, this serves as a defensive maneuver, but later, with the shield's rune system unlocked, it becomes a potent offensive tool, stunning demons with lightning or triggering your shoulder-mounted, auto-targeting cannon.
Navigating The Dark Ages' battlefields, you engage in a series of focused one-on-one battles with various powerful demons. While survival doesn't hinge solely on reacting to green lights, mastering the shield's runes makes parrying a crucial part of your arsenal. Integrating this into your combat strategy reveals similarities to Eternal's Marauder encounters—you must find the optimal distance, maneuver into position when green orbs appear, and execute swift parries, demanding the same level of focus as facing the Marauder.
A common criticism of the Marauder was its disruption of Doom Eternal's flow, forcing players to abandon familiar tactics. This is precisely why I appreciate the Marauder; it breaks the game's established rhythm, demanding a unique approach. Doom Eternal already broke the rules of first-person shooters by challenging players to rethink resource management and combat. The Marauder pushes this even further, presenting the ultimate challenge, though I understand why it might not appeal to everyone.
The Agaddon Hunter may be the most Marauder-like enemy in The Dark Ages, but every demon carries a hint of Eternal*'s most fearsome foe. | Image credit: id Software / Bethesda
Doom: The Dark Ages addresses this by incorporating diverse combat "dances" into its broader combat arena. Each major enemy type has unique green projectiles or melee attacks, necessitating varied strategies. The Mancubus, for example, launches energy "fences" with green "pillars" at the ends, requiring side-to-side movement to parry. The Vagary sends an abacus-like volley of spheres, pushing you to sprint and deflect specific rows. The skeletal Revenant mirrors the Marauder closely, being invulnerable until you parry its green skulls.
With each demon requiring different footwork, the introduction of new enemies feels seamless. The Agaddon Hunter and Komodo present a challenge due to their intense melee attacks, but by this point, players are well-versed in adapting their movements and reactions. This contrasts with the Marauder's introduction in Eternal, which disrupted the game's established mechanics.
The Marauder's issue was never its design but the fact that it broke established rules, catching players off guard. Doom: The Dark Ages prepares players for similar challenges by making reaction-based mechanics a fundamental part of the game from the start. While this shift may reduce the overall difficulty—the shield's parry window being more forgiving than the Marauder's eye flash—the core concept remains: lock step with your enemy, wait for the perfect moment, and strike when the light turns green. Doom: The Dark Ages reimagines these ideas but keeps them unmistakably present. You stand and you fight.