With Doom: The Dark Ages, id Software is still searching for what made the original great, and I hope it never finds it

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With Doom: The Dark Ages, id Software is still searching for what made the original great, and I hope it never finds it
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Hugo Martin keeps getting Doom wrong, and that's what makes the games so good.

was revealed earlier this month, I was struck by how different it looks from Doom Eternal. This might seem an odd thing to say, given both games are hyper-slick, hyper-violent shooters about a very angry man killing demons inside living metal album covers. But the differences become much clearer when you compare The Dark Ages' reveal to Doom Eternal's various trailers.

Does this mean id Software has spent multiple games and more than 10 years of development trying to replicate the feel of the original Doom in a modern shooter, and getting it wrong? In this specific circumstance, however, I can see why Martin might feel he hasn't found the secret sauce that has kept 1993's Doom relevant for over thirty years. And it isn't because Doom or Doom Eternal were bad . It's because Doom is a deeply weird and elusive design. It's a tooth and nail action game, but also a tense and spooky horror game. It's dingy and atmospheric, but also brightly coloured and often outright gaudy.

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