As DOOM: The Dark Ages drops later this year, expect a whole new level of player customization.
The game offers adjustable sliders for players to tailor their gaming experience. Some online communities have turned this into a perceived cultural issue, labeling it as another supposed “woke” debate, and even jokingly referring to the game as DOOM: The Era of Enlightenment.
In a new video shared by the DOOM official account on platform X, game director Hugo Martin spoke directly about the criticisms and made it clear he doesn’t support the negative reactions. “I’ve come across the discussions about DOOM: The Woke Ages… I’ve seen the videos. Allow me to clarify a few things. To begin with, I don’t concur with that,” Martin asserted.
He made it clear that the purpose of the difficulty sliders is straightforward: to ensure the game caters to both experts and beginners. “Our approach required the game to be effective for both novices and masters. If we’re going to let you slow down the game, then we should also allow you to speed it up. That was a very beneficial strategy overall.
Martin emphasized that the game customization in DOOM: The Dark Ages isn’t just about lessening difficulty for certain players, but rather empowering everyone by providing greater control. These customization options go beyond typical difficulty settings and enable users to modify elements like enemy projectile speed and damage output. Martin likened this system to a radio equalizer, offering players the means to sculpt their perfect DOOM gaming experience.
Some combinations of these settings might actually make the game harder rather than easier.
Observing the unique tactics employed by our top office staff through their control sliders reveals some unexpected strategies. Contrary to expectations, it’s not just about maximizing everything; rather, they often adjust settings in surprising ways. For instance, team members like Mikey and Travis prefer to decelerate projectiles, but then make them highly destructive.
He mentioned that the game significantly improves the three-dimensional shmup (shoot ’em up) feel, similar to the fast-paced, bullet-heavy gameplay often associated with classic DOOM. In essence, classic DOOM is a three-dimensional bullethell, where you navigate through slow-moving projectiles that pack quite a punch. The projectiles are what create the maze-like environment and motivate the player to move continuously, making them the primary focus of our game design.
The focus of these mechanical adjustments is on enhancing gameplay diversity and repeatability, rather than promoting a particular viewpoint. Even with some negative responses, numerous players have stood up for the new features, contending that the inclusion of customizable difficulty settings doesn’t lessen the challenge for those seeking it.
Hugo Martin and the team at id Software aren’t backing down from their vision.
The game is set to launch on the 15th of May, allowing each player to individually judge if the new features add to or take away from their gaming experience.
For now, the supposed “woke” debate is mostly just commotion coming from the typical online sources.
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2025-03-20 04:12