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Doom: The Dark Ages Preview: Hands-On With a Heavy Metal Album-Turned-Shooter

The next action-packed FPS in the vaunted Doom franchise slows down the pace for a different flavor of gothic carnage.

The reboot of the Doom franchise starting with the titular 2016 title into a fast-paced shooter was a resounding success, and its 2020 sequel Doom Eternal ramped up the speed even more. So it may have come to surprise fans that developer id Software decided to slow things down for the third installment, Doom: The Dark Ages — but after playing several hours of the game, I’ve mostly enjoyed the new direction they’ve taken the gruesome shooter, which admirably reshuffles the ingredients to tickle similar Doom urges with new flavors.

At a preview event in Los Angeles, California, id Software and publisher Bethesda brought journalists and influencers to play an over 3-hour chunk of Doom: The Dark Ages. The substantial playtime included an early slice of the linear campaign, samplings of the mecha and dragon-back combat and a later extended segment in a huge map carved into arenas — enough time to get a feel for the flow of fights and upgrades.

The Dark Ages is a prequel to the 2016 Doom game, which itself had such a thin story that players shouldn’t worry terribly if they’ve forgotten what happened (or never played). The newest game is flung so far in the past that it doesn’t really matter — the Doom Slayer as a character is functionally immortal, so this adventure seems to be opening the games up to flinging him around in time to shake up the setting.

And boy, what a setting. As trailers have shown, The Dark Ages takes place in the kind of medieval fantasy splayed on metal album covers and airbrushed on the sides of vans — demons, dragons and Doom Slayers make for a rollicking mix of blood and thunder. Sure, there are some sci-fi starships and tech to handwave players teleporting between stages and equipping a plethora of firearms, but everyone agrees that it also makes sense to bring a shield with a buzzsaw to a gunfight.

That gun-and-melee alchemy is at the center of The Dark Ages, and it’s clear a ton of tinkering has gone into how players employ their new shield. This time around, players are rooted to the ground — no more dashing around — to transition from the frenetic fights of the recent Doom games into the brutal slugfests of The Dark Ages. Shoot, block, shoot, counter, deathblow — it’s a ballet of brutality. 

I found myself missing the air-dashes of the earlier Doom games, and it took time to get used to bringing up my shield instead of keeping constantly on the move. But there are a handful of tools to keep you from hunkering behind the shield (which can only take so many shots before being temporarily disabled) — you can dash and bash with your shield to close distance as well as make special melee attacks (which have a certain amount of uses before needing to recharge). 

I had to watch my limited ammo, health and armor on top of tracking enemies, which was a lot to keep track of, and it took practically the whole preview session to feel halfway competent in the combat flow. It’s color-coded: avoid the orange blasts but use your shield to block the green ones to damage or disable enemies; when near death, they’ll glow purple for you to finish them off. Further into the demo, I found more interactions — like enemies wearing armor, which needed to be shot enough to glow red-hot, after which I could throw my shield to shatter it, leaving them vulnerable.

The fantasy setting liberates the franchise from its high-tech veneer, setting aside pulse rifles for a menagerie of inventive, medieval destruction methods: a buzzsaw added to the shield to throw into enemies, a magazine-fed stake thrower, a gun that churns up skulls to spew room-clearing bone fragments and even a gun that fires a heavy ball on a chain like a projectile flail. Upgrades creatively expand the moveset: the plasma-firing gun, for instance, can be shot at an enemy you’ve lodged your shield into to electrify surrounding enemies.

Slaughter from on high: Mech and dragon segments are fun diversions

Amid the carnage of its new shield-and-gun focus, early trailers of Doom: The Dark Ages showed peeks at new gameplay sequences that got fans excited: piloting a colossal mech and riding a cybernetically enhanced dragon. My preview jumped to time with both, and I have a clear favorite. (It’s the mech.)

When I climbed into the Atlan, as the Doom Slayer-looking mech is called, the game zoomed out to accommodate my skyscraper frame. The scale is the fun here. Each prodigious step made the ground quake, and I effortlessly plowed through bridges filled with enemies that would’ve taken a lot of effort to eliminate on foot. I stomped on squads of tanks to get in range of massive demons — which, naturally, I punched the daylights out of. 

Atlan combat is a slugfest, with amazing sound selling the colossal crunch of my massive fists colliding with a demon’s face. And yes, there’s a bit of a mechanical flow: pummeling enemies builds up a meter to stomp a directional column or fire energy blasts. While out of range, I engaged a rocket punch to close the distance. It sold me on how these Pacific Rim-esque sequences clashing with Kaiju-size demons will break up the extended gunplay on the ground (and feel metal as heck).

The dragon sequences were, sad to say, not as fun. 

I hear you, readers: how can the Doom Slayer clambering on the back of a dragon with neon red holo-wings, jet thrusters and a machine gun be droll? But all that promised speed and excitement of riding an iconic fantasy beast straight off the cover of Heavy Metal gets slowed way, way down for the sections I played. 

I dashed through levels at top speed until it was time to take on enemies, which just led to my dragon hovering around while I took out stationary foes shooting at me — which is fine to mix in some bullet hell gameplay, but disappointing compared with the swift and lithe dragon combat I was expecting. I might as well have been shooting out of a stationary helicopter.

There’s some cool toying with scope in the dragon section I played, wherein I systematically took down a demon battleship’s (Hell Carrier, technically) turrets and main gun before diving in to destroy the massive vessel’s central core from the inside. Rinse and repeat for a few more ships, which gave me time to understand and grudgingly adapt to a dodge mechanic in the stationary sections, which felt more punishing than rewarding.

But even after struggling through this section, there was the undeniable bright spot of the game’s commitment to fist-pumping moments — like whittling down an annoying colossal demon until I could activate a finisher, when my dragon flew forward and wrenched its jaws apart to spew jets of flame down its throat. Heavy metal as hell.

The best for last: Siege, an open range of death-dealing

The fourth and final section of the demo was simply called Siege. Whereas the first on-foot section I played followed early Doom games in a fairly linear path with a few offshoots, the siege opened up to a huge map — essentially multiple contained arenas connected by paths and walkways, each of which you could assault in the order you choose, with plenty of secret areas tucked into the sides.

If the first levels were a classroom teaching the rhythms of combat, this was the test: broad swaths of enemies, from foot soldiers to towering Cyberdemons, all hitting you at once. But hey, you’ve trained for this (right?), and in this section, Bethesda gave me plenty of tools to dish out death.

Like in previous Doom games, Dark Ages has a spread of difficulty settings for the gluttons for punishment — and in a big win for accessibility, there are lots of toggles to tweak enemy health, damage taken, lengthening the parry window and more to get the player experience just right. Of the six difficulties, I brazenly chose the third (Ultra-Violence), a hard mode just above normal (Hurt Me Plenty), and muscled through the demo session. 

The first area of the siege stopped me short, and try as I might, the Cyberdemon leading that first array of enemies wiped the floor with me. After reluctantly dipping down to the normal difficulty, I eked out a win and pushed forward into the massive map, looking over the surrounding hills and deciding which pack of enemies to take on next.

Tucked into the corners of the maps were caches and secret sections that often awarded gold, which could be spent at Sentinel Shrine statues to upgrade my skills. These are split into multiple trees for melee, shield and guns, the latter of which I felt were most rewarding and brought out the individuality of each gun. Unlike previous Doom games where I mainlined one or two weapons, Dark Ages’ variety of enemies and situations had me fluidly rotating between my arsenal of guns (when I remembered to in the heat of battle, anyway). 

The siege section took me about an hour to work through in its entirety, prying into secret areas and systematically clearing out arenas full of different mixes of demons. I wandered across grassy hills between gothic village buildings while, in the background, a friendly Atlan engaged in a prolonged slugging match with a colossal archfiend. It was atmospheric but not distractingly so; the game is tuned to keep the focus on the enemies in front of you.

In the first section of the demo, the grim future-fantasy story unfurls with the captive Doom Slayer, restrained by a mysterious energy bolt on his chest, shot down to a medieval planet as a last resort to save the people of a king. «Before he became a hero, he was the super weapon of gods and kings,» a title card read. It’s soon clear that the Doom Slayer is a pawn in a political game between squabbling humans and demonic nobility. It laid the groundwork for what is, canonically, the first story told about the mythical man who only knows combat against the forces of Hell.

But the last section of the demo, the siege, was the real bones of what players will experience in Doom: The Dark Ages. Bethesda has tinkered and tweaked the Doom formula to force players to shoot to a different beat; from the demo, they’ve succeeded, which is admirable considering how much players enjoyed the fast-paced combat of the earlier games. The gunplay is tight, but so are the animations and deliciously crunchy sound effects, timed perfectly to make the player feel they’re battering apart the meanest baddies Hell can summon. 

These days, the games industry seems risk-averse, producing sequels that feel too much like rehashes of whatever came before. Judging by the demo, which was only about four hours of play, the Dark Ages could be the difference, delivering the brutal feel of fighting through a Doom game with entirely new systems, weapons and mechanics as medieval as its theme. 

We’ll know if this demo is representative of the whole game when Doom: The Dark Ages comes out on May 13 for PS5, Xbox Series X/S and PC.

Technologies

CNET Debates: Is Apple’s New Crossbody Strap a Great Idea or a Terrible One?

Does the crossbody strap make it more or less likely that you’ll have your iPhone stolen? We have conflicting opinions.

One thing you can be sure of during an Apple event is that it will generate immense quantities of discourse among CNET’s seasoned nerds — and no, we don’t always agree with one another. 

Is the iPhone Air totally pointless and uncalled for, or the best design innovation since very thinly sliced bread? Both can be true, depending on whom you ask.

Among the many announcements on Tuesday that sparked conflicting opinions was a crossbody strap for the iPhone. After a back-and-forth in Slack, my colleague Zach McAuliffe and I have decided to put forth our respective viewpoints and allow you to be the judge.


Don’t miss any of our unbiased tech content and lab-based reviews. Add CNET as a preferred Google source.


Great idea: Katie Collins, Principal Writer

Have you ever been walking down the street to meet your friend, navigating using Google maps and texting your pal to let them know you’re running late, when all of sudden: bam! A dude on a moped has whizzed past at high speed and removed your phone from your hand before you’ve even had a chance to realize what’s happened?

In London, this style of phone theft is a daily occurrence, and while it’s never happened to me personally, every time I step foot on the streets of the British capital, I’m immediately wary and vigilant.

Earlier this year, the Guardian reported that survey data from American insurance company SquareTrade showed that 39% of all European phone theft take place in the UK, and that 42% of British phone thefts occur in London. So common is it for your phone to be snatched by someone on a bike or moped that London’s Metropolitan Police issue special prevention guidance, featuring advice such as: «[when using your phone,] stand away from the roadside, close to a building or wall, so no one can come up behind you.»

I get that a crossbody is not a failsafe method to prevent iPhone theft. I would never advise someone to walk around a city in a state of blissful ignorance while their phone flaps hands-free against their body. But I do endorse it as a way to fend off opportunists on two wheels.

I can see other times the crossbody strap would come in handy, too. Frequently on my travels, I find myself on a boat, clutching the railing and taking pictures on my phone as the world passes me by. Always in these situations I’m concerned that just one clumsy slip could see my precious phone go the way of the Heart of the Ocean in Titanic. A crossbody strap would provide peace of mind in such moments to protect me against my own idiocy.

As a clumsy person who dreads having their phone stolen, I will be investing in one of Apple’s crossbody iPhone straps the moment they become available. I personally can only see the benefit in having my phone glued to my body as well as my hand.

Terrible idea: Zach McAuliffe, Staff Writer

When I saw Apple’s new crossbody strap for the iPhone, my first thought was, «I bet someone could cut that real easily and steal someone’s iPhone.»

But surely Apple thought of that and chose a cut-resistant strap made with something like Dyneema, right? Nope. According to Apple, the strap is made of recycled PET (polyethylene terephthalate) yarns. If you’re unfamiliar with this kind of yarn, it’s a synthetic fiber made from recycled plastic bottles. 

If you had a razor or something similarly sharp, you could cut through the strap like a hot knife through butter. Then there’s nothing stopping you from taking the iPhone. The decision to dangle a thousand-dollar device off a strip of non-cut-resistant plastic gives me so much anxiety.

Some people on Reddit said they’ve had their crossbody bags and purses stolen because someone cut the straps and ran or rode off, so it does happen. Granted, so does someone snatching a phone from your hand. But if I’m wearing my iPhone as a bag, I’m advertising that I have an iPhone and all you have to do is follow me for a second in order to cut the straps and take off with it.

Plus, if I’m my iPhone is tethered to me by a strap, I might be more cavalier with how I handle it. The strap and corresponding case are meant to keep the device safe, so I might take for granted things that could damage it out in the world. What if a car kicks a rock up and hits it, or I bump into a metal railing a little too hard or any number of things happen and my iPhone gets a new scratch or breaks? 

No, I’d much rather grip my iPhone like my life depends on it when the device is in my hand. And then I’ll slip my iPhone into my pocket for safe keeping like Bilbo Baggins after he finds the One Ring.

The crossbody strap is a bad idea. I know people have things taken all the time, but the strap is like wearing a sign around your neck that you have an iPhone and with a quick snip it could be yours! Hopefully Apple will make a cut-resistant strap in the future.

For more from Apple’s event, check out all the announcements and our hands-on with the ultra-thin iPhone Air.

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Technologies

Today’s NYT Connections: Sports Edition Hints and Answers for Sept. 10, #352

Here are hints and the answers for the NYT Connections: Sports Edition puzzle for Sept. 10, No. 352

Looking for the most recent regular Connections answers? Click here for today’s Connections hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle and Strands puzzles.


Today’s Connections: Sports Edition is a tough one. But if you’re a shoe junkie, you might ace the blue category. If you’re struggling but still want to solve it, read on for hints and the answers.

Connections: Sports Edition is published by The Athletic, the subscription-based sports journalism site owned by the Times. It doesn’t show up in the NYT Games app but appears in The Athletic’s own app. Or you can play it for free online.

Read more: NYT Connections: Sports Edition Puzzle Comes Out of Beta

Hints for today’s Connections: Sports Edition groups

Here are four hints for the groupings in today’s Connections: Sports Edition puzzle, ranked from the easiest yellow group to the tough (and sometimes bizarre) purple group.

Yellow group hint: Baseball grouping.

Green group hint: You might do this to a door.

Blue group hint: Just do it.

Purple group hint: Not real coaches, but…

Answers for today’s Connections: Sports Edition groups

Yellow group: NL East teams.

Green group: Synonyms of slam, in basketball.

Blue group: Nike shoes.

Purple group: Actors who played football coaches.

Read more: Wordle Cheat Sheet: Here Are the Most Popular Letters Used in English Words

What are today’s Connections: Sports Edition answers?

The yellow words in today’s Connections

The theme is NL East teams. The four answers are Atlanta, Miami, New York and Philadelphia.

The green words in today’s Connections

The theme is synonyms of slam, in basketball. The four answers are drunk, flush, jam and stuff.

The blue words in today’s Connections

The theme is Nike shoes.  The four answers are Blazer, Cortez, Pegasus and Shox.

The purple words in today’s Connections

The theme is actors who played football coaches.  The four answers are Pacino, Thornton, Washington and Winkler.

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Technologies

Today’s NYT Strands Hints, Answers and Help for Sept. 10

Here are hints and answers for the NYT Strands puzzle for Sept. 10, No. 556

Looking for the most recent Strands answer? Click here for our daily Strands hints, as well as our daily answers and hints for The New York Times Mini Crossword, Wordle, Connections and Connections: Sports Edition puzzles.


Today’s NYT Strands puzzle has a fun, timely theme. Once you figure out the topic, the answers come easily. If you need hints and answers, read on.

I go into depth about the rules for Strands in this story. 

If you’re looking for today’s Wordle, Connections and Mini Crossword answers, you can visit CNET’s NYT puzzle hints page.

Read more: NYT Connections Turns 1: These Are the 5 Toughest Puzzles So Far

Hint for today’s Strands puzzle

Today’s Strands theme is: Keep it classy.

If that doesn’t help you, here’s a clue: School days.

Clue words to unlock in-game hints

Your goal is to find hidden words that fit the puzzle’s theme. If you’re stuck, find any words you can. Every time you find three words of four letters or more, Strands will reveal one of the theme words. These are the words I used to get those hints but any words of four or more letters that you find will work:

  • HOLE, DOLE, SCENE, SCENES, CURE, CURES, SLIM, SLIME, SLIMED, NICE

Answers for today’s Strands puzzle

These are the answers that tie into the theme. The goal of the puzzle is to find them all, including the spangram, a theme word that reaches from one side of the puzzle to the other. When you have all of them (I originally thought there were always eight but learned that the number can vary), every letter on the board will be used. Here are the nonspangram answers:

  • MATH, LUNCH, MUSIC, ENGLISH, SCIENCE, RECESS

Today’s Strands spangram

Today’s Strands spangram is SCHOOLSCHEDULE. To find it, look for the S that’s the first letter on the far left on the top row, and wind down.

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