I still remember the first time I booted up Doom Eternal - the frantic double jumps, the lightning-fast air dashes, the feeling of being an unstoppable force constantly in motion. It was exhilarating, but honestly, sometimes it felt like I was just bouncing around the battlefield without really feeling the weight behind my actions. That's why when I started playing The Dark Ages, the difference was immediately noticeable - and surprisingly refreshing. There's something profoundly satisfying about the sheer physicality they've built into this version of the Doom Slayer. Every time you leap from a ledge, the ground literally shakes beneath you, and any unfortunate demons standing too close just... disintegrate. It's like performing a superhero landing in real life, except you're surrounded by hellspawn instead of cheering crowds.
I've found myself deliberately seeking out higher ground before engagements just for that moment of dramatic entrance. Picture this: you're standing atop a crumbling medieval tower, looking down at twenty-plus demons forming their battle lines below. You take the leap, and the impact creates this shockwave that sends three imps flying into bloody chunks before the fight even properly begins. The remaining enemies actually seem to hesitate for a split second - the game does this brilliant thing where their animations briefly stutter, selling the idea that they're genuinely intimidated by your raw power. It's these small joyful solutions that transform what could be just another shooter into something special. The developers could have just made you stronger or given you bigger guns, but instead they focused on these physical interactions that make you feel powerful in a more grounded way.
Now, I'll be honest - the adjustment period was real. That first hour without my trusty double jump felt like learning to walk again. I found myself falling into bottomless pits that would have been easily avoidable in Eternal, and there were moments where I genuinely missed the aerial mobility. But here's the fascinating part - after about three hours of gameplay (roughly through the first two major levels), something clicked. Without the constant jumping and dashing, I started playing more strategically. I found myself studying the terrain, positioning myself near choke points, and actually holding my ground instead of constantly fleeing. The combat rhythm becomes this beautiful dance of standing firm, eliminating immediate threats, then strategically repositioning when necessary. It's slower, yes - I'd estimate the overall pace is about 20-30% more deliberate than Eternal - but it makes every encounter feel more meaningful.
What really surprised me was how this change in movement philosophy enhanced the new tools they give you. There's this fantastic new weapon called the Siege Hammer that charges up based on how many kills you get while standing your ground. In my last play session, I managed to chain together fifteen consecutive kills without moving from a cathedral doorway, which fully charged the hammer and let me unleash this massive area-of-effect shockwave that cleared the entire room. That moment wouldn't have been nearly as satisfying if I'd been double-jumping around the whole time. The game constantly presents you with these simple but joyful solutions - like using your ground slam to break enemy formations or creating temporary fortifications by collapsing structures around you. It's these small moments that accumulate into a genuinely transformative experience.
I've probably played through the first six levels about four times now, and each time I discover new ways to leverage this grounded physicality. There's one section where you're defending a medieval gatehouse against wave after wave of demons - must have been at least fifty enemies total. In Eternal, I would have been constantly airborne, barely touching the ground. Here, I found this perfect spot where the architecture provided natural cover, and I just held that position for what felt like five straight minutes, methodically dismantling every demon that tried to breach our defenses. The feeling of being this immovable object against an unstoppable force created this incredible tension that the faster-paced games never quite managed. It's not that one approach is better than the other - they're just different philosophies that create distinct emotional experiences.
What I love most about this design direction is how it makes you appreciate the weight of your actions. Every shotgun blast feels like it has actual impact, every chainsaw rev actually strains against demonic flesh, and every landing sends visible tremors through the environment. It's these careful attention to physical details that elevates the experience from mere entertainment to something almost meditative. There's a particular joy in mastering this slower, more deliberate rhythm - it's like the difference between chugging an energy drink and slowly savoring a fine whiskey. Both have their place, but the latter leaves you with more memorable moments. I've found myself thinking about specific encounters hours after putting down the controller, mentally replaying how I could have positioned myself better or which tools would have been more effective. That kind of lasting engagement is rare in modern shooters, and it's exactly what makes The Dark Ages feel so special.
