How Assassin’s Creed Shadows Blends New And Classic Ideas With Dual Protagonists

16th-century Japan is ripe with fascinating historical context for an Assassin’s Creed game to thrive, which is one aspect that makes the upcoming Assassin’s Creed Shadows so enticing. The way the series bends history for its fiction has me hyped to see its version of feudal Japan, but it’s also a setting that lends itself well to the kind of combat options that have been encompassed by the entire franchise.

In a hands-off preview demo of Assassin’s Creed Shadows, I was able to see roughly 30 minutes of gameplay that showcased both Naoe and Yasuke – the two protagonists – and their combat styles in action. They represent both worlds of the series’ combat: Naoe, a stealthy shinobi wielding the iconic Hidden Blade, and Yasuke, a force of nature with pure power and masterful swordsmanship.

At the start of the demo, I saw Yasuke pulling up to a town where everyday people are squeezing out an existence under the boot of a corrupt shogunate that enforces a caste system. It’s a common dynamic in stories set in this era of Japan, but it’s also ripe for Yasuke to do right by the people who revere him. He has a commanding, respected presence, and the first combat encounter was against a group of samurai who were harassing a villager that shows off Yasuke’s swordsmanship. The challenge is to dodge or counter enemy attacks (indicated by blue and red glints on their blade) in traditional melee combat.

Assassin’s Creed Shadows doesn’t hold back when it comes to the brutality of its combat. Yasuke has finishing moves where he either slices enemies’ heads off clean or stabs them in the gut before lifting them up just to slam them back down. These finishers are also highlighted with black-and-white frame cuts with blood splattering, giving it a bit of the samurai cinematic flair. What’s just as brutal is Yasuke’s spiked club, which is a heavy blunt-force weapon that pounds armored foes. Seeing them take a swing straight to the dome brought a little, “Oooooh!” out of me. The point being that Yasuke is purely focused on melee, so while he won’t be doing a lot of climbing rooftops and jumping between buildings, he’ll hold it down by taking all his enemies head on.

Assassin’s Creed Shadows doesn’t hold back when it comes to the brutality of its combat.

After this introductory combat encounter, a cutscene shows Naoe burst onto the scene to help Yasuke by leaping onto an enemy and executing them with her Hidden Blade. Naoe and Yasuke have this sort of chummy dynamic as they decide how to take on their next mission: assassinate the daimyo at Fukuchiyama Castle. From here, you have to choose to either control Naoe or Yasuke, and this will determine your playstyle and how you navigate the mission to kill your target.

Playing as Naoe, you then have access to scaling walls, hiding in foliage, and stealthy kills. She’s not solely working with a Hidden Blade either; she has throwable kunai for ranged kills and a set of short swords to get her hands dirty up close and personal, should things go loud. But my favorite weapon of hers is the chained blade she can swing around in a circle to chop down crowds of enemies, which even slices through environmental objects. So while she is more focused on being nimble and staying out of sight, she still has some viable options as backup.

But of course, slipping past guards to nab those satisfying stealth kills seems to be worth the effort. Being able to move through the environment with tools like a grappling hook to get up on higher ground in a jiffy and assassinate unsuspecting guards almost reminded me of Tenchu, since it’s more about smartly using tools than just hiding in grass and waiting for patrol patterns to play out. Naoe channels traditional Assassin’s Creed energy, and her options definitely lean into the Splinter Cell fantasy that hasn’t really been fulfilled in the years since we last saw Sam Fisher in action.

Naoe channels traditional Assassin’s Creed energy.

If you play this same mission as Yasuke, you literally bust down the front door and provoke all enemies into combat. Watching him tear through guards almost reminded me of For Honor, another Ubisoft game, for how methodical it all seemed to play, even though it isn’t quite that in depth of swordfighting. Since this is the era of Japanese history that first introduced firearms via Western import, Yasuke also wields a single-shot rifle, and it’s pretty wild to see a hulking samurai pull off headshots just before whipping out his katana to slice down the rest of the foes in front of him.

Whether you play as Naoe or Yasuke, the end result seems to be the same: you kill the daimyo and keep it moving. I’m not sure what the story implications will be depending on your choice, if any. But it’s nice to see two characters with fully realized playstyles with a number of weapons and tools so as to not get stuck into monotonous combat encounters. Granted, that will be determined by how quests are designed. Infiltrating Fukuchiyama Castle showed promise in this regard, but I would love to see if, or how, Shadows can mix and match the two protagonists in more natural ways.

I’m more curious now to get my own hands on Assassin’s Creed Shadows because I always appreciate how different weapons and gear create a distinct flow, especially for a series that’s recently been bouncing between different identities. For me, the most interesting aspects of this game will come from the creative freedom Ubisoft flexes when playing with its historical fiction. Yasuke is a fascinating figure in Japanese history and having a covert shinobi in Naoe contrast the ideals of highly regarded samurai sets my expectations quite high. At least now, I know I’ll be getting a more interesting gameplay dynamic than what I’ve seen from Assassin’s Creed’s recent past.

We’ll be able to see it all come together when Assassin’s Creed Shadows launches on November 12 this year for PlayStation 5, Xbox Series X|S, and PC.

Anno 117: Pax Romana takes the city-builder series back to Ancient Rome next year

It’s been five years since Anno 1800, but we’ve finally seen what’s next for Ubisoft’s history-hopping city-building series. Anno 117: Pax Romana will be the earliest period for the franchise yet, travelling back to the time of a peaceful Ancient Rome. After the biggest gap between Anno games yet, we at least won’t have to wait too long for the newly revealed entry: it’s out next year.

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Introducing FragPunk: A Fast, Futuristic Hero Shooter That Bends All the Rules 

Summary

  • Brand new 5v5 hero FPS FragPunk will keep you on your toes thanks to its unique rule bending gameplay mechanic: Shard Cards!  
  • With 10 heroes, their unique abilities and 15 weapons to choose from, you’ll have plenty of options to choose from to find your fun! 
  • FragPunk releases in 2025 on Xbox and PC. Wishlist and sign up now for more updates! 

We are thrilled to have unveiled FragPunk at the Xbox Summer Showcase 2024. FragPunk is a shooter that wants to carve its own space in the competitive FPS genre with its unique blend of fast-paced combat and dynamic rule changes. In FragPunk, every round brings a new challenge, thanks to its unique shard card system.  

As part of an action-packed announcement trailer at the Xbox Games Showcase, FragPunk showcased its innovative power-up cards, a feature primed to shake up the Hero Shooter genre with a fresh, everchanging experience for players. 

In this free-to-play game, players will be divided into two teams of 5 and will get to select gameplay modifying cards before entering each round. Their goal for each round will either be to plant a converter in the zones defended by the other team or to defend against oncoming attackers. To that end, players will be able to mix and match 10 heroes, 15 weapons, and over 70 cards on 4 different maps, ensuring that no two rounds are ever alike. More cards, heroes, weapons and maps are also on the way to keep the game fresh when it goes live! 

A Look at the Powerful Shard Card System 

The trailer offers a glimpse into the intense gunfights and counter-attacks enabled by shard cards. Featured cards include “Chain Reaction,” which releases chain lightning upon firing bullets. Meanwhile, “World Flip” turns the world upside down, demonstrating the game’s dynamic and exhilarating gameplay. These cards add an element of surprise and strategy to each match, encouraging players to adapt and evolve their tactics. The announcement trailer showcases the variety and unexpectedness that can be brought to the battlefield, hinting at even more cards to come, promising to further enhance the player experience.  

A Uniquely Dynamic 5v5 FPS 

With its unique blend of features, FragPunk has a whole lot to offer players alongside the game-changing Shard Card System. Here’s a broader look at some of FragPunk’s core details 

  • Shard Cards themselves are central to the game, but they go beyond their effect alone! Indeed, synergies and counterplay between cards, heroes, weapons and maps add an exciting layer above how matches are played.  
  • A FragPunk match lasts 7 rounds, and each round lasts 2.5 minutes, as you navigate through a fierce battlefield. So no time to waste, hone your reflexes and get that win!  
  • Each of the original 4 maps feature distinct environments with plenty of details, offering you a one of a kind view while the bullets fly. 
  • Arm yourself with an arsenal of weapons ranging from Assault Rifles to Sniper Rifles, each with its own unique attributes and capabilities. Whether you prefer to unleash rapid-fire attacks or take down enemies from afar, FragPunk has something for every playstyle.  

“We wanted to create a game that breaks the mold and offers something truly unique to players,” says Xin, FragPunk producer.  “With FragPunk, every match offers a new challenge, thanks to our innovative card-based gameplay mechanics. Whether you’re a seasoned FPS veteran or a newcomer to the genre, there’s something here for everyone.” 

FragPunk is coming to Xbox in 2025, follow @PlayFragPunk on X (formerly Twitter) to keep up to date on development. 

The post Introducing FragPunk: A Fast, Futuristic Hero Shooter That Bends All the Rules  appeared first on Xbox Wire.

Avowed Gets 30-Minute Deep Dive Revealing Third-Person Gameplay, Abilities

Obsidian Entertainment has posted a 30-minute deep dive for its upcoming fantasy action RPG Avowed, revealing an extended look at its gameplay in both first and third person.

This lengthy look at gameplay in the world of Eora comes directly from Xbox itself and goes into some of the magical tools players will have at their disposal when embarking on their adventure later this year. Game Director Carrie Patel touched on these details during the interview, but the feature that might have fans the most excited is the promise that you will have the option to play in both first and third person.

Other details touched on in the presentation include a few colorful conversations with NPCs like Yatzli and Kai. Patel also teases some of the ways the environment will change as Avowed goes from day to night, as well as the ways different NPCs will react to your character’s Godlike status.

Like other RPGs, Avowed has a selection of skills to allow players to choose how they approach encounters, and yes, you’ll be able to respec your trees if you eventually decide you don’t like the path you’ve set yourself on. We see one scenario that is handled two different ways: with combat and with stealth. Using combat to reach an important NPC could anger them, blocking the player off from certain dialogue options and potentially useful rewards. Trying stealth with the Shadowing Beyond ability, which essentially turns the player invisible, results in this same NPC allowing the player to leave with what they came for in peace.

Those who try stealth in Avowed should note that enemies have a “shout radius,” meaning you might be able to get away with dispatching a single enemy if they’re far enough away from their friends. Some of the enemies that players will be sneaking past or slashing through include tiny, blue-and-orange mushroom creatures. These odd beings come in different groups, with some able to attack from a distance while the other swarm with melee attacks.

Avowed’s deep-dive presentation follows its appearance at the Xbox Games Showcase yesterday, where Obsidian showed off additional gameplay, story details, and more from its vibrant fantasy world. It was a showing for the first- and third-person project that came and went without revealing a release date. However, just hours after the event concluded, Obsidian published – and then changed – a post announcing a release date of November 12, 2024. The date is now nowhere to be found, suggesting that Obsidian wasn’t quite ready to commit to that schedule just yet.

Avowed is officially only set to release before the end of 2024. Be sure to read up on everything else shown during the Xbox Games Showcase while we wait for Obsidian’s next RPG to launch on Xbox Game Pass, Xbox Series X | S, and PC.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Dragon Age: The Veilguard Releases First-Ever Gameplay Footage Ahead of Tuesday’s Reveal

Dragon Age: The Veilguard won’t have a full gameplay showcase until tomorrow, but BioWare just released a tiny sneak peek at in-game footage — its first ever — in the meantime.

You can watch the 20 seconds of gameplay below. In it, we see Rook, the name for the playable protagonist in The Veilguard, with Dragon Age mainstay Varric. “She’s the best damn detective I’ve ever met,” Varric is heard saying in the footage. “If she says she’s got a lead on Solas, I believe her.”

Solas, as fans know, is the former companion of the protagonist in Dragon Age: Inquisition who’s actually the elven god Fen’Harel, or the Dread Wolf. As for who is it that might have a lead on him, we could already glean from yesterday’s cinematic trailer reveal that Varric may be talking about Neve, who’s referred to as “The Detective” in the showcase of companions. But if that wasn’t clear enough, the quest objective of “Find Neve Gallus” that pops up should erase any confusion.

Otherwise, it’s just a brief look at Rook and Varric descending into the city of Minrathous, complete with a moody, foreboding atmosphere. It’s quite the departure from the lively cinematic trailer that debuted yesterday during the Xbox Showcase, which had some fans worried that The Veilguard would veer too far away from the darker tone and art style of previous Dragon Age entries.

The response had some, including BioWare cinematic designer Derek Wilks, urging Dragon Age fans to wait for tomorrow’s gameplay reveal before casting judgment. The early reaction to the quick look at gameplay has largely been positive, with fans relieved that it does still indeed look like a Dragon Age game.

Information on the decade-in-the-making sequel has slowly been trickling out since yesterday’s trailer reveal, including the fact that The Veilguard will let you play as a human, elf, dwarf, or qunari. Fans will have to wait for tomorrow’s official gameplay showcase for more, though.

In the meantime, check out IGN’s exclusive interview with BioWare general manager Gary McKay where he explains, among other things, why they changed the name of the fourth Dragon Age game from Dreadwolf to The Veilguard. And for everything that was announced during yesterday’s Xbox Showcase, check out our roundup.

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

Nintendo’s eShop Summer Sale Knocks Up To 75% Off Select Switch Titles (Europe)

Let the discounts… BEGIN.

After Nintendo of America announced its ‘Mega Extreme Fun’ sale last week, we had a sneaking suspicion that it wouldn’t be long before the European eShop was treated to one of its own. Well, here it is!

The ‘Summer Sale’ (a groundbreaking title if we’ve ever seen one) has begun on the European Switch eShop today (10th June) and will be offering discounts of up to 75% off select titles until 23rd June.

Read the full article on nintendolife.com

Explore a World of Wonders in Clair Obscur: Expedition 33

Hi future Expeditioners! We are Sandfall Interactive, a team of around 30 passionate developers based in Montpellier, France and we are thrilled to reveal our project to you today: Clair Obscur: Expedition 33, coming to Xbox Series X|S next year and available day one with Xbox Game Pass. We poured our hearts and souls into creating the game of our dreams, so we sincerely hope you will enjoy our reveal trailer just below. 

The Paintress’ Cycle of Death 

Clair Obscur: Expedition 33, or just Expedition 33, is a brand-new reactive turn-based RPG that will transport you to a beautiful, surrealist new world inspired by France’s La Belle Epoque — a period famous for its stunning and lavish contributions to the country’s world-renowned culture of art. 

Expedition 33 opens in the city of Lumière, the last city of humanity, where everyone knows the age when they will die. Once a year, the Paintress wakes and paints a number on her Monolith. This number represents an age — the age of everyone who will soon be erased. Year by year, this number ticks down, more people die, and old age is not so old anymore. 

Soon the Paintress will wake again and paints 33, condemning everyone of that age to a gentle death. But with only one year left to live, the members of Expedition 33 embark on a quest to destroy the Paintress. 

The Expedition’s Hopeless Quest 

You’ll play as Gustave and his fellow Expeditioners on their impossible quest to end the Paintress’ cycle of death. Your journey will take you through a vast and beautiful fantasy world, where you’ll battle deadly adversaries, befriend fabled creatures, and discover traces of the Expeditioners who came before you. 

Along the way, you’ll grow your bond with your fellow Expeditioners and piece together their personal stories of heart and heartache. Together, you’ll strive to unravel the mystery of the Paintress – a desperate and seemingly hopeless undertaking that has eluded generations of Expeditioners.  

Our Reactive Turn-Based Battle System 

At Sandfall, we’re huge fans of turn-based RPGs, action games, and Souls-likes. For Expedition 33 we wanted to create something unique that combines the depth of a turn-based game with the thrill of executing a dodge or a perfect parry. And so was born our unique reactive turn-based battle system. 

Each member of the Expedition has a distinct playstyle with their own unique mechanic. You will be able to further customize each character’s stat growth, expansive skill tree, and gear alongside a wide range of learnable passive traits, offering endless opportunities to fine-tune your preferred strategies. We can’t wait to see what crazy builds you will come up with. 

But strategy alone won’t suffice. To reach the Paintress you will also need to master the defense systems. During the enemy’s turn, you can dodge, parry, or jump above enemy attacks in real time, allowing you to land devastating counterattacks. Mastering enemy patterns will ensure your victory and who knows, maybe you’ll even finish the battle without taking any damage and earn additional experience? 

Additionally, the free-aim system allows you to shoot at enemies’ weak points, offering you a substantial advantage against the hardest foes or flying enemies. 

We believe that whether you are an action RPG fan or a turn-based fan (or both), you will enjoy the unique combination that Expedition 33 offers. We’ve focused on creating a challenging, rewarding combat system that will make every battle an enthralling encounter. 

Expedition 33 has been developed using Unreal Engine 5 to bring incredible fidelity and beautiful graphics on Xbox Series X|S. You’ll explore an enchanting realm and wander through breathtaking landscapes. From the somber, Paris-inspired city of Lumière, to the stunning Island of Visages, and to the haunting Forgotten Battlefield discovering secrets and hidden quests along the way. 

We can’t wait to show you more of our debut game, Clair Obscur: Expedition 33, and we hope you’re excited to learn more about its world, characters, and gameplay. Clair Obscur: Expedition 33 will be released on Xbox Series X|S in 2025 and will be available day one with Xbox Game Pass – you can wishlist the game today on the Xbox Store. We’ll be revealing more details and updates over the next few months, so be sure to follow us at @Expedition33 to stay up to date. 

The post Explore a World of Wonders in Clair Obscur: Expedition 33 appeared first on Xbox Wire.

Bungie Teases Destiny 2 Codename Frontiers, Coming 2025

Bungie has teased Destiny 2 Codename Frontiers, coming at some point in 2025 during what will be the series’ 11th year.

Teased at the end of a new video detailing what to expect from The Final Shape expansion’s upcoming three episodes was a solitary image, below. It reveals Codename Frontiers, which we know is due out in 2025. Bungie did not say anything else about this mysterious update, but with the codename Frontiers, some fans are already speculating that it may involve taking players to planets beyond the Sol System.

Some had thought Bungie might have teased Destiny 3 based on tweets from one of its developers, but it looks like the wait for that game, should it exist, goes on.

The Final Shape brings to an end the overarching Destiny that began with the first game in 2014, but it is not the end for the series. In Year 10, as Bungie calls it, three episodes will be released, each revolving around ‘echoes’ that spark significant change across the galaxy.

The first episode is called Echoes and is set on Nessus, with a focus on the Vex acting up. Players end up unearthing the secrets of a lost civilization and face a new enemy, although Bungie kept its cards close to its chest on this.

The second episode is called Revenant and revolves around the Fallen. This episode has more dark fantasy themes, and lets the player become a Slayer Baron, aka a vampire hunter. This episode introduces a new system called Potion Crafting. This includes combat potions and loot potions.

The third and final episode is called Heresy and revolves around the Hive pantheon. Heresy brings players back to the Dreadnought, the massive Hive spaceship introduced with 2015 expansion The Taken King.

After a Destiny 2 clan completed The Final Shape raid last week, Bungie unlocked a final mission for all players that concludes the main Destiny story. In previous videos, Bungie developers have teased that The Final Shape is not the end of Destiny 2 or even the series, with the developer — now owned by Sony — also working on multiplayer game Marathon.

For now, The Final Shape is going down well with fans, despite initial server problems Bungie ended up apologizing for. Check out IGN’s The FInal Shape review in progress to find out what we think.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

The combat in Flintlock: The Siege of Dawn feels a bit floaty, but at least its café staff have ten hands

How do you like your coffee? For those who answer: “served by a barista with ten arms wearing a mask adorned with intense scarlet lipstick”, you are in luck. The multi-limbed coffee shop owner of Flintlock: The Siege of Dawn is, indeed, a reassuring sight, since they are the ones who sell the player fashionable jackets and trousers to wear while you axe enemy heads to bloody fragments. In this soon-to-sally-forth soulslike from the makers of Ashen, the creature design is a highlight. Whether it’s a good souls ’em up remains to be seen. I’ve only played a couple of hours in the Steam Next Fest demo. But I want to make clear that, among the reservations I’ve collected on my murder jaunt, nothing will diminish the espresso-pumping hand-haver of the game’s first café.

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Doom: The Dark Ages Could Be the Series’ Boldest Reinvention Yet

Doom: The Dark Ages promises a bold new take on the long-running shooter’s legacy. Revealed in a short but loud trailer as part of the Xbox Games Showcase, it features dragon riding, mech battles, and a much darker, more ‘metal’ visual palette. But those grimdark ideas aren’t the only new elements, nor are they the most significant. For in the Doom Slayer’s left hand is a shield to protect him from demons. And in his right hand is a flail, the bludgeoning chain weapon of the middle ages. Yes, Doom’s going melee.

It must have been a challenge for developer Id Software to know where to go next after it had seemingly perfected the Doom formula with the deeply smart and relentlessly energetic Doom Eternal. The answer, of course, is to do what Doom has always done: reinvent itself. And so while the medieval-like setting and melee combat of Doom: The Dark Ages was something few of us expected, it wasn’t truly a surprise. Of course Doom was going to take a wild leap for whatever came next.

“It’s a medieval war against Hell,” said Hugo Martin, Studio Creative Director at Id Software, at IGN Live. “You say the word medieval and you gotta have melee weapons.” And so replacing the Doom Slayer’s chainsaw is a flail and shield, both of which appear to be integral to the reforged combat loop. The shield, a Captain America-like buckler, has revving chainsaw teeth around the circumference and can be hurled through enemy hordes. The flail, meanwhile, can strike foes from their demonic mounts. Joining them is the Doom Slayer’s own body, since his kick is as good a weapon as any mace. While guns are clearly still the key part of the toolset, it seems like close-quarters combat has been upgraded from ‘supplementary’ to ‘core’. That’s a strong new approach for the series that lives and breathes firearms.

Of course, this isn’t the first time that Id Software has taken a bold step. In fact, Doom’s entire history is a series of energetic creative leaps. The 1993 original may have been built on the core tenets of Wolfenstein 3D, but Doom’s big push was the inclusion of networked multiplayer – the very mode that coined “deathmatch” as an immortal video game term. The following year’s Doom 2 was admittedly more conservative, but it brought with it the Super Shotgun; the powerful double-barrelled buckshot launcher that proved just a single weapon could reposition a whole game. The Super Shotgun is now arguably the most iconic gun to have ever existed in a video game, despite only being able to fire two shells per reload in a game that never lets up on enemies.

Doom: The Dark Ages’ flail and shield is a strong new approach for the series that lives and breathes firearms.

It was 2004’s Doom 3, though, that really proved Id Software’s guts. The vibrant reds and oranges of its formative games were exchanged for gloom and shadows as the series experimented with survival horror. While much too action packed to live comfortably alongside Silent Hill, Doom 3 was eerie and occultish in a way its predecessors weren’t. Its most fascinating mechanical innovation was a flashlight that could only be used when your weapon was holstered, forcing you to choose between seeing what horrors lurked in the pitch black and being able to blow their heads off. The system lent Doom 3 a distinct tone and unique pace, forcing you to be slower, more methodical, and more scared. It was a controversial mechanic, one that would be quickly removed by modders and officially eliminated by a 2012 re-release. But it was also emblematic of what Id believed Doom could be.

For Doom’s next regeneration, which started development in the late 2000s, the studio understandably looked to Call of Duty. The FPS behemoth’s cinematic campaigns proved alluring templates, but as production progressed the Doom 4 team recognised that none of those ideas worked for either their series or themselves. It was bold, true, but not the right flavour of bold. And so a back-to-the-drawing-board approach eventually resulted in 2016’s critically acclaimed Doom. Its name said it all: this was the definitive version of what Id Software made all those years ago. But that certainly didn’t mean it was conservative or nostalgic; this was a shooter with a huge emphasis on rhythm and speed, combining gameplay with music in a way that the developers of the ‘90s could never even dream of. The result was practically a heavy metal album with frenetic, fluid fights. Before Titanfall 2 arrived, Doom made it clear that movement was the fabric of the new generation of shooters.

If Doom’s headline feature was its speed, then its quietly revolutionary trait was how it dealt with health. The scrapped Doom 4 prototype had pilfered Call of Duty’s regenerating hit points, a system that demanded you take cover to patch yourself up. Doom 2016 rejected that idea entirely; if you wanted to heal then you had to kill in exchange. That philosophy spawned the Glory Kill executions, which tore apart enemies like pinatas to reveal the health kits inside. And in Id Software’s most recently released experiment, 2020’s Doom Eternal, this simple idea became the core.

“Ballistic resource manager” perhaps isn’t the sexiest thing to call your hyperkinetic FPS, but that’s exactly what Doom Eternal not so secretly is. Forget the financial economy, this is the bullet economy: you kill to harvest what you need to kill even more. This results in a chain of rapid slaughter where every kill is a decision – you must not only select the right weapon for the enemy you face, but also eviscerate that enemy in the manner that will produce the items required. Need armour? Then set thy foe aflame. Need bullets? Chew them up with a chainsaw. Need health? Rip and tear with your fists.

Through this approach, Id Software rethought the entire fundamentals of not just Doom, but the arcade shooter as a whole. For a series and genre that had historically been considered ‘mindless’, Eternal dials up the smarts. It rejects your wish to just kick back and blast away, forcing you to the edge of your seat with its demands of speed, precision, and forward thinking. It’s a design encapsulated by Eternal’s most polarising enemy: the Marauder, a beast that’s surely the progenitor for what comes next in Doom: The Dark Ages.

The single aspect that most surprised me in the new trailer was seeing the Doom Slayer parry a Hell Knight. I was instantly reminded how battles with the Marauder demanded much more precision and timing than a regular Doom shootout, with split-second dodges and perfect reactions to its telegraphing eye flash required to defeat it. This unusual switch in tempo meant many disliked how the Marauder interrupted their flow, but I relished its challenge. Doom: The Dark Ages’ use of a parry suggests that it has found a way to reinvent the fundamentals of the Marauder, using those split-second reactions to turn the tables on enemies.

What we don’t see in the trailer are any Glory Kills. And the combat itself seems much more forward-momentum heavy, rather than the enemies-from-all-sides battle arenas from the previous two games. And so it appears that The Dark Ages could be an even more significant departure from what was laid down in Doom and Doom Eternal than just the melee factor. We’ll have to wait to see exactly what all the components of this new, more grimdark iteration of the series are, but whatever they turn out to be, I’m pleased it’s more of the same; more of Doom’s insatiable appetite to reinvent itself every time.

Matt Purslow is IGN’s Senior Features Editor.