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Doom: Dark Ages Inspired by Eternal's Marauder

Author : Zachary Update:May 26,2025

When director Hugo Martin revealed that the mantra for Doom: The Dark Ages was "stand and fight" during Xbox's Developer Direct earlier this year, it sparked my interest immediately. This concept starkly contrasts with id Software's previous game, Doom Eternal, which thrived on fast-paced, relentless movement in combat. However, there's one enemy in Eternal that embodies the "stand and fight" ethos—the Marauder. This adversary, while divisive among players, is a personal favorite of mine. The realization that Doom: The Dark Ages' combat revolves around reacting to bright green lights, similar to defeating the Marauder, sealed my enthusiasm for the game.

Rest assured, The Dark Ages doesn't confine you to a frustrating duel akin to Eternal's Marauder. While it introduces the Agaddon Hunter, who wields a bulletproof shield and delivers lethal combo attacks, the essence of Eternal's challenging encounters permeates the entire enemy roster. The principles behind the Marauder's design have been reimagined and integrated into the core combat system of The Dark Ages. Consequently, each battle offers the strategic depth of a Marauder confrontation without the same level of irritation.

The Marauder stands out as an atypical foe within Doom Eternal. Typically, Eternal's combat involves darting around arenas, dispatching weaker enemies while juggling larger threats. The game is often described as a management challenge, requiring you to juggle speed, space, and weaponry effectively. However, the Marauder disrupts this dynamic, demanding undivided attention. Encounters with this formidable, axe-wielding enemy are usually one-on-one, but when it appears amidst a larger fight, the best strategy is to evade its attacks, clear surrounding enemies, and then engage directly.

Doom Eternal's Marauder is one of the most controversial enemies in FPS history. | Image credit: id Software / Bethesda

"Standing and fighting" doesn't mean remaining stationary; in Doom Eternal, it's about asserting control over the combat space through strategic positioning. Close encounters with the Marauder can result in a devastating shotgun blast, while keeping too much distance invites a barrage of projectiles. The key to defeating the Marauder lies in waiting for its axe swing; it's only vulnerable during this move's wind-up, signaled by a flash of bright green in its eyes. This brief window is your chance to deal damage, as its energy shield otherwise deflects all attacks.

In Doom: The Dark Ages, this bright green signal also plays a crucial role. Paying homage to the original game, demons unleash volleys of projectiles reminiscent of bullet hell. Amid these volleys are special green missiles that the Doom Slayer can parry using a new shield, sending them back to their source. Initially, this serves as a defensive tactic, but with the shield's rune system unlocked later, parrying becomes a powerful offensive strategy, stunning enemies with lightning or triggering an auto-targeting cannon.

Navigating The Dark Ages' battlefields involves a series of focused one-on-one skirmishes with various formidable demons. While survival doesn't hinge solely on reacting to green lights, mastering the shield's runes makes parrying a vital part of your arsenal. Integrating this into your combat strategy reveals similarities with Eternal's Marauder fights—you must find the optimal distance, as demons won't fire at close range, and position yourself to catch the green orbs when they appear. Swift reactions are needed to execute the parry, requiring constant focus.

The Marauder's presence in Doom Eternal was often criticized for disrupting the game's flow. It demanded a different approach from the tactics used against other enemies, which is precisely why I appreciate it—it forces a shift in strategy akin to changing from ballet to breakdancing. Doom Eternal pushed the boundaries of FPS gameplay, challenging players to rethink resource management, weapon selection, and combat engagement. The Marauder challenged these new norms, presenting the ultimate test. While I enjoy this challenge, I understand why many find it frustrating.

The Agaddon Hunter may be the most Marauder-like enemy in The Dark Ages, but every demon has a little bit of Eternal's most fearsome foe in them. | Image credit: id Software / Bethesda

Doom: The Dark Ages addresses this issue by weaving different combat "dances" into the fabric of its battles. Each major enemy type features a unique green projectile or melee attack, necessitating a tailored approach. For example, the Mancubus fires wide energy bursts with green "pillars" at the ends, requiring you to weave to parry each one. The Vagary sends volleys of deadly spheres, urging you to sprint and deflect them as if they were tennis balls. The Revenant, resembling the Marauder more closely, remains invulnerable until you deflect its green skulls launched from its shoulder launchers.

With each demon requiring distinct movement and reaction patterns, the introduction of new enemies feels seamless. Although the Agaddon Hunter and Komodo present significant challenges with their intense melee attacks, players are well-versed in adapting by the time they encounter these foes. This wasn't the case with the Marauder in Eternal, where the established rules focused on using the right weapon for each demon rather than the position and reaction-based tactics needed to defeat it.

The Marauder's design wasn't the issue; rather, it was its unexpected rule-breaking nature that caught players off guard. Doom: The Dark Ages prepares players for similar mechanics by making reaction-based combat a fundamental aspect of the game, rather than an abrupt mid-game challenge. While the parry window is more forgiving than the Marauder's eye flash, even on higher difficulties, the core concept remains—engaging enemies at the right moment when the green light signals your opportunity. Doom: The Dark Ages reinterprets these ideas in a new way, yet they remain distinctly recognizable. You stand and you fight.

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