DOOM: The Dark Ages Director Explains Glory Kill Changes

id Software's Hugo Martin says the team wanted to avoid repetition while ensuring more fluidity and control for the player.

Posted By | On 05th, May. 2025

doom the dark ages image

id Software is going back to the Slayer’s past with DOOM: The Dark Ages, outlining events leading up to the 2016 reboot. However, it’s also significantly revamping the combat loop with more grounded combat, parries, and changes to the Glory Kill system.

Unlike previous titles, Glory Kills are now unsynced, allowing players to flow from one to the next. In a new “Hugo Reacts” clip on Twitter, director Hugo Martin explains the reasoning behind the changes. It started with having more enemies on the field than previous entries, and asking the player to execute a synced animation for each kill became “very, very tedious.”

Martin also reveals how Zach Synder’s 300 was a “major touchpoint” when executing multiple Glory Kills in succession. He also revealed that the team pulls from a “bucket of melee animations” during a Glory Kill, which can change depending on the weapon used and the enemy.

The goal is to avoid repetition and continuously seeing the same animation while ensuring players have more control. DOOM: The Dark Ages launches on May 15th for Xbox Series X/S, PS5, and PC, with pre-orders receiving two days of early access. Check out the recently revealed Cosmic Realm here.


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