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Doom: The Dark Ages Inspired by Eternal's Marauder

by Charlotte May 21,2025

When director Hugo Martin unveiled that the guiding principle for Doom: The Dark Ages was "stand and fight" during Xbox's Developer Direct, it immediately captured my interest. This approach stands in stark contrast to the frenetic, movement-centric combat of id Software's previous title, Doom Eternal. However, one enemy in Doom Eternal encapsulates this new mantra perfectly: the Marauder. Despite being one of the most divisive enemies in the franchise, the Marauder has won my admiration. The realization that Doom: The Dark Ages' combat revolves around reacting to bright green signals—just like defeating the Marauder—solidified my excitement for the game.

Rest assured, The Dark Ages doesn't confine you to a direct confrontation with an enemy as agile and tricky as Eternal's Marauder. While the Agaddon Hunter, shielded and wielding a lethal combo attack, presents a challenge, the essence of Eternal's challenging encounters permeates every enemy in The Dark Ages. The game reimagines, refines, and reapplies the Marauder's principles to its core combat mechanics, resulting in battles that embody the strategic depth of Marauder fights without their frustrations.

The Marauder in Doom Eternal is a unique adversary. Typically, combat in Eternal involves circling the arena, slicing through lesser foes, and juggling attention between larger threats. It's often described as a management game, requiring you to juggle speed, space, and weapons to control the horde. However, when a Marauder enters the fray, all that changes. This formidable foe, armed with an axe and a shotgun, demands undivided attention, often encountered in one-on-one scenarios. In larger battles, the best strategy is to evade its attacks, clear other enemies, and then stand and fight.

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

Standing still isn't literal in Doom Eternal; it's about dominating the battlefield through strategic positioning. Too close, and the Marauder's shotgun blast is nearly unavoidable. Too far, and you're out of range of his axe, which is crucial because he's only vulnerable during the axe's wind-up, signaled by his eyes flashing bright green. This brief window is your opportunity to deal damage, requiring precise positioning and timing.

Similarly, in Doom: The Dark Ages, the bright green signal plays a pivotal role. A homage to the original game, demons unleash volleys of projectiles, among which are green missiles that can be parried with the Doom Slayer's new shield, sending them back at the enemy. Initially a defensive tactic, the parry becomes a powerful offensive tool once you unlock the shield's rune system, enabling you to stun enemies with lightning or trigger your shoulder-mounted cannon.

Navigating The Dark Ages' battlefields involves a series of focused, one-on-one confrontations with various formidable demons. While survival doesn't hinge solely on these green signals, leveraging the shield runes makes parrying an essential part of your arsenal. Integrating it into your combat strategy reveals the shared mechanics with Eternal's Marauder battles. You must find the optimal distance, as demons won't fire at close range, and when green orbs appear, you need to position yourself correctly to parry them. Quick reactions are essential, just as with the Marauder's axe swing, turning your journey into a series of strategic stand-offs.

The Marauder's introduction in Doom Eternal was criticized for disrupting the game's flow, forcing players to abandon their mastered techniques. This shift is what I appreciate about the Marauder—it demands a different approach amidst the balletic gameplay of Eternal. While Eternal broke the conventions of first-person shooters, the Marauder challenged even those new rules, presenting the ultimate test. Although I enjoy this challenge, I understand why many find it frustrating.

![](/uploads/24/682736e99f8f0.webp>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 by incorporating various "dances" into its combat system. Each major enemy type has its own distinct green projectile or melee attack, necessitating different tactics. For example, the Mancubus launches energy "fences" with green "pillars" that require you to weave to parry them. The Vagary sends a volley of spheres, prompting you to sprint to deflect them, while the Revenant closely mimics the Marauder, remaining invulnerable until you parry its green skulls.

With each demon requiring unique footwork, new enemies feel less disruptive. The Agaddon Hunter and Komodo may introduce a difficulty spike with their melee attacks, but by then, you're accustomed to adapting your movements and responses. Unlike the Marauder, which clashed with Eternal's established rules of using specific weapons for different demons, The Dark Ages prepares players for its reaction-based mechanics from the start.

The Marauder's design was never the issue; it was the unexpected shift in gameplay that caught players off guard. Doom: The Dark Ages integrates this reaction-based mechanic seamlessly into its core, making it less of a surprise and more of a staple. While the challenge might be less intense due to a more forgiving parry window, the essence of the Marauder—timing your strike to the green light—remains integral to every battle. The Dark Ages reinterprets these ideas, yet they are unmistakably present. You stand, and you fight.