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Doom: Dark Ages Echoes Eternal's Marauder

Author:Kristen Update:Sep 27,2025

Doom EternalDoom Eternal's Marauder remains one of FPS history's most debated adversaries. | Image credit: id Software / Bethesda

When creative director Hugo Martin revealed Doom: The Dark Ages' "stand and fight" philosophy during Xbox's Developer Direct, I was immediately hooked. This approach completely inverts Doom Eternal's design - a shooter built around constant movement and hyperkinetic combat. Yet there was one notorious Eternal enemy that perfectly embodied this stationary combat style: the divisive Marauder. Reviled by many but adored by me, this enemy type became my personal benchmark. The moment I recognized Dark Ages' combat revolves around reacting to green cues - identical to the Marauder's tell - I knew this was my kind of Doom.

Rest assured, Dark Ages doesn't confine you to frustrating bouts with Marauder-tier opponents. While the Agaddon Hunter shares some similarities with its shielded attacks and deadly combos, the real evolution comes in how Eternal's most contentious design choice has been refined and expanded. The Marauder's DNA now permeates Dark Ages' core combat philosophy - every enemy encounter carries that same strategic intensity without the abrupt difficulty spikes.

The Marauder's Combat Philosophy

The Marauder represented a radical departure from Eternal's standard combat flow. Where most battles had you maintaining momentum around arenas while managing multiple threats, the Marauder demanded complete focus. These axe-wielding juggernauts forced players into methodical engagements where positioning and timing trumped mobility. Their impenetrable shield and punishing attacks created tense standoffs, rewarding players who mastered the rhythm of baiting attacks and countering during brief vulnerability windows.

Doom Eternal's Marauder encounters essentially became high-stakes duels within the chaos. When their eyes flashed green during attack wind-ups, players had mere frames to respond with precision fire. This created exhilarating moments of mastery, though frustrated those unwilling to adapt their playstyle.

Green Means Go in Dark Ages

Dark Ages adopts this visual language with its new parry system. Certain enemy projectiles glow green, signaling perfect deflection opportunities with your shield. Early on, this functions as defensive tool, but upgraded runes transform parries into offensive powerhouses - stunning enemies, triggering auto-aim cannons, or electrifying crowds.

While not mandatory for survival like Marauder counters, mastery of parrying becomes Dark Ages' highest skill ceiling. The best players will weave deflections into their combat flow, recreating that same tense stand-and-fight dynamic across all enemy types. Each major demon features unique green attacks requiring different approaches - some demand lateral movement, others quick forward dashes.

While the Agaddon Hunter bears closest resemblance to Eternal's Marauder, Dark Ages' entire roster incorporates elements of that design philosophy. | Image credit: id Software / Bethesda

Fine-Tuned Combat Evolution

The brilliance of Dark Ages' approach lies in how naturally these mechanics integrate. Where the Marauder felt like an abrupt disruption to Eternal's flow, Dark Ages prepares players for reactive combat from the outset. Parry timing is more forgiving than perfect Marauder counters, but the fundamental satisfaction remains - that moment of perfect positioning and split-second reaction resulting in devastating counterattacks.

Signature enemies each demand unique footwork. The Mancubus' energy fences require side-to-side movement to catch green pillars. Vagary projectiles arrive like tennis serves needing forward dashes. Revenants mirror the Marauder closest, becoming vulnerable only after deflecting their patterned green skull volleys.

This decentralized application of Marauder-style mechanics creates consistently engaging combat without the frustration of mastery checks. The Dark Ages doesn't just inherit the Marauder's legacy - it evolves that design into a comprehensive system where every battle carries that same duel-like intensity.

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