My favourite thing about Doom: The Dark Ages so far? Its open areas tell you when there’s a “point of no return”

by lucky
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In Dom 2016, there were more than 650 secrets to find. Dom was even more in eternal. Whether they shaped toys, codecs, albums, secret contests, or a Slare Gate, you can never really believe that you found everything in a particular area before you pass the door or return point – you want to lock from search and often find everything you want to find.

Well, it looks like Identity Software and Bethesda have learned their lesson in the Dark Edges. Whether you are playing on more straightforward levels or looking for well -opened open areas, whenever you throw a warning to the game about crossing the doorstep and leaving an area.

This means, thanks to a small icon where the game transforms you into a new area or a global state, you will always be able to tell when to stop any secret at your last occasion. If you are a 100 % hobby (like me) that you like to lick all the gravy away from the bones before you go to the new meal, the punishment: The dark period will make things a bit easier for you.


My favourite thing about Doom: The Dark Ages so far? Its open areas tell you when there’s a “point of no return”
The Slare will not take any secret from you. | Image Credit: Bethesda

Even in a four -hour short demo of the game in a program in Germany, the change in this little quality life saved my ass two or three times. There is no mini map (this is a good thing), so if you are going to a large area, you need to bring a large, multi -layer map than the menu. Playing in more standard linear parts of the game, it feels like unnecessary busy work. The routes are quite straightforward and if you have found secret fennel in your bones, you will know when to find this extra loot to find the edge or hit the wall.

Except that even the best nose is sometimes a short distance away, are they not? So, during the second level of the game, I was going to go down some of the medieval -hit paths, and suddenly I tell me this little logo, ‘Oops, it’s the end of the surface!’ I kicked the map and took a little incomplete of the hologram a little … so I turn the face, go back to the surface, and grab me a small toy. Success! Thanks, UI designer, you have saved a few minutes of my life.

This is just a small thing, but the kind of secrets and gatherings in a game, as is the domo, shows that developers are so interested in making sure that the element of the game is as much attention and the value of production is as wonderful fighter. Nevertheless, if the gods have pumped hours and hours to create a small fighter competition in a secret courtyard, it makes sense that they will do everything in their strength to make sure you will see it, okay?

It is even better in the open, open surfaces. I played through one of them (he took most of his play session), and knowing that I was free to smell everything before I was encouraged to encourage me on some ridiculous Atlant -based setpiece… Well, that was great.


There is enough game to discover. | Image Credit: Bethesda

I was slightly disappointed to find all the collective parts of the punishment, so I am really hoping that this little touch in the punishment: The dark period makes the experience less difficult. We will see if it also works in the final game as it is a demo when Dom: Dark Edges launches for PC, Xbox Series X/S, and PlayStation 5 on May 15.

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