Doom The Dark Ages key art
NOV 4, 2025

Doom The Dark Ages

The default assumption in contemporary action design has been that faster is better. The Doom franchise's third entry has, after thirty-two years of arguing the opposite would never work, slowed down. The slowing turns out to feel more powerful than the speeding-up did, and the reason matters for almost every action game still trying to figure out what its body should be.

Brain & Body
Tuesday analysis

When Slow Beats Fast

Writer
J. A. Marsh
Lens
Brain & Body
Published
NOV 4, 2025
Length
3,206 words / 14 min
Notes
8 sources

The first thing the new Doom game makes the player do is stand still. The opening encounter places the Slayer in a position the previous two entries would have had him sprinting through within four seconds. The new game asks him to hold his ground. The shield comes up. A demon projectile deflects off it and travels back along the line it came from. The demon that fired the projectile takes the hit. This is not the Doom franchise's familiar verb. This is a different verb the franchise has not previously had in its vocabulary. The verb is endurance. The body that has been running and gunning at maximum velocity through three decades of demonic invasion has, with the third major entry in the modern franchise, decided to plant its feet.

The casual reception of Doom: The Dark Ages, released by id Software in spring 2025, has read this slowdown as a tonal choice. The reception is correct that the choice is a tonal one. The reception has been less able to articulate why the choice matters beyond the tone, and why the slowdown specifically is producing the affective experience the player is reporting. The argument is more interesting than the surface conversation has been able to make visible, and the implications travel past Doom into almost every action game the medium produces.

The default assumption in contemporary action design has been that faster is better. The Doom franchise's third entry has, after thirty-two years of arguing the opposite would never work, slowed down. The slowing turns out to feel more powerful than the speeding-up did, and the reason matters for almost every action game still trying to figure out what its body should be.

The frame this essay wants to give the reader: the default assumption in contemporary action design has been, for two decades, that faster is better. More movement options. Higher animation speeds. More compressed response windows. Shorter recovery frames. The assumption has produced some of the medium's most-praised action games (Doom Eternal, Sekiro, the recent Devil May Cry entries, the contemporary Souls-like genre at its most demanding). The assumption has also produced a specific narrowing of what action games can feel like. The handful of recent action games that have moved deliberately in the opposite direction (Bloodborne in its specific slower combat, the FromSoftware games' careful timing, Sekiro's parry-heavy commitment, and now Doom: The Dark Ages) have, on careful reading, been recovering something the velocity register cannot deliver. The slowing has been the harder discipline. The slowing has been producing a specific kind of affective experience that the speeding-up cannot produce.

This is a frame that travels past games. The contemporary cultural environment in general has been accelerating across multiple measures over the past fifty years. The pace of work has accelerated. The pace of communication has accelerated. The pace of leisure has accelerated. The pace of attention itself, the speed at which any individual cultural product is given the opportunity to operate on its audience before the audience moves to the next thing, has accelerated. The reader who finishes this essay can apply the slow-versus-fast frame to almost any contemporary cultural activity. The question is whether the pace at which a thing is being done is the pace the thing was designed to be done at, or whether the pace has been compressed by surrounding economic pressures, with consequences for what the thing is actually able to deliver.

Hartmut Rosa, the German sociologist whose 2005 book Social Acceleration gave the contemporary sociology of pace its most influential theoretical framework, made the argument the analysis depends on. Rosa's claim, developed across two decades of subsequent work, was that the past two centuries of modern history have involved a sustained acceleration across three distinct domains: the acceleration of technical processes (transportation, communication, production), the acceleration of social change (the pace at which institutions, professions, and relationships reorganize), and the acceleration of the pace of life itself (the rate at which individuals experience their own time as compressed). Rosa's central observation was that the three accelerations have continued well past the point where the technical acceleration could have produced more leisure. Instead of producing more free time, the technical acceleration has been absorbed by the social and life-pace accelerations, which have continued to demand the time the technical acceleration was freeing up. The result, on Rosa's argument, is a contemporary developed-world population whose subjective experience of time is more compressed than the experience of any previous generation, with measurable consequences for what kinds of experience the contemporary adult is able to have.

Rosa's later work, particularly Resonance (2016), extended the diagnosis with a positive concept of what the acceleration has been making unavailable. Resonance, in Rosa's vocabulary, is the specific quality of relationship a subject has with something (a piece of music, a landscape, a conversation, a work of art) when the subject has time to be genuinely affected by the thing and the thing has time to genuinely register on the subject. The acceleration has been progressively withdrawing the conditions for resonance. The contemporary adult encounters more things per day than any previous adult population has, but the encounters are shallower because the time required for resonance is not available. Cultural products, in Rosa's framework, can do work against the acceleration by deliberately demanding the slow attention the surrounding environment is structurally hostile to. The cultural products that do this are doing useful work, on Rosa's argument, against the conditions producing the broader cultural deficit of resonance.

Doom: The Dark Ages is doing this. The slowdown the game has committed to is not, on a careful read, a stylistic preference. It is a deliberate refusal of the velocity register the surrounding action-game category has been operating in for fifteen years. The shield-and-deflect rhythm forces the player into a different attentional mode than the run-and-gun rhythm of Doom Eternal produced. The body of the Slayer in the new game is heavier, slower, more committed to its positioning. The combat encounters require the player to read enemy projectiles, time the shield raise, identify which threats can be deflected and which require evasion. The pace is, by every available measure, slower than the previous game's pace. The pace is also, in the same measure, producing a specific affective experience the previous game could not produce.

The experience is, in Rosa's vocabulary, more resonant. The body in the new Doom game has time to be present in its encounters in a way the body in the previous game did not. The player's perception of the enemies has more depth because the encounters are not over before the perception can complete. The cumulative emotional weight of the campaign is heavier because the player has been present in each fight in a way the velocity register did not permit.

This is the part of the contemporary action-game conversation the surrounding vocabulary has been least equipped to articulate. The vocabulary has been organized around what could be measured: framerate, input latency, enemy attack speed, the technical fluency of the player's movement options. The vocabulary has not had good language for what slowness specifically produces in the player's body and attention. The slowness has been treated as the absence of the speed, rather than as a positive property the design can deliberately commit to and produce specific results with.

The Bloodborne / Sekiro lineage at FromSoftware has been making this argument from the slow side for ten years, in a different sub-genre. The action-RPG Souls-like form has, in the past decade, become one of the medium's most-praised registers, and one of the reasons is that the form's combat operates at a pace deliberately calibrated to allow the player's perception to be present in each exchange. The Soulslike fan who has spent thirty hours studying enemy attack patterns and tuning their timing windows is doing exactly the kind of slow attentional work Rosa was describing as resonant. The form is producing specific affective experiences (the patient mastery, the slow-developed reading of bosses, the eventual fluency that comes from sustained attention) that the velocity register cannot produce.

Doom: The Dark Ages has, in effect, brought this proposition into the franchise that had been the medium's clearest historical example of the velocity register operating at peak refinement. The proposition is the same proposition Bloodborne was making. The proposition is also the proposition the broader cultural environment has been making available in fewer and fewer contexts over the past two decades. The game is, in its small commercial register, an argument for slowness as a positive design property and an experiential good.

The claim that Doom had been the medium's clearest example of the velocity register deserves a harder look, because the franchise had already tried the opposite once, and what happened to that attempt is the reason the claim needs qualifying rather than dropping. Doom 3, released by id Software in August 2004, slowed the series down hard, two decades before Dark Ages. Its Slayer explored a Union Aerospace Corporation research station on Mars lit mostly by a flashlight he could not hold at the same time as a weapon. Ammunition was scarce, and demons rarely closed across open ground the way the original 1993 imps had. They came instead from monster closets, the id Software level-design term, older than Doom 3 itself, for a wall panel that snaps open at close range and ejects an enemy into the player's face. The game was not a critical failure at release: it scored an 87 on Metacritic's PC aggregate, respectable for a shooter that year.

The respectable score is not the whole story, and the twenty years since have made the rest of it clear enough. Doom 3 is the entry the franchise's own audience keeps re-litigating, described in the years since as an identity crisis, too slow to satisfy as an action game and too fast to commit as the survival-horror game it was visibly borrowing from, its hour-to-hour texture closer to Resident Evil than to anything the word Doom had previously named. The studio's own later choice reads as a tacit admission: the 2012 BFG Edition rebuilt the flashlight as an armor-mounted lamp, letting the player hold light and weapon together and undoing, in one patch, the exact restriction the original release had spent itself defending. Slowness, on its own, did not win the argument for Doom 3 the way it appears to be winning it for Dark Ages. The franchise's next mainline entry, twelve years later, corrected the experiment, not repeated it.

What Doom 3 slowed down, on inspection, is not the same thing Dark Ages slows down, and the difference matters more than the resemblance. The flashlight mechanic does not extend the player's perception through time so much as ration it: at any given moment the Slayer is either blind with a gun raised or sighted with his hands empty, seeing and acting kept apart instead of joined. The monster closet is a surprise device, built to convert unpredictability into a jolt of anxiety rather than into an extended read of a threat; it wants the player startled, not attentive. Time in Doom 3 is time spent withdrawn from the fight: easing down a corridor, cutting the light, listening, switching it back on. Time in Dark Ages is spent inside the fight. The shield raise and the parry window do not pause the action; they intensify participation in it, perceiving and acting arriving in the same motion, stretched long enough for both to complete. The two games are, by the standards of their release years, both slow. Only one keeps perception and action fused while it slows them down.

Dark Ages' own director has described the slowdown in close to these terms already. Hugo Martin told Vice in March 2025 that the parry system grew out of a specific image the medieval setting suggested: "What do you do in medieval Doom? You wanna stand and fight, you wanna feel like a gladiator," naming the historical Leonidas as a touchstone for the redesign. A gladiator does not hide from a fight or flee it. The stillness is a form of engagement, not a retreat from one, and it is the same stillness the opening encounter asks the Slayer to hold, a different stillness than the one Doom 3 asked its Slayer to survive.

Doom's subsequent history bears out the distinction instead of complicating it. When id Software rebuilt the series for 2016, the studio was not chasing velocity as an end in itself. Designers Kurt Loudy and Jake Campbell, presenting the game's combat philosophy at the Game Developers Conference in 2018, described tearing down regenerating health, reloading, and cover, the conventions that had defined big-budget console shooters through the preceding decade. Under those conventions a wounded player had to disengage on purpose: break contact, find a wall, wait behind it while a health bar refilled before rejoining the fight. id's replacement, a design the studio called push forward combat, tied health and ammunition to killing rather than to hiding, so that survival meant never fully leaving the encounter.

Read this way, the years between Doom's 2016 relaunch and Dark Ages amount to a second attempt at the same target by different means. The target in both cases is the moment a player stops participating in what the screen is showing: the wait behind cover, the fumble with a flashlight, the beat of dead time between one engagement and the next. Doom 2016 and Eternal closed off that dead time by refusing to allow it, keeping the player in constant, high-speed motion until the refusal became the franchise's signature. Dark Ages closes off the same dead time by a slower and less expected means, turning the pause itself into an action: the raised shield does not duck out of the fight the way a concrete barrier does; it commits more fully to remaining inside it, timed to the width of a demon's wind-up rather than to the length of a cooldown meter. The speed reversed between one design and the next. What the design refused to let the player do did not.

The earlier vocabulary of fast and slow could not draw this distinction, because pace alone does not predict whether an encounter is resonant in Rosa's sense. A slow game can withdraw a player from an encounter as completely as a loading screen does, and a fast one can keep a player continuously inside an encounter without ever letting perception catch up to it. What Rosa's framework needs, applied to a medium built out of moment-to-moment input, is a second axis alongside pace: whether the player is continuously active inside the encounter or periodically excused from it. Doom 3 and the cover shooters it resembled sit on the excused side of that axis regardless of their speed. Dark Ages and Doom Eternal both sit on the active side. The franchise's run of speed from 2016 to Dark Ages, on this reading, was never simply about velocity. It was about refusing to let the player leave the fight, a refusal Dark Ages inherited and slowed down.

Maurice Merleau-Ponty, in his 1945 Phenomenology of Perception, made the foundational philosophical version of this argument without having had access to the contemporary acceleration literature. Merleau-Ponty's claim was that perception is not, in any operationally meaningful sense, the brain's processing of sense-data. Perception is the body's active engagement with the world, conducted at the body's specific pace, in conditions where the body has time to receive and respond to what the world is offering. The body that is moving too fast cannot perceive deeply. The body that has time to be present in an encounter can. Perception, on Merleau-Ponty's argument, has a specific temporal structure that the conditions of perception have to honor for perception to operate at full depth.

The implication for game design is direct. The action game whose pace exceeds the player's body's perceptual time-constants is producing a different kind of experience than the action game whose pace is calibrated to the body's perceptual capacity. The former produces the flow state Mihaly Csikszentmihalyi documented as one kind of optimal experience, in which the body's actions and the world's responses are linked at a pace that bypasses conscious awareness. The latter produces a different kind of optimal experience, in which the body is consciously present in each encounter and the encounter is being received at depth. Both are real. The medium has spent the past fifteen years optimizing for the first while letting the second go quiet. The Dark Ages and the Soulslike lineage have, in different ways, been recovering the second.

The reader who has the frame can apply it past games into almost every other contemporary cultural activity. The fast reading versus the slow reading of a novel. The fast viewing versus the slow viewing of a film. The fast eating versus the slow eating of a meal. The fast walking versus the slow walking of a familiar route. The fast conversation versus the slow conversation with someone the reader cares about. Each of these has a fast version that the contemporary environment has been structurally encouraging and a slow version that produces qualitatively different experiences. The slow versions are, on Rosa's evidence and on the reader's own probably-recoverable experience, the ones that produce the experiences worth having. The contemporary environment has been making the slow versions less available, mostly without anyone making an explicit decision to. The cultural products that defend the slow versions are doing useful work the surrounding conversation has been slow to credit.

The implication for the medium is interesting. Most contemporary action games are still optimizing for the velocity register. The handful that have committed to the slowness register have been disproportionately successful, both commercially and critically. The pattern suggests that the medium has been substantially under-providing the slow register, and that the audience for it is larger than the publishing arithmetic has been assuming. The next decade of action-game design will, if the studios are paying attention to the pattern, produce more entries that commit to the slowness register. The medium will be better for it.

The reader who finishes this essay can carry several useful frames forward. The first frame: when a game's pace feels different from what the genre's recent entries have established, ask whether the different pace is producing a different affective experience that the velocity-default has been making unavailable. The second frame: in one's own cultural life, notice when an activity is being conducted at a pace that exceeds what the activity was designed for, and ask whether the compressed pace is producing the experience the activity is capable of producing or a thinner version. The third frame: defending the slow versions of activities the contemporary environment has been speeding up is a small useful piece of work each reader can do in their own life, and the cumulative effect of these small defenses is larger than any individual instance suggests.

The Slayer raises the shield. The deflected projectile returns to the demon that fired it. The exchange takes longer than the previous game's exchanges took. The body has, in those extra seconds, been present in the encounter in a way the previous game's body could not be. The form has demonstrated, in its small commercial way, that the slowness register remains an available aesthetic position even inside the medium's most accelerated franchise. The audience has been responding to the demonstration. The pattern is worth noticing. The slowness is, against the surrounding cultural pressure to keep moving faster, the harder discipline and the better experience.

One analysis. Every Tuesday.