From the iconic rip-and-tear of 2016’s reboot to the blazing aggression of Eternal, id Software has spent the last decade redefining what it means to play a Doom game. With Doom The Dark Ages, the studio pivots its genre-defining formula into a medieval-futuristic prequel, promising both brutal combat and a bold new vision. But does this latest entry uphold the series’ legacy, or does it stumble amid its own ambition?
Before we dissect the entrails, let’s get straight to the verdict with some key takeaways:
For a taste of the action, check out the official trailer below:
The heart of every Doom game is its kinetic, uncompromising combat. Doom The Dark Ages keeps this tradition alive, but introduces one of the franchise’s most audacious changes: the shield saw. This isn’t just a block button – it’s a fully integrated tool that reshapes the rhythm of battle. You’ll block, parry, slam, and (yes) hurl it like a flesh-rending Captain America, pinning fodder to walls and staggering even the beefiest demons.
This “stand and fight” approach might sound like a retreat from the relentless mobility of Eternal, but it’s more nuanced. While dashing is gone, shield slams and throws offer new ways to control space and close distance, keeping the action feeling aggressive. The result? An expressive combat toolkit that rewards tactical creativity, even as it invites you to wade into the fray rather than bunny-hop around the battlefield.
Weapons, too, see meaningful revision. Each comes with a class pair — the plasma rifle’s Accelerator and double-barreled Cycler, for example — giving you rapid access to complementary firepower. New medieval-inspired tools like the Pulverizer (think: bone-mulching) and the Chainshot (a brutal ball-and-chain launcher) fit the setting without sacrificing that signature Doom punch. While not every weapon pairing feels essential, and you’ll likely settle into favorites, the arsenal is robust and a joy to experiment with.
Where The Dark Ages swings hardest — and perhaps overreaches — is in its commitment to spectacle and scale. The new id Tech 8 engine enables sprawling, layered maps brimming with secrets and environmental puzzles. There’s genuine thrill in scouring medieval citadels or cosmic nightmare realms for hidden weapon skins and collectibles. However, the automap and secret indicators sometimes make discovery feel perfunctory rather than earned, a far cry from the pixel-hunting days of Doom’s legacy.
Setpieces — the Atlan mech and cybernetic dragon Serrat — aim for blockbuster impact. The first time you stomp titanic demons to mush inside a walking fortress, the spectacle is undeniable. But these segments are mechanically thin: simple attack/recharge cycles, repetitive enemies, and little of the improvisational carnage that defines ground combat. Serrat’s flying sections, meanwhile, amount to on-rails shooting galleries that wear out their welcome fast. Both showcase the game’s visual prowess, but ultimately feel like distractions from what Doom does best.
If there’s one arena where The Dark Ages is untouchable, it’s world-building. Argent D’Nur melds medieval flourishes (burnished steel, gothic arches) with sci-fi machinery in a way that’s both cohesive and wonderfully weird — like Tony Stark vacationing in Mordor. The cosmic realm leans heavily into Lovecraftian horror, with writhing tentacled architecture and cosmic Barons that ooze menace.
Enemy redesigns are equally bold: Cacodemons sprout tentacles, Barons of Hell wield sword arms beneath fleshy hoods, and new horrors like the Agaddon Hunter raise the stakes. Every encounter feels like a fight against the monstrous unknown. The thunderous sound design and Mick Gordon-esque industrial metal soundtrack (even if not composed by Gordon himself) ensure each battle hits with seismic force.
Doom has always been about challenge, and The Dark Ages offers an impressively granular difficulty menu. Beyond classic modes like Ultra-Violence and Nightmare, you can tweak resource drops, parry windows, and even game speed. This lets newcomers ease in, or veterans tune the experience for the purest test of skill.
The 22-mission campaign is generously sized, and secret-hunting adds replay value, even if the hand-holding automap takes away some mystique. Weapon upgrades, skins, and Slayer customization further encourage experimentation, while lore-rich codices and cutscenes deepen the narrative for those who seek it out. Importantly, narrative doesn’t get in the way of action — cutscenes can be skipped, and the story, though brooding, never overshadows the core gameplay loop.
How does Doom The Dark Ages stack up in the pantheon of shooters and Doom games?
If you loved Doom 2016’s focus, or Eternal’s ambitious mobility, you’ll find elements of both here, stitched together with medieval steel. The game feels like a course correction from Eternal’s dizzying complexity, re-centering on visceral combat, while testing the waters with new defensive mechanics and open levels. The risk: fans who crave tightly choreographed arenas might find the wide layouts and occasional pacing lulls frustrating. Meanwhile, those who crave innovation and spectacle will relish the audacity — even if not every experiment lands.
If you’re a series veteran, The Dark Ages is a must-play for the sheer joy of ripping through demons with new tools and seeing the Slayer’s mythos deepen. If you’re new to the series, this is a great starting point: accessible, visually jaw-dropping, and brimming with the kind of unfiltered violence that made Doom a legend. Just be prepared for a few missteps along the way.
Doom The Dark Ages is a worthy — if occasionally flawed — heir to the franchise. Its core shooting is as exhilarating as ever, and the medieval-meets-cosmic world is one of id Software’s boldest visions yet. Overextended setpieces and sometimes aimless open levels hold it back from true greatness, but few games deliver such unbridled carnage with this much style. For FPS fans, it’s a blood-soaked odyssey well worth the ride.
Doom The Dark Ages blends brutal, satisfying FPS action with a striking medieval-futuristic twist. While the core combat and world-building are superb, overlong setpieces and sprawling, sometimes empty maps keep it from perfection. Still, it’s essential for anyone craving unapologetic demon-slaying and inventive shooter mechanics.
Source: publisher