After Doom Eternal’s relentless ammo-juggling and arena hopping, Doom: The Dark Ages feels like a wild (and welcome) swing in a new direction. Set in a grim new medieval world packed with blood, iron, and fire-breathing dragons (yes, really), Doom: The Dark Ages is trying something new, even though this new doesn't feel like a real dive into the unknown - it's more like a safe refresh of the principles that made Doom great in the first place.
A Visual Feast of Metal and Mayhem
The first thing you’ll notice: Doom: The Dark Ages is drop-dead gorgeous. From cathedrals dripping with demonic iconography to blood-streaked battlegrounds bathed in firelight, this is one of the best-looking games of I've seen in this generation. It’s like if Dark Souls and Doom 2016 had a baby—and that baby drank a gallon of protein powder and started ripping spines out of imps.
Id Tech engine is some kind of demonic magic straight from the depths of Hell - I really don't have any other explanation for the performance it delivers while looking the way it looks, and doing that in an open world too- Bonkers!
No Mick Gordon? No problem. I'm not trying to sound disrespectful here (I adore Mick's music) but the new soundtrack slaps. It’s less industrial, more medieval metal, but still hits like a warhammer to the face. Guitars wail, drums thunder, and somehow the music always knows when to push you over the edge into full-on demon-slaying mode.
Ammo Management Sim, begone!
The new arsenal is a highlight. From the bone-crunching flail to the good old skull-splitting double barreled shotgun, every weapon feels like it was forged in hell’s blacksmith. The combat still has that signature Doom rhythm, but with a medieval twist that honestly makes it feel fresher than Eternal, a game that I personally didn't love.
Compared to Doom Eternal’s sometimes exhausting ammo mechanics, The Dark Ages is refreshingly straightforward. You’re not constantly being punished for using your favorite weapon too much. It feels like you're back in control—and that’s a very good thing.
To be clear, I did like Eternal but the constant ammo management thing wasn't for me. Doom Eternal was designed to be played in a specific way and I was never in awe of that. I loved Doom (2016) and The Dark Ages is close behind that thanks to it's new mechanics like parry, which works surprisingly well here. Once the combat clicks, it's the most beautifully brutal dance you'll have this year.
The shift to a semi-open world is a hit and I belive id Software should stick with it for future Doom games. Exploration actually adds to the experience instead of bogging it down. There are secrets, lore tidbits, optional encounters—it feels like id Software finally nailed how to make Doom feel big without feeling bloated.
What Doesn't Work
I never played Doom for the plot, but even by Doom standards, The Dark Ages tries a bit too hard. Doomguy talks now… and honestly, I kind of miss the guy who solved every problem by punching it. He’s still cool, but the underwhelming and uneccesary apperances in cutscenes make him feel more like a Marvel character than the pure force of rage we met in 2016.
The Dragon and Mech Segments? Meh.
There’s a dragon. There’s a mech. There’s... not a whole lot to do with either. These segments feel tacked on, more like cinematic flexes than meaningful additions to the gameplay. They look cool, sure, but when you’re itching to get back to shredding demons, they start to feel like speed bumps.
Final Thoughts: Still a Hell of a Ride
Doom: The Dark Ages isn’t perfect, but it’s a bold, bloody reinvention of a formula that needed a shake-up. The visuals are insane, the combat is tighter than ever, and the new setting opens up some seriously exciting possibilities for where Doom goes next.
If id Software can tone down the corny storytelling and double down on what makes Doomguy, well, Doomguy, this medieval turn might just be the franchise’s most exciting era yet.


















