DOOM: The Dark Ages
Developer: id Software
Publisher: Bethesda Softworks
Platforms: Xbox Series X/S, PlayStation 5, PC (Reviewed)
Release Date: 15 May 2025
Price: – $69.99 USD – Available Here $119.95 AUD – Available Here
Overview
I really enjoy game prequels. They often serve as a clever and engaging way to revisit a familiar franchise while presenting it from a fresh perspective. Prequels can provide valuable backstory, add depth to key characters, and expand on the game universe in ways that sequels often can’t. A great example of this is Borderlands: The Pre-Sequel, which gave players insight into the origins of Handsome Jack. It wasn’t just about story, though—it also introduced new gameplay mechanics, a wider variety of weapons, and unique environments that made the experience feel distinct yet connected. This approach could be particularly effective for a series like DOOM, which thrives on fast-paced action and imaginative enemy design. A prequel could offer the perfect excuse to experiment with new weapons and unleash chaos on new types of demons and bosses. At least, that’s the theory. But how well does it work in practice? Let’s find out!
Story
Long before the demonic invasion of Earth, the ancient Sentinels and the god-like Maykrs were locked in an eternal war against the forces of evil. In this brutal conflict, the Doom Slayer emerged as a powerful warrior, blessed by the Maykrs and used as a weapon to shift the balance in favor of humanity. In this chapter of the story, a new threat rises: Prince Azhrak, a fearsome villain determined to locate the legendary Heart of Argent to complete his dark quest for domination. Our journey to stop him will take us across various war-torn regions of Argent D’Nur, filled with lore and danger, before we inevitably descend into Hell. There, we’ll unlock powerful shield-based abilities to crush demonic hordes with even greater efficiency and ferocity, and even take the battle to the skies with our cybernetic dragon.

Gameplay
I mentioned the shield above, so let me break down its use and powers. At first, it serves as a……shield. You can guard against long-range demon attacks and minimise some damage, and soon enough you’ll be able to parry them & stun them, leaving them open for massive damage counters. Later on, your child will obtain runes that will auto-activate various powers when parrying, such as countering them with magic knives, returning the damage to them, or activating an auto turret that will clean up some demon fodder while you focus on the big ones. Then, of course, we have the usual arsenal of weapons to help the Doom Slayer, such as the super shotgun, but also some new entries like Impaler (I’ll let you guess what that weapon does), Ravager that shoot shart bone shards at enemies and my favorite – Chainshot. That one is incredibly powerful and fun to use, considering it shoots a ball on a chain right at the enemy’s faces. Despite the huge arsenal at your disposal, most of the enemies will act like bullet sponges in later stages (and add to those that a lot of them will have armor that you have to strip off them before ripping them apart), and the overbundance of enemies later will feel a bit like a chore. At some points, I felt like I was playing more of a Serious Sam game rather than DOOM.
And to spice things up, we now have some gameplay sections with dragons and mechs. Your cybernetic dragon can shoot and fly all over the map to get to those floating and hard-to-reach enemies, however, you won’t be able to use him on all levels. Some are a mixture of controlling the Doom Slayer and continuing the mission objective on your dragon, and some are purely made for flying around. Same thing with your 30-story Atlan mech; some levels have segments of using him halfway, and some levels are purely designed for him. The gameplay sections with Atlan are pretty limited, but it is still a good feeling to pretend you’re piloting a Pacific Rim jaeger in a techno-medieval setting.

Visuals
The color palette in DOOM: The Dark Ages feels noticeably more subdued compared to the vibrant intensity of DOOM Eternal or the 2016 reboot. However, what it may lack in color saturation, it makes up for with a strong level design that holds up well against previous entries. Each level is intricately layered and encourages exploration, with hidden paths, vertical segments, and cleverly placed secrets scattered throughout. The automap becomes an essential tool, especially when hunting for collectibles, hidden power-ups, and secret encounters—it’s practically a necessity. Enemy design is another standout, with most foes appearing massive and menacing. Many are clad in armor that you can brutally tear away using the chainsaw shield—imagine Captain America’s shield, but deadlier, bloodier, and far more satisfying.

Audio
Mick Gordon may be out, but a new team has stepped in to carry the torch. While I do miss Gordon’s iconic, hard-hitting style that defined the tone of DOOM’s recent entries, the duo behind Finishing Move delivered a respectable effort. They’re known for their work on Borderlands 3, Halo Wars 2, and The Callisto Protocol, and they do bring a strong presence and talent to the soundtrack. The music shifts between adrenaline-pumping, tense, and eerie tones, depending on the gameplay. It might lack the raw intensity and “oomph” of Gordon’s work, but it complements the action well and gets the job done effectively.

Overall
All in all, DOOM: The Dark Ages is a solid follow-up to DOOM: Eternal—emphasis on solid. While it introduces some exciting new additions, such as fresh weapons for the Doom Slayer, new enemies, and a deeper exploration of the franchise’s lore and backstory, it doesn’t quite capture the same intensity and impact as its predecessor. The level design, though initially impressive, starts to feel repetitive over time. Additionally, many of the weapons feel underwhelming in their base form, making upgrades feel less like a choice and more like a necessity. That said, The Dark Ages still delivers the core DOOM experience: the unmatched thrill of tearing through endless demonic hordes and feeling like an unstoppable force of destruction.
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