The wait was long, but there’s finally another “Doom” put out by the legendary Id Software. “Doom: The Dark Ages” does a great job of adding new mechanics to make it stand out among the trilogy, however, there are some areas where it strays too far.
This game is a prequel to the last two games and shows how the Doom Slayer was used as a living weapon by the Makyrs against the demons of Hell. There’s a much bigger focus on storytelling and cinematics this time around, which has been divisive among the fanbase, though the increased spectacle is worth it.
As the name suggests, the aesthetic of the game is heavily influenced by medieval themes. Weapon designs are more visceral and feel distinct from other weapons in the series, so it’s another element that makes this entry unique.
The big game-changer in combat is the shield. It allows the player to block and parry away enemy attacks. That doesn’t mean that combat involves turtling and staying back; it allows the player to be more aggressive once they’ve gotten used to it. Any green projectiles or melee attacks can be parried, which will reflect them at enemies.
All of these facets add up to make combat feel heavier and a lot more grounded when compared to “Doom Eternal.” It’s also a much easier game than “Eternal” — and since it’s a prequel, it makes for a great entry point into the trilogy.
The difficulty is also customizable and there are sliders for the timing window on parries, damage values and how aggressive enemies are. It’s something I wish more games had because it often feels like one difficulty mode is too easy but the next one up is too tedious or makes the enemies too spongy. This allows the player to fine-tune the game to their liking.
One significant departure for the campaign is that there are levels that have the Doom Slayer pilot a giant mech or a dragon. Combat isn’t nearly as deep during those sections, but the higher level of spectacle is fun. That being said, I can see how those levels would become grating on repeat playthroughs.
My biggest problem with the game comes in around the second half of the story. At some point, the level designs and story start featuring more eldritch elements than the medieval or demonic ones from before. It’s not bad, but it felt a lot more appropriate for “Quake,” another Id Software property. It’s hard to tell if they’re planting the seeds for a new “Quake” or if this game started life as a reboot and got turned into “Doom” prequel.
There are some concerns among the fandom that this is too far of a departure for the series, that doesn’t have the “soul” of a “Doom” game. Fanbases will always find things to bicker about, and I can confidently say that “Dark Ages” definitely has the soul of “Doom.” Combat is still fast and brutal, demon designs are fantastic, and the arsenal is as varied as it is powerful.
While combat isn’t the adrenaline rush that “Doom Eternal” was, I still appreciate everything this game does to be different while retaining the feeling of “Doom.” It stands tall among the new trilogy of games, and I can’t wait to see what Id has in store next. “Doom: The Dark Ages” earns 4.5 stars out of 5.