Lately, Bethesda extended invitations for some media personnel and creators to have a hands-on experience with an advance version of DOOM: The Dark Ages, slated for release on May 15, 2025.
I had the privilege of personally experiencing the newest edition of the renowned series, often cited as pioneering the mainstream popularity of first-person shooter games.
DOOM: The Dark Ages is essentially a precursor story, set within the Argent D’nur dimension as depicted in the recent reboot. This unique blend of science fiction and medieval fantasy features grim castles and gothic monasteries of the Dark Ages, alongside weapons that are both absurdly anachronistic and gruesomely reminiscent of Inquisition torture devices, due to their fusion of medieval engineering and modern industrial technology.
Of course, the standout feature of the latest DOOM is its grisly historical vibe. I couldn’t wait to discover if the new Saw Shield was merely a marketing ploy, whether mech-riding gameplay was just for show in trailers, and fundamentally, if there was still passion driving this old powerhouse.
It’s now about nuclear flames, poised to consume a fresh crowd with ferocity.
+ It’s DOOM, somehow even more metal
Let’s dive right into this topic, both symbolically and practically speaking: The Dark Ages can undeniably be seen as an era of doom, and the developers at id Software have eagerly taken on the task of intensifying the experience significantly.
In a new era shrouded by darkness, DOOM once again unleashes its notorious brutality with the classic ringing of bloodstained bells. The traditional cycle of strafe, kill, shoot, slaughter, and execute gameplay remains intact, yet id Software has cleverly revamped this carnage-filled experience to feel both comfortably familiar and strikingly innovative.
Starting with DOOM 2016, the game has expanded its scope beyond just shooting. Managing resources like armor, health, and ammunition is now an integral part of the gameplay experience. In a twist from the original, DOOM: The Dark Ages portrays the Doom Slayer as a heavily armored, shotgun-carrying gorilla in contrast to the whirling vortex of destruction he was in Eternal.
In every stride, the Doom Slayer deliberately makes a heavy, resounding impact, yet don’t be fooled – except for the occasional monkey bar-like obstacles, The Dark Ages displays an extraordinary agility. The Saw Shield plays a significant role in this arsenal.
With a fairly long recharge time, the Saw Shield enables players to swiftly move among enemies, decimating groups of lesser demons with a rain of gore and mist. As it can be enhanced in multiple ways later on, it transforms into a Thor-esque spinning blade weapon, offering extended range and additional features. However, its true potential unfolds when you employ it as intended – as a protective shield.
Experiencing the thrill from the parry mechanic of the Saw Shield is hard to describe in words, but it’s incredibly gratifying when it connects, especially when you seamlessly incorporate it while navigating the deadly environment, with a double-barreled shotgun in hand. When you perfectly time the parry, it produces a satisfying “bong” sound, reminiscent of “for whom the bell tolls,” as part of an intense, gory melee combo sequence.

In combat against bigger foes such as Cyberdemons, it’s essential to engage directly, blocking ranged attacks similarly to the debated “Marauder” adversaries from Doom Eternal. Yet, you possess superior resources for managing these encounters here. Nevertheless, I harbor some doubts about the parry mechanism, which we’ll delve into later.
In DOOM: The Dark Ages’ press demo, it seemed as though id Software was keen to display the diverse gameplay they had in store. The initial mission leaned towards a more conventional style, featuring confined areas filled with hidden treasures scattered throughout, encouraging players to delve deeper and discover secrets.
As a tech enthusiast, I found the second mission to be brimming with mechanical action, a topic we’ll delve into later. The grand finale, however, took me by surprise – it unfolded within the expansive walls of a castle under siege, offering an open-ended experience that I can’t wait to explore further!
As we neared the climax of our mission, I found myself drawing a subconscious comparison to the game Halo, often mentioned in previous previews. The sprawling terrain, combined with aerial sci-fi combat and odd flesh-like tanks scattered throughout, reminded me of the “Halo” level from Halo: Combat Evolved. This stage required players to complete various objectives across the map, eventually leading them to the exit point.
Doom Guy doesn’t plant grenades on tanks to destroy them, though. He punches them.
In these extensive layouts, the DOOM vibe was undeniably present, brimming with hordes of enemies and fortified areas. Waves after waves of cannon fodder demons were there merely to act as health packs for you to collect. The destruction you can cause offers an exhilarating feeling of satisfaction, as you utilize innovative weapons such as the Rail Spike that pins enemies against walls, and the Skull Crusher auto-shotgun, which fires shards of skulls into enemies in a wide spread.
The broader designs retained the distinct DOOM feel, overflowing with enemy forces and strategic strongholds. Countless demons acted as mobile health packs due to their sheer numbers. The carnage you can inflict provides a thrilling sense of gratification, with advanced weaponry like the Rail Spike sticking enemies to walls, and the Skull Crusher auto-shotgun blasting shards of skulls into enemies in a widespread pattern.
Thankfully, all of this carnage was as performant as it was gore-geous.
+ Absolutely stunning visuals and performance

DOOM: The Dark Ages left a strong impression on me due to its exceptional performance and graphics. However, it can be challenging to judge performance without suitable evaluation tools sometimes. Notably, the demo systems were advanced PCs, which one would expect to handle any game, even the most graphically intensive ones, seamlessly.
Id Tech never fails to impress (and it’s puzzling why more games don’t leverage it), as id Software undeniably excels in its application. The grandeur of “scale” seems to have been a fundamental principle in the design of The Dark Ages, where expansive landscapes teem with warriors thirsting for battle.
Timeless DOOM monsters make a comeback, sporting fresh designs, and some wielding old or new tools of torment. The armies of Hell still exhibit technological prowess, yet their weapons seem to lean more towards the traditional this time, focusing on bone-crushing rather than disintegration, albeit with a few exceptions.
DOOM: The Dark Ages doesn’t delay in presenting vast landscapes for admiration, eager to convey that this isn’t just Doom Slayer’s battle anymore. Argent D’nur and Hell itself clash violently across the entire globe in a relentless standoff, and you are there to influence the outcome.
+ An intriguing emphasis on story

In the lead-up to the preview event for DOOM: The Dark Ages, the game directors presented a video, sharing their intentions to give more focus to the game’s narrative and backstory in this new version.
Even with just a short peek, I found myself captivated by the abundance of scenes and characters presented. However, it’s yet to be determined how well the story will ultimately unfold.
It appears that the Doom Slayer was bound by technological means to the Maykr race, an extradimensional alien civilization boasting unparalleled technology, who seem to share a tenuous alliance with the long-lost human guardians of Argent D’nur – the ancient Sentinels.
The forces of darkness are determined to split them apart by any means possible, often using legions of terrifying creatures emerging from the gates of Hell. A shadowy figure known as a Hell Priest, Witch, and Prince of Hell preside over these demonic events, secretly infiltrating human societies to create cults, while they ponder on how they can potentially thwart the relentless Doom Slayer’s destructive path.
The storyline of the characters in DOOM: The Dark Ages is developed based on the foundation laid in DOOM Eternal and its expansion packs, adding depth to the narrative. However, it’s yet to be determined if some viewers might perceive the cutscenes as just a minor obstacle before reaching the action-packed main events.
Speaking of which … let’s talk about some of the game’s iffy points.
– The “Mechadragon” gameplay needs some work

As a tech enthusiast, I must admit that the developers have been transparent about the continuous enhancements they’re making to The Dark Ages’ dragon gameplay. However, it’s not just about polishing things up; there are certain aspects that I find needing more attention. These concerns extend beyond mere refinement.
In certain stages of DOOM: The Dark Ages, there are segments featuring horseback riding. Other levels occur within an Atlas mech, hinted at in prior games. These scenes were truly epic, involving fierce hand-to-hand battles against colossal monsters. This got me thinking about what a multiplayer game similar to Titanfall might look like if it were set in the DOOM universe.
However, it’s hard to deny that thoughts like “When will I get to play as Doom Guy once more?” have crossed my mind. These thoughts became even stronger when the game introduced its mechadragon scenes. It seems that the “cool factor” may have been applied a bit excessively in this case.
The mechadragon zones I encountered were similar to fast-paced arcade games, such as those in Star Fox series. Instead of the intense ground war gameplay, they whisked you away to distant locations where you aimed and fired what seemed like a peashooter at Lego-like fortifications. The disappointing aspect was that I could only inflict damage after executing a precise evasive maneuver, which made it feel more challenging than enjoyable.
I’ll explain a bit more why this was problematic in the next section.
– The parry mechanic strays dangerously close to schmup bullet hell arcadery

The “impeccable evasion” feature might seem a bit confusing, but don’t let that fool you. It’s not challenging to execute, as I experienced while playing at the Ultra Violence level. A missed perfect block can indeed mean the difference between survival and defeat.
For my part, it seemed odd that only specific ability types, marked by color codes, could be blocked or expertly dodged, and this was problematic since enemies would attack with various projectiles, but only the green-marked ones could be deflected or perfectly avoided, which is crucial for certain attacks to activate.
In certain battles and scenarios, I deliberately positioned myself to take attacks, ensuring I was close enough to execute a flawless dodge. One might wonder, why would I intentionally expose myself to danger? The contrast between the vibrant, two-dimensional, neon-green graphics and the dark, realistic, gothic aesthetics of the rest of the game felt starkly inconsistent.
In certain instances, the round green objects bear a striking resemblance to traffic lights.
Why can I only deflect the “green” attacks? What sets them apart that they’re capable of being deflected? Why don’t I have the ability to skillfully deflect any incoming attack at my discretion? Why do some enemies force me to wait several seconds before I can deflect their attacks? In certain instances, this delay is necessary for powering up specific weapons, making me endure the wait for a green attack.
From my perspective as an analyst, I found myself occasionally questioning the balance between humor and immersion within DOOM: The Dark Ages. The abundance of vibrant, clashing visual cues seemed to challenge the game’s overall darker aesthetic, giving it a feel reminiscent of moments that could be described as over-the-top or even silly at times.
The colors weren’t the only issue; the overall artistic quality seemed lacking, especially noticeable in the dragon sections. They appeared rather rudimentary, resembling low-quality 2D textures that one might find as temporary placeholders – I’m hoping that was indeed the case.
At one moment, I ended up standing still, anticipating a tank would fire a green bullet at me. My goal was to deflect it, saving ammunition in the process. In certain scenarios, those green deflection bullets bear an uncanny resemblance to traffic lights, but I’m not particularly fond of that comparison.
A clear game of the year contender

It appears that based on the trailers, DOOM: The Dark Ages has the potential to be a top contender for Game of the Year. Despite this year being heavily anticipated with the release of Grand Theft Auto 6, it’s worth noting that as a shooter in the DOOM series, The Dark Ages could easily make its mark as another exceptional addition to the current genre landscape.
There’s still some polishing left to do in the coming weeks, as the developers pointed out during their presentation. The wide range of difficulty settings gives you the freedom to customize your gaming experience, including an “Ultra Nightmare” mode with permanent death that will undoubtedly prove a tough challenge for those daring enough to try it.
Regardless of your platform preference, whether Xbox or PC, DOOM: The Dark Ages ought to find a place at the summit of your forthcoming game lists, if it hasn’t already been included.
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2025-04-03 17:41