Doom: The Dark Ages Review
- Yash Choudhary
- May 10
- 4 min read
Doom: The Dark Ages is a full-throttle fall into medieval craziness that reads like a love letter from a metalhead teenager who enjoys skulls, fire, and endless destruction. Developed by id Software, this predecessor to 2016's genre-reviving Doom replaces sci-fi with swords and sorcery, giving in a slower, meaner, and significantly more deliberate gameplay experience. It's a wild combination of traditional Doom destruction, new gameplay, and visual storytelling that seems both ancient and futuristic at the same time. This is your ultimate Doom: The Dark Ages Review.
Doom: The Dark Ages Review

A Brutal Prequel with a Medieval Spin
Doom: The Dark Ages, the predecessor to 2016's Doom reboot, immerses players in an interdimensional battle casting the Doom Slayer as a fabled mercenary battling against demon hordes and the technologically exciting Argent D'Nur. The medieval setting is more than just a visual change; it affects every aspect of the game, from level design to arsenal and atmosphere.
Gameplay: Slower, But Still Savage

While it lowers the crushing speed of Doom Eternal, The Dark Ages maintains a rapid-fire combat experience. The Slayer is more grounded, but he has new tools, such as the Shield Saw, a hybrid weapon that allows him to parry, smash, and boomerang his way through demonic legions. Aggression is key in combat; health, ammo, and armor are all obtained by aggressive momentum. You don't survive by keeping; you live by ripping and tearing.
Color-coded assaults (green for parry, red for dodge) contribute to understandable and satisfying battle loops. Pulling off a sequence — shotgun blast, parry, flail smash, glory kill — is never boring. Fortunately, every weapon remains useful throughout the game thanks to an effective upgrade system.
Level Design: Bigger, Bolder, Better
Doom: The Dark Ages truly innovates with its level design. The game frequently tosses you into wide battlefields, replacing previous versions' corridor-shooting with sprawling warzones. Objectives range from shutting down demonic gateways to wiping out enemy camps; all are non-linear and full of opportunity for creative mayhem.
These venues feel like true battlegrounds, fulfilling the illusion of being the Doom Slayer standing above a mountain of bodies. The shift to semi-open exploration even hints to a future in which Doom could become fully open-world while maintaining its primary basis.
Weapons: Old School Brutality with a New Coat of Paint
The set of weapons mix the familiar and unusual. You have the classics—super shotgun, rocket launcher, plasma rifle—but they've been medievalized for flavor. One standout is the Skullcrusher Pulverizer, a chaotic weapon with incredible spread and crowd-clearing power. The Steelshot, a sniper-style launcher, brings more accuracy to the chaos.
The Shield Saw is the breakout performer, combining offense, defense, and traversal. Throw it to kill biomass, block a powerful hit, or push yourself into a rush. It's like Captain America meets a medieval berserker.
And here's the kicker: weapons evolve. Whether it's a combat shotgun that causes enemies to drop armor or the Ravager, which leaks health pickups, the upgrade routes are meaningful and affect how you play.
Dragons, Mechs, and Destruction
Breaking up the Slayer-on-foot battle are scenes in which you ride a robotic dragon or pound through hordes in the Atlan mech. Dragon sections resemble older styles turret sections - simple, flashy, but a little shallow. You can dodge, shoot, destroy shields, and land. They're visually appealing yet mechanically basic.

The functional aspects are more enjoyable. They give the Power Rangers fantasy — a Doomazord, if you will — with snappy, rapid action that does not outstay its welcome. Both segments serve their aim of changing the beat without slowing it down.
Boss Battles and Pacing
If Doom: The Dark Ages fails, it's during the boss fights. Bosses are generally treated as beefed-up normal enemies rather than big showdowns, thanks to their limited availability and lack of creativity. The game works best when its fighting flows naturally; forcing boss encounters into its structure feels a little rigid.
Fortunately, the main campaign's pacing is nearly excellent, with upgrades, weaponry, and new systems spread equally over its 16-plus hour length. There's always a reason to keep playing, whether it's a new skill, a hidden collection, or an upgrade shop just around the corner.
Visuals, Performance, and Soundtrack
Doom: The Dark Ages is visually stunning. Even during the most chaotic firefights, medieval vistas, blood-soaked arenas, and grotesquely rendered demons interact brilliantly. The performance remains responsive, which is crucial on higher difficulty levels.
As for the soundtrack, holy hell. While it may not be as well-known as Mick Gordon's work, the score is excellent. With riffs that could rouse the dead, the music adds to the pace of combat and enriches the experience. You'll be tempted to retry stages just to hear the music knock continuously.
Customization and Quality of Life
This Doom does not ignore accessibility. Features such as a parry time slider, visual indicators for "point of no return" situations, and difficulty changes allow both beginners and veterans to fine-tune their gameplay. Exploration is encouraged, with secrets, collectibles, and upgrades buried across the huge levels.
Final Verdict
Doom: The Dark Ages is a worthy development of the franchise, a clever step into dark fantasy while retaining the core of Doom. It sacrifices speed for weight while never losing momentum. With great level design, exciting gameplay, and a theatrical flare, The Dark Ages cements itself as another dark pearl in id Software's crown.
RATING: 9/10 - A brutally simple prequel that reinvents without compromising.
✅Pros:
Brutal medieval images.
Effective shield and melee fighting
Open-ended level design
All weapons remain useful.
Killer heavy metal soundtrack.
Smooth performance.
Great exploration and upgrades.
❌ Cons:
Weak boss battles.
Repetitive dragon portions
The story lacks depth.
Mech combat is shallow.
Weapon variety feels familiar.
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