Home News Doom: The Dark Ages - Initial Impressions Revealed

Doom: The Dark Ages - Initial Impressions Revealed

by Matthew May 22,2025

After id Software's remarkable revival of Doom in 2016 and its even more refined sequel, Doom Eternal, in 2020, it would be challenging for Doom to reach new heights. Instead, the series keeps its feet firmly on the ground with the medieval-flavored prequel, Doom: The Dark Ages, bringing the fast-paced, high-skill-ceiling first-person shooter closer to the hordes of Hell's minions.

The new Doom shifts away from Eternal's platforming elements, focusing instead on grounded, strafe-heavy combat with a strong emphasis on power. Of course, the iconic weaponry remains a staple of the series, including the standout Skull Crusher from the reveal trailer. This unique weapon uses the skulls of fallen enemies as ammunition, launching them back at living foes in smaller, faster fragments. Additionally, The Dark Ages places a significant emphasis on melee combat with three key weapons: the default electrified gauntlet, which can be charged up; the flail; and the highlight from last summer's reveal trailer, the Shield Saw, capable of being thrown, blocking, parrying, or deflecting attacks. "You’re gonna stand and fight," emphasized game director Hugo Martin after my demo of the new Doom.

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It's no surprise that Martin draws inspiration from three seminal pieces of pop culture for The Dark Ages: the legendary original Doom, Frank Miller’s Batman: The Dark Knight Returns graphic novel, and Zack Snyder’s 2006 film, 300, which itself is based on a graphic novel by Miller. This influence is evident in the game's combat design, where the modern Doom's trademark Glory Kill system has been unsynced, allowing fatalities to be performed from any angle on the battlefield, dynamically adapting to the situation. This adjustment accommodates the continuous presence of enemy hordes, much like in 300 and the original Doom, where players will find themselves surrounded in significantly widened combat areas. In The Dark Ages, players have the freedom to complete objectives in any order and explore levels at their leisure, which Martin notes have been slightly shortened to maintain an optimal length of about an hour per level.

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Addressing a common critique from Doom Eternal, The Dark Ages will no longer rely on the Codex for storytelling. Instead, the narrative will unfold through cutscenes, promising to take players to the far reaches of the Doom universe. id Software describes the story as a "summer blockbuster event with everything on the line," as enemies vie for the Slayer's coveted power.

Martin also highlighted the development team's focus on simplifying the control scheme, acknowledging that Doom Eternal's controls were overly complex. The aim is to create an intuitive experience, ensuring that players are not fumbling for unfamiliar buttons under pressure. The melee weapons, for instance, will function as equipment, allowing only one to be equipped at a time. Moreover, the game will feature more hidden secrets and treasures, with a simplified economy using a single currency, gold. These secrets will enhance skill progression, offering tangible, gameplay-altering rewards rather than delving into lore.

The difficulty settings have been expanded, allowing players to customize their experience with sliders that adjust game speed, enemy aggression, and other factors directly from the UI.

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I also gained insights into two standout sequences from the reveal trailer: piloting the massive 30-story demon mech, the Atlan, and riding a cybernetic dragon. These are not one-off events but come with their own set of abilities and miniboss battles. Notably, there will be no multiplayer mode in The Dark Ages, as the team's focus is on crafting the best possible single-player campaign.

For me, a lifelong fan since the transformational original Doom in 1993, Martin's shift away from Eternal's direction back to the core design principles of the classic game is incredibly exciting. "It’s just gotta be different [from Eternal]," Martin stated. "Especially if I loved the game. [If] I wanna play a Doom game, I wanna feel strong, but I’m OK with changing what that power fantasy is, especially if that change brings it closer to classic Doom."

This commitment to the roots of Doom has me more eager than ever. The release on May 15 can't come soon enough.

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