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Review: DOOM: The Dark Ages (Xbox)

Review: DOOM: The Dark Ages (Xbox)

By on May 12, 2025 0 19 Views

After taking the opportunity to engage with all of Id Software’s latest trilogy of DOOM titles and reflecting on them, it appears to me as a remarkably impressive collection when viewed collectively. In hindsight, it seems like the developers had a strategy from the very start.

This strategy undeniably resonates with me. It’s essential to specify the “with me” part because some devoted DOOM enthusiasts are extremely passionate about the franchise, and they occasionally get a bit tormented when certain elements transform. They sometimes regard new features; extra story elements, character development, or – I can’t believe I’m saying this – platforming reminiscent of DOOM Eternal, as undermining the essence of what made it special. Such nonsense! I have a companion who now pretty much dislikes DOOM, declining interest in this installment, due to DOOM Eternal’s acrobatics and platforming. Thankfully, we’ve all given him plenty of support.

However, I absolutely adore DOOM Eternal (and hugs). I appreciate how it completely reinvented the dynamics of the spectacular 2016 reboot, which itself provided the definitive modern take on the DOOM we recall fondly. Eternal redefined the rhythm—why strive to surpass the unsurpassable? It delivers the same thrillingly strategic and intense combat we crave, while introducing exciting new elements that, trust me, I can’t be the only one thinking this, make it one of the greatest shooters ever. It’s an all-time classic.

So, what does DOOM: The Dark Ages aim to accomplish? Hmm? They’ve already leveraged all the remarkable components, and certain fans will likely despise it for being different, anyway. What a conundrum. But it truly isn’t. This third installment of revamped, reimagined, and reengineered DOOM Guy goodness results in a trilogy that, now that it has fully unfolded, has provided us with three distinct and impressively varied experiences centered around the exhilarating FPS action paired with clever, on-the-fly strategizing. That’s exactly what I initially showed up for.

Regarding the variations, apart from the fantastic medieval/sci-fi/punk-rock settings (this game flaunts stunning landscapes), there are numerous changes to explore. Let’s kick things off with the shield. DOOM (2016) emphasized high-stakes tension and ensuring each bullet hit, while Eternal introduced verticality and highlighted constant movement as central to combat. In DOOM: The Dark Ages, the introduction of a shield offers new defensive strategies. This innovation gives the combat in this latest chapter a unique identity, feel, and twist within the franchise, all while maintaining the levels of chaos and strategy necessary for a gripping and fulfilling DOOM journey.

Have they succeeded? Well, 90% of the time, yes. Some minor issues exist, which we’ll address later. But let’s delve into how the shield changes the dynamics, particularly when combined with levels designed not to rush you. The shield, in addition to its clear defensive benefits, also transforms into an efficient offensive tool and flashy maneuvering option. Once you obtain its shield saw attachment, you can engage enemies from afar, holding ‘LT’ then smashing ‘RT’ to propel yourself into targets and crush them upon impact. You can navigate with considerable ease using this, making it as much an offensive adaptation as a defensive one. They haven’t morphed DOOM into a half-hearted DOOM-Guy-turtles-now imitation of Dark Souls, or any such nonsense you may have come across.

Yet, the defensive aspect is emphasized again, enhancing the shield’s contribution to this dance of death, with environments that allow you – and you might need to take a seat for this – to take a short breather, my friend. Go hide over there and ponder. You’re entirely surrounded, devoid of shields, and only at 2 health. Consider your options. Oh, and there’s an Arachnotron lurking behind you.

I’m not suggesting you can take a snooze, but it becomes significantly simpler due to the larger map designs overall (there are still corridors and vents, don’t fret) to escape. Some levels, notably a massive two-part siege about a third into the expansive campaign, embrace an almost mini open-world style, enabling you to traverse a DOOM-ified version of Limgrave (ah… I see a bit of FromSoftware has crept in).

Rather than getting infuriated about perceived changes to DOOM, I found myself having an exhilarating time, diving into the role of this prequel version of the Slayer, playing it up, puffing out my chest and deciding who gets eliminated next without any tension. It also lets me indulge in some of my other favorite activities, like hunting for collectibles, and believe me, this game features some of the finest collectibles imaginable—it has all the best items.

Indeed, a significant portion of your time in DOOM: The Dark Ages will be dedicated to deciphering the cleverly crafted environmental challenges that surround you constantly. It’s all visually stunning and incredibly well constructed. Moreover, the platforming has been significantly scaled back from the overly acrobatic mechanics seen previously. It has transitioned to wall scrambling. Much more manageable. Less irritating.

The presence of substantially larger levels, which slow the pace and encourage exploration—helping to ground you in the beautifully developed landscapes presented through increased dialogue and cutscenes than ever before—also leads to the minor critiques we discussed earlier. While genuinely enjoyable, they occasionally feel like they slow the campaign’s tempo down just a bit too much. The change is nice, yet after collecting all the items in these sections, I can foresee us skipping these parts on subsequent playthroughs.

Similarly, I must mention the dragon/mech-riding sequences. While I do find these segments enjoyable, being absurd and over-the-top is quite appealing. However, they feel akin to a flashy mobile game in practice—pressing a big button while moving in a straight line. They serve as a humorous, entertaining diversion but lack the replay value I seek, even though swooping down onto a castle battlement and parking your dragon mid-level to take out a group of enemies is undeniably thrilling the first time it occurs. Worth noting, indeed.

Continuing with observations, the only other issues I’ve identified after engaging with 22 levels of chaos, is that the difficulty on normal mode seems a bit too forgiving. Now, look. I’m not attempting to come off as overly tough here, as the game offers levels that range from story to ultra-violence, and during the initial hours on normal difficulty, which I typically opt for, it just didn’t feel like it was fully engaging me with the…

Engagement. Transitioning to ultra-violent, the next level beyond normal mode, in my most modest of humble opinions, creates a significant impact. So much so, in fact, that I’m truly eager to jump back in with it cranked up, because when you’re genuinely under duress in this game, wow, it feels astonishing.

Standard difficulty permits you to crush larger adversaries, enemies that should act as a kind of obstacle, just a bit too swiftly, leading you to settle into complacency and an over-reliance on a single weapon (etc). I’m not entirely convinced that I ever felt the standard difficulty was lacking in the previous two iterations, yet here it feels slightly too lenient for those seeking some resistance. On the topic of difficulty, let me also mention that there are numerous accessibility features available. This game allows you to adjust controls and many other settings in considerable detail, so don’t let the notion of it being tough deter you; there are plenty of options to customize your gameplay for a more enjoyable experience.

However, with occasionally loose levels and minor difficulty concerns, that’s about it regarding drawbacks. Everything else here—the firearms (I won’t elaborate too much since uncovering new outrageous weapons is the highlight, so why spoil it?), the feedback, the weightiness, movement, sound design, and level architecture—it’s all exceptional. We all recognize how brilliant these developers are at crafting shooters, and it’s evident in every aspect of this game, aside from those very trivial issues I encountered.

Now, let’s conclude with what I appreciated the most. The departure from Eternal’s relentless glory-kills on flashing foes is one of my favorite changes in combat here. You can still perform glory-kills, don’t misunderstand that; you even have a whole array of very brutal (and very medieval) melee weapons to unlock and enhance, but you’re no longer confined to animations. This makes a significant impact. And this aligns with what I meant regarding id Software having a comprehensive vision for the three games. Just when I thought I was done with DOOM, Eternal felt like a breath of fresh air, and now that same appeal has re-emerged. I am currently wholly engrossed by how it appears, sounds (the soundtrack deserves a perfect 10), and the exhilarating sensation of exterminating everything in this game.

I’m also immensely fond of this new trend of incorporating bullet-hell elements into 3D shooters. Returnal, of course, demonstrated that an entire game can thrive on this kind of chaos, but here it has been subtly integrated, particularly for larger foes, introducing you to more innovative challenges as you dodge, leap, and await your chance to counter green projectiles back to their origin. Parrying is incredibly satisfying.

The diverse roster of demonic enemies also showcases much more refined animations and character designs, along with modifications that make some formidable foes from Eternal (Revenants) slightly easier, while others (I’m looking at you, Whiplash demon) feel significantly tougher. It’s also a relief to no longer focus intently on metal joints to disable annoying laser weapons, as seen in Eternal. Instead, honing in on targets now leverages the shield and its sleek slow-motion ability. You can unlock slo-mo for several firearms too, but using the shield lets you almost freeze time (ideal for capturing action screenshots) and allows you to swiftly dispatch troublesome foes with your shield saw before zipping in for some close-quarter combat.

Upgrades and abilities, and this may sound unfortunate to some DOOM enthusiasts, but it truly isn’t, have been significantly enhanced this time around. There’s a plethora of additional unlockables for all your weapons, numerous paths to explore on each one depending on your playstyle, and even your melee weapons now have added depth. Yes, this gives you more options and choices. No, it doesn’t compromise the essence of the series.

The campaign narrative is a grand, over-the-top, melodramatic affair. It really is delightfully absurd in all the right ways, and id Software has really excelled with the quality of the voice acting and cutscenes. I’ve been amazed by how much of this story has lingered in my mind, indicating they’ve done something successfully. Lastly, before this review grows longer than the game itself, I must mention that there’s absolutely no multiplayer content. I wholeheartedly endorse this decision. They’ve concentrated on the single-player experience, and it is evident. You’ll be replaying this and collecting all the skins, surprises, and secrets for quite some time. The notion of diluting the dev team’s focus into potentially lackluster multiplayer modes is one we’re grateful they sidestepped.

Regarding performance, to summarize, the game features one default graphical setting (hooray for no tinkering in the menus!), and it looks and operates flawlessly on Series X. I didn’t encounter a single issue throughout. The mech levels are a bit sluggish, presumably by design rather than any FPS challenge, but everything else feels lightning-fast, ultra-responsive, and consistently impressive, often rivaling the best-looking titles currently available on consoles.

Conclusion

DOOM: The Dark Ages stands as another remarkable installment from id Software. It may introduce far more narrative elements, while also slowing down the pace with larger environments, but in terms of action, it retains the same electrifying core combat; highly tactical, exceptionally demanding (at elevated difficulties), and as clever, vibrant, and stylish a shooter as you are likely to experience this year. DOOM obliged you to manage your bullet count. Eternal made movement more significant. For this latest iteration, the Slayer presents defensive strategies, more space and time, and the perspective of a god-slayer as he plunges into conflict. A slightly different rhythm of death dances, but still a beautifully thrilling one.

  Xbox
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