So, I just finished my first full playthrough of Doom: The Dark Ages, and I’m still kind of buzzing from it. I’ve played every DOOM game since the original back in the ’90s, and I didn’t know what to expect when they announced they were going “medieval” with this one. I was half-expecting some kind of weird fantasy spinoff. What we got instead? Easily one of the most intense, creative entries in the franchise—and somehow, it still feels very DOOM.
Let’s talk tone first. The whole medieval angle isn’t just a gimmick. It’s fully baked into the world, the combat, the atmosphere. You’re still the Slayer—angrier than ever—but instead of high-tech corridors and space stations, you’re crushing skulls in cursed castles, catacombs, and burning battlegrounds that feel ripped out of a heavy metal album cover. It’s dark, gritty, and mythic in all the best ways.
The biggest shift is in the weapons—and yeah, they absolutely nailed it. You’ve still got your shotguns and energy weapons, but they sit alongside brutal, low-tech instruments of death: a shield that doubles as a sawblade launcher, a mace that crackles with energy, and even a friggin’ flail that lets you clear out hordes like you’re cleaning house. Every weapon has weight, impact, and just enough weirdness to keep things fresh. And don’t worry—glory kills are back, gorier than ever.
Combat feels slightly slower than Doom Eternal, but not in a bad way. It’s more deliberate, almost tactical. You’re still dancing between enemies, juggling resources, and constantly moving—but there’s more emphasis on controlling space and using tools at the right time. It’s like id took the chaos of Eternal and dialed it back just enough to give the brutality more room to breathe. Fights feel earned.
Beautiful visuals
Visually, it’s stunning. There’s a sort of corrupted beauty to the world—twisted churches, rusted armor, burning skies. The art direction leans hard into gothic horror without losing that signature DOOM absurdity. I found myself stopping mid-carnage just to stare at a stained-glass window or a giant, rotting titan looming in the background. It’s that good.
Music? You already know. It rips. There’s a darker tone this time—less synthy, more guttural. Feels like they took Gregorian chants, dragged them through a distortion pedal, and then smashed them together with death metal. It slaps. I don’t know how else to say it.
Story-wise, it’s there if you want it, and easy to ignore if you don’t. The lore dives deeper into the Slayer’s origins, and yeah—it’s over-the-top and ridiculous, but in that perfect DOOM way where it somehow works. It doesn’t slow the game down. It’s just there, giving context and scale to everything.
It’s just epic
I’ve got a few gripes, of course. A couple boss fights felt a little spongey, and the platforming (yes, it’s back) can be hit-or-miss depending on your tolerance. But none of it dragged the experience down for me. Honestly, I’m already itching to do another run on Nightmare.
Bottom line? Doom: The Dark Ages is brutal, smart, and insanely fun. It’s not just another DOOM game with a new skin—it’s a reimagining that manages to feel ancient and futuristic, grounded and insane. It takes risks, and they mostly pay off.
If you’re a fan of the series, you’re in for something special. If you’re new? Buckle up. This one’s a beast.