Doom: The Dark Ages, released on May 15, 2025, is the latest title in the iconic shooter franchise developed by id Software. Available for PlayStation 5, Xbox Series X/S, and PC, The Dark Ages is also part of the Xbox Game Pass catalog from day one. This new chapter serves as a prequel to the events of Doom 2016, exploring the origins of the Doom Slayer in a world of dark fiction inspired by the Middle Ages, where brutality and visceral combat continue to be trademarks of the Doom franchise.
### Dark Fiction Inspired by the Middle Ages
This new installment concludes the trilogy that began with Doom 2016 and continued with Doom Eternal in 2020, offering a more deliberate and heavy vision of combat compared to the frenetic agility of previous games. The campaign features 22 levels that combine linear sections with more open areas, introducing new mechanics such as the use of a chainsaw shield and the ability to control a giant mech, the Atlan, or ride a dragon. With an aesthetic that blends industrial metal with medieval imagery and a soundtrack composed by Finishing Move, The Dark Ages reinforces the unique identity of DOOM while remaining true to its roots.
The narrative of Doom: The Dark Ages delves into the origins of the iconic Doom Slayer, transporting players to a distant past where the fight against demonic forces takes on mythological proportions. Set in a medieval universe ravaged by demon invasions, where the protagonist becomes the defender of a kingdom in collapse. The story focuses on the rise of the Slayer as a legendary figure, exploring his connection to the Night Watch, the throne of Argent D’Nur, and the ancient battles against the demonic hordes threatening to dominate the various dimensions.
### Brutally Destructive Arsenal
As a new entry that reformats some of the foundational mechanics, The Dark Ages starts with a tutorial-like introduction, describing what players can do at each moment, explaining the new ways to play and the new weapons. Everything is presented organically and much less separated at the moment. In the previous game, we were taken to dedicated tutorial spaces to test the abilities of each new way to play, and here I think id Software got it right by keeping the player on the game map while explaining each new mechanic, making everything much more fluid and organic.
The Slayer’s arsenal in Doom: The Dark Ages is a fusion of futuristic brutality and medieval aesthetics, with weapons that stand out both for their effectiveness and for their visual and auditory impact. In addition to classics like the Super Shotgun and the rocket launcher, new additions include the Cruci-Ball mace, a heavy weapon that crushes enemies with devastating blows, and the chainsaw shield, which combines defense with lethal cuts in a circular saw style. This set of additions diversifies melee combat and gives the game its own identity within the series. The weapons maintain the characteristic weight and power of the Doom franchise, encouraging an aggressive and dynamic gameplay style, where choosing the right equipment in each confrontation is crucial for survival and the bloody choreography that defines Doom.
### Frenetic and Thrilling Gameplay
The weapon design is one of the highlights, with each instrument of destruction meticulously crafted to have utility and impact, as long as the player knows when and how to use it, especially against different types of enemies. The shield stands out as a particularly well-integrated piece, not only as a defense mechanism but also as a central element in the combat choreography. It allows for fluid combinations of melee attacks and long-range weapons, turning each encounter into a bloody dance that rewards precision, strategy, and rhythm. More than just a weapon, the shield is also an exploration element: certain areas of the map are only accessible through its use, whether to discover secrets or progress in the campaign. In addition, it reinforces the medieval atmosphere, serving both as a practical tool and as a narrative symbol within the dark and epic aesthetic of this new world.
The apparent slowness of Slayer may seem strange to some players accustomed to the frantic pace of Doom Eternal, but in practice the movement remains agile and fluid. After mastering the use of the shield, the action reaches an incredible speed, with combat unfolding at an intense and stimulating pace. The game’s speed is well calibrated, I didn’t feel the need to increase it, and the transition to this new style is surprisingly natural. Leaving aside certain habits from previous games is easy thanks to the intuitiveness of the new mechanics, which are so well integrated into the design that they quickly become an extension of our own reflexes.
My Thoughts on The Dark Ages
Not everything in The Dark Ages convinced me, particularly the sections with the dragon and Atlan. These parts are an attempt to diversify the experience and introduce unusual elements to the Doom series, but in practice they add little in terms of satisfaction. The dragon segment, in particular, seemed lackluster to me, with a lack of truly memorable moments. Atlan, on the other hand, has value in more intense combat situations when facing multiple enemies and mastering its movements, but apart from those moments, its presence seems more decorative than functional. Still, they are curious additions that help change the dynamics, even if they don’t have a major impact.
Quality of Image and Future Updates
I played on the PS5 version, specifically on the PS5 Pro, and also on the Xbox Series X, but unfortunately the image quality falls short of desired. The resolution is one of the main weak points, it is low and gives the image very little sharpness, with a rather blurred appearance. It is more evident on the base PS5 and Series X, but still present on the PS5 Pro. Even more concerning is the implementation of HDR, which is frankly poor: the contrasts are unbalanced, blacks lose definition, and the overall image looks very washed out, in contrast to the excellent work done in Doom Eternal. In its current state, The Dark Ages delivers visuals that fall short of its technical ambitions, leaving us hoping that a future update will address these issues, especially regarding HDR.
The Inclusion of a Roguelike Mode and Conclusion
The inclusion of a roguelike mode would be an extraordinary addition to Doom: The Dark Ages, as the game lays a solid foundation for this type of experience with the potential for procedurally generated maps capable of constantly renewing gameplay. This solution would fit perfectly in the Slayer’s universe, similar to what we saw in Housemarque’s Returnal. I felt this need after completing the campaign after about 19 hours of play because the desire to continue the demonic slaughter was still alive, but there was no way to extend the experience beyond repeating the narrative. Ideally, this content would come in the form of vast and open maps that take advantage of the best the game has to offer, instead of small and repetitive arenas. I hope that something like this will emerge in the future as DLC.
