‘Doom: The Dark Ages’ Review: A Welcome Entry In The Heavy Metal Franchise

When Doom (2016) came around and rebooted the series for the second time, players were treated to one hell of a good time. It was a game with gore, driven by a heavy as hell metal soundtrack, and a voracious speed that demanded your full attention just to stay alive. And that aforementioned soundtrack? People are still talking about it nearly a decade later, and with good reason. Alongside Wolfenstein, it stands as some of Mick Gordon’s best work. It’s aggressive, haunting, and pulse-pounding in a way that elevated every fight.
Then came Doom: Eternal, and somehow it pushed things even further. It doubled down on speed and chaos while introducing a deeper layer of narrative a better understanding of how to thread story into a Doom experience without breaking what made it work. There was more platforming, more metal, and a slightly faster pace, but the core established in Doom (2016) was still alive.
Now, we’ve got Doom: The Dark Ages, and this one takes a left turn in a way that’s refreshing and sometimes frustrating, but ultimately ambitious. This is a slower, heavier, and more grounded Doom. Established as a prequel to Doom (2016), it plays out almost like an origin story for the Doom Slayer. He’s a bit more deliberate this time around as his movements are weightier and his attacks are more methodical. There’s a big focus on a serrated shield, which you’ll use to block, parry, and eventually counterattack. It’s a dramatic shift from the non-stop blitz of the previous two entries, and it’s clear from the first few hours that the developers want you to slow down, observe your enemies, and engage with this demonic ballet of death more thoughtfully.
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The chainsaw has been benched as the primary ammo-refill tool. Instead, melee weapons take center stage—your fists, a brutal mace, and that aforementioned shield. It’s a bold change that asks you to get up close and personal, and once you’re in the groove, it really works. This isn’t just Doom with swords; it’s Doom reimagined as a sort of bullet-dodging, blood-soaked bullet hell brawler.
The story in Doom: The Dark Ages follows the Slayer as he wages a one-man war against hell, while simultaneously being manipulated by otherworldly forces pulling the strings from behind the curtain. The narrative is solid overall, better than expected in some parts, but there are moments where it stumbles. A few levels start in completely new locations with no transition, almost like you missed a cutscene or something got skipped. It’s jarring. The second half of the game also drags a bit due to the introduction of large open areas meant for exploration, but ends up feeling lifeless after your first big encounter. There’s a sense of urgency in the story with an oncoming war and the manipulation of the Slayer’s will. But that urgency gets lost when you’re wandering through desolate spaces looking for the last hidden collectible.
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That said, the game still delivers a good narrative experience, especially for Doom standards. As a prequel, though, it leaves a bit on the table. If this was the opportunity to dig deep into the origins of the Doom Slayer, it doesn’t quite take full advantage of that. He remains the silent, unstoppable force of nature we know and love. And that’s fine, it works! But that also means every other character just fades into the background noise when all you want to do is get back to sending demons back to hell in glorious slow-motion carnage.
Gameplay-wise, as mentioned earlier, it’s definitely slower, but that’s not a bad thing. In fact, it might be one of its biggest strengths. Where Doom: Eternal almost drowned in its sea of mechanics, abilities, and weapons by the end, Doom: The Dark Ages feels more refined. Yes, there are still plenty of guns and unlockable abilities, but switching between them feels smoother, more intuitive, and less like you’re juggling for your life. The demon-slaying remains top-notch from start to finish, and the added exploration elements are a nice touch when they work. Finding upgrade resources, gems to boost your attacks, or even just the cute collectible toys feels satisfying and encourages poking around every corner of the map.
Exploration hits a snag, though, when the game asks you to backtrack through the same environments. Once you’ve cleared an area and looted it dry, being forced to retrace your steps can be tedious, especially when those spaces feel empty and lifeless the second time around. It’s a pacing issue more than anything, but it’s noticeable enough to break the immersion.
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Now, the elephant in the room is the music. Doom: The Dark Ages is the first game in the series since 2016 without Mick Gordon’s involvement, due to the very public falling out between him and id Software. Regardless of where you fall on that situation, one thing is clear: the soundtrack here just doesn’t hit the same. It’s subdued. The punch, the aggression, the raw energy that made every fight in Doom (2016) and Eternal feel like a heavy metal album cover come to life—it’s just not here. Loops feel shorter, standout tracks are few and far between, and even the music that does rise to the surface lacks that signature oomph. It doesn’t ruin the game, but it does leave a noticeable hole in what used to be one of Doom’s defining features.
All in all, Doom: The Dark Ages is a strong entry in the franchise. It’s not trying to outpace Eternal or outdo 2016. Instead, it carves its own bloody path with a more methodical approach, a grounded tone, and some genuinely fun new mechanics. The story mostly works, the combat is engaging, and the exploration can be rewarding, so long as it doesn’t send you on a backtracking spree. But the music… man, the music is a letdown. And when that’s been such a key part of the modern Doom experience, it stings more than it should.
That said, if you’re a Doom fan, you owe it to yourself to play this. If you love a solid FPS with stylish combat, fun boss fights, and satisfying exploration, Doom: The Dark Ages is absolutely worth your time. Even if it doesn’t quite rip and tear the way it used to.
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