DOOM: The Dark Ages – PS5 Review


After DOOM Eternal, I wasn’t really sure where id software’s storied franchise would go. I did not expect it to go back in time. In many ways, it’s a mild regression from DOOM Eternal‘s frantic hard counters and verticality. With an emphasis of standing your ground, DOOM: The Dark Ages offers a medieval twist on first-person shooting whilst presenting plenty of tools to get creative with your slaughter. I find it hard-hitting but it’s not firing on all cylinders.

Do we have to talk about the story? DOOM: The Dark Ages takes place prior to DOOM Eternal and chronicles his time with the Knight Sentinels. Rather than being a mutual arrangement, the Slayer is kept as a weapon during a bloody war against the forces of hell. It’s very self-serious and fairly forgettable. It’s not without its moments and it can show a great sense of scale. Unfortunately, it lacks a punch. I don’t care for these warring factions and the Slayer lacks his trademark indifference to whole affair.

It is really nicely presented. The aesthetic is a little dull with the surface of the world feel mostly brown and dour. It does help contrast against enemy projectiles but it lacks the vibrancy of the other two games. That said, everyone is well designed. The models of the main characters are fantastic and the facial animations seem solid. The enemies have a grotesque quality but have a medieval spin on them. Cacodemons have the most radical overhaul with them looking more like floating squid brains.

The soundtrack provides metal accompaniment that I only tend to notice outside of fights. During encounters, I’m too focused keep my ear out for it. Despite the lack of Mick Gordon, it’s a solid impression. Nothing quite jumps out like the previous games but it’s hard to notice when in the thick of combat. Sound design is weighty and offers plenty of feedback during battle. Warnings telegraph when you’re low on health or if danger is heading your way.

Visual feedback is much the same with radial threat indicators and outlines on stunned enemies. I appreciate players can alter the colour of these elements. I’ve got no problems seeing colour but, against what is mostly a dusty backdrop, the option to make these pop is welcome. It’s shame there’s a lack of colour overall.

The combat of DOOM: The Dark Ages focusses on a stand and fight mentality. The fluid mobility of the last two entries takes a backseat to a more aggressive, focused approach. You have plenty of tools at your disposal which can really hone in on selected enemies. The first of these being the shield bash which can make quick work of fodder. It provides a small amount of stun and, if an enemy reaches a stunned state, you can glory kill them to regain some health.

Your shield has other tricks, such as being able to launch it across the battlefield. Larger brutes start wearing armour and, whilst bullets can heat that protection up, the shield can be used to strip it from them completely. You also have a melee weapon which, whilst limited in use can deliver a combo or finish a foe off entirely. Oh, and the shield can operate as a shield to protect you from damage. I often forget that. It can’t be relied upon with your guard being crushed if you turtle behind it.

Much has been made of the new parry mechanic. One thing that’s surprised is how, by default, the window is very generous. Projectiles that can be parried come in a couple of varieties but they’re very obvious and are definitely worth engaging with. They can provide an easier way to stun enemies and don’t feel like a risky gamble. For more of a challenge, you can tweak the window to be tighter, along with other variables.

There’s a lot of new mechanical intricacies but it doesn’t replicate DOOM Eternal‘s hard counters. Whilst there are optimal ways through encounters, I feel like I’ve got more alternatives at my disposal. One thing that is sacrificed is a sense of mobility and verticality. I felt like a lot of scraps took place at ground level. There’s enough space to move around the arenas but you’re no longer zipping around them with the same frequency. Platforming is simplified and there’s less of it. Even in combat, I’ve found most engagements to be at ground level.

I do miss that fluidity, although DOOM: The Dark Ages carries an incredible heft. Punches, gunfire and movement has momentum and impact behind them. Even in the most challenging difficulty, I never lost that sense of brutal strength that the Slayer produces. I don’t think its a series at it’s best but the combination of grounded, aggressive combat does result in something markedly different.

The Atlan and Dragon sections offer little beyond a change of pace. The former are slow and lumbering. They can offer a spectacle as you stomp across the landscape but the combat is focused on simple parries and basic punches. Your dragon offers another sense of scale but, beyond dogfights, you’re limited to more basic parry counters. They are few and far between, thankfully.

The thirst for secrets remains much the same. Ammo, health and armour upgrades are now tied to enforcer enemies that are battled throughout the game. The vast majority of them are on the beaten path. I missed only a couple on my first playthrough. There is money and rubies to find for weapon upgrades, toys and weapon skins. Not much of it is essential and it is all marked on the map. There’s also have weapon challenges to pursue for gold. There’s a lot to do and I enjoyed trying to find it all.

DOOM: The Dark Ages is a tough game to judge. Whilst I really liked the core combat, it feels a little off the boil. It’s got a lot of weight to it but the energy steps down a notch. It doesn’t combine as well as the rest of the series.  In isolation, I’d be a bit kinder to it.  As a sequel to DOOM Eternal, it falls short.  The vehicle sections are minor diversions that, whilst they don’t outstay their welcome, don’t bring a lot to the party. Despite all this, I enjoy the moment-to-moment chaos and the shield’s versatility offered me plenty of options.  I think that is done really well.

DOOM: The Dark Ages
7 Overall
Pros
+ Compelling, versatile combat.
+ Solid metal soundtrack.
+ Movement has a great sense of impact.
+ Occasionally shows great moments of spectacle.
Cons
- The aesthetic is very dour.
- Arenas tend to lack verticality.
- The story and characters feel mostly forgettable.
- The Atlan and Dragon sections don't offer much substance.
Summary
DOOM: The Dark Ages doesn't hit the same heights as its predecessors. It lacks a vibrant colour palette and verticality but it does deliver on compelling combat. The shield is a versatile tool that can really pin enemies down and defend you against an onslaught. That core is exciting and tricky to master but it can also feel familiar. It's a shame the Atlan and Dragon interludes don't provide much substance. They offer the occasional spectacle and scale but most of your battles are on the ground level. I've enjoyed it and it does provide something markedly different but I recognise this as the weakest of the modern trilogy.


About Mike

Mike gets all the racing games because he understands that stuff even though he doesn't drive.

Leave a comment

Your email address will not be published. Required fields are marked *