Doom Eternal was an awesome recreation, but it surely was an enormous departure from Doom 2016. The ‘run and gun’ behaviour that we’d been conditioned into over the course of the reboot’s 13 spectacular ranges was traded in for 2020’s follow-up. What as soon as was a heavy, brutal marketing campaign of destruction and violence was now a floatier affair. Assets turned extra restricted. You had been compelled to be extra cell. Double jumps, dashes, strafing, and platforming turned important.
It cut up the fanbase in half. An axe-blow to the middle of the Doom devoted. I appreciated Everlasting, for what it’s price, however I received bored with the connective tissue that bridged the gaps between fight encounters. I’m all for sniffing out secrets and techniques, however FPS platforming is a hit-or-miss recreation, and I believe that Everlasting typically missed its designs. It made the heartbeat of the sport irregular and arrhythmic, hobbling that fantastic tempo and fluidity that everybody fell in love with in 2016.
Doom: The Dark Ages, for me, is extra in keeping with 2016 than it’s Everlasting. The fight is designed to have you ever ‘stand and battle’, not run and gun. The largest gimmick in comparison with the 2 different video games within the trilogy is the protect – a ripsaw-modified aegis that sits in your proper arm and adjustments the sport in a few basic methods.
Firstly, you’ll be able to eat up the assaults and projectiles of ‘fodder’ enemies. Absorbing weak assaults like this implies you’re free to deal with the large bastards which might be raining loss of life upon you from afar. There’s a protect bash that locks onto targets and rushes you to their location (it really jogs my memory of the Satan Bringer from the Devil May Cry video games – that’s excessive reward, for what it’s price). So, pair these items collectively, and also you’ve received a quite simple premise: the little guys are there to present you well being, ammo, and armour again. The massive guys are there to cease you.
Stomping across the map, you’re feeling like a rook in a recreation of chess. Transferring in daring, sturdy strains and completely obliterating something in your path, the ability fantasy of the Doom Slayer comes again to life. I believe in 2016, you felt like a knight; versatile, unpredictable, harmful. In Everlasting, you had been a bishop; floaty, cell, however working underneath intense restrictions. Now, in Darkish Ages, you’re a rook. A tough bastard. The Danny Dyer of the chessboard. Emboldened to swagger up and headbutt no matter stands in your means, with myriad responses to no matter feeble try at revenge they might conjure.
As you progress to a brand new location, you’ve got choices: shoot, guard, or melee. The melee could be very highly effective in Darkish Ages, and as such it’s received prices now. You may’t simply wang your mace about at will. However which means you’re inspired to make use of your protect to assault – it’ll refill prices. So an ordinary encounter would possibly appear like this: you slam into a bunch of enemies, guard their melee assaults, mow down the fodder with a gun, refill your melee, then splatter the large guys along with your mace.
However wait, there’s extra. Perhaps there’s a bunch of shield-carrying enemies over there – your bullets received’t do something to them. So that you heat them up a bit along with your projectiles (heating up their armoured components), and then you slam into them along with your protect. The ensuing impression will ‘detonate’ all of them, in a way, and one well-deployed little bit of strategic considering will bust their defensive position large open.

Destroying armoured enemies offers you armour, too. Which means you’ll be able to threat getting a face filled with fireball and dive into one other fight encounter faster, eradicating the necessity for the footsies you’ll play along with your protect. Utilizing your mace to tenderise flesh offers you again ammo, and taking pictures guys within the face refills well being. So, as with Everlasting, you’re inspired to rotate the lethal arms of your arsenal with a purpose to lengthen your survival.
However it feels much less beholden to the move chart than Everlasting did. Greater than as soon as, I discovered myself on the again foot (I used to be taking part in too aggressively and wasn’t watching the odd hit chip at my well being). However I rallied, due to the sport’s finest mechanic: the parry.
Oh, the parry. Now, I’ve written at size in regards to the pleasure of a very good parry (see; Bloodborne), and it’s actually not one thing I anticipated to see in an FPS, of all issues. However Id has nailed it. In Darkish Ages, something inexperienced is your pal; whether or not it’s a p**sed-off minotaur firing inexperienced projectiles at you, or a revenant attacking you bodily with a inexperienced tinge, something inexperienced will be parried. Something. A easy faucet of the shoulder button is sufficient so that you can activate the parry – and you’ll even alter the timing window within the settings in case you’re a bit slower.
Parries are the lifeblood of the sport, so far as I’m involved. They provide you nice incentive to acutally put your self into the center of the melee (like a rook) they usually energy you up, too. So in reflecting injury and actually hurting an enemy, you really do some bump of violence amphetamine your self.

I discovered myself storming across the battlefield deliberately baiting out inexperienced assaults; tempting enemies to get in my area to assault me, and positioning myself of their line of fireplace to get my parry on. It feels so good. It provides one other layer of company to you as a participant, making you consider which route the flowchart can go and how one can energy your self up, as an alternative of counting on Doom Everlasting’s flowchart which was simply ‘do that, then this, then this’.
It forces you to be tactical and aggressive on a macro degree; each single second of a fight encounter makes you’re feeling such as you’re making a choice that issues. There are all the time choices open to you, and even being compelled right into a nook feels exhilarating. ‘The very best offense is an effective protection’ has by no means been extra legitimate.
Doom: The Darkish Ages is a return to type. Because the Doom Slayer, you’re feeling heavy and lethal. Should you die, it feels truthful. Enemies crumble like meat in a sluggish cooker while you run into them, and even one thing so simple as touchdown from a giant bounce has a weighty satisfaction that lives as much as the ability fantasy of being a horrible bastard in energy armour.
After taking part in for simply 4 hours, Doom: The Darkish Ages went from being one thing I used to be vaguely inquisitive about to one among my most anticipated video games of 2025.
Doom: The Darkish Ages launches on May 15, and it’ll launch on Xbox Recreation Move for PC and Xbox Collection – but it surely’ll additionally come to PlayStation 5.