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Pass The Controller > PC > Doom: The Dark Ages Review
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Doom: The Dark Ages Review

May 11, 2025 16 Min Read
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Doom: The Dark Ages Review

Table of Contents

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  • What we said about Doom Etern
  • Score: 9
  • Captain Doom Slayer
    • DOOM: A Dark Age review screenshot
  • The tool of destiny
    • Mitchell’s favorite shooter
  • Doomazord Power

If there is one thing that destined for a name near the top of the list of first-person shooters, it is always boldly reinvented, one, super power, one-man army against the army of hell. Thirty years ago, we modernized our original old-school run and gun, then horror shooting games that included jump scares, and action shooting games that focus on the mobility of Doom Eternal in the 2020s. The Form of Destiny: The form that the Dark Ages undertake is actually very Unlike Eternity, it’s a game that ranks me as one of my favourite shooters of all time. In fact, it was so different that I was turned off at first by the heavy feel of movement, the lack of double jumps and air dashes, and the pure confusion of seemingly hundreds of enemies having a wide open field that was closed from all over me.

But after a few hours of over 20 hours of campaign, my Arsenal expanded and expanded the way the enemy diversified. By the end of it I was grinning like a fate that just picked up a super shotgun as it tore and tore it until it was done

What we said about Doom Etern

Overall, it’s not surprising that Doom Etern is excellent at following Doom (2016), but it’s fun to see how good Doom is in four years after playing more than 15 hours of campaigns. The eternal hints, specifically doom the hat, build on what modernized reboots into a breath of fresh air for the genre. Whether you’ve been playing destiny for years or decades, Doom demands your attention – Ryan McCaffrey, March 24, 2020 3/24/2020

Score: 9

Read the complete Doom Eternal Review

DOOM: Dark Ages’ campaign is to set the atmosphere of a dark sci-fi fantasy. We follow our strong, almost) Silent Doom Slayer before awakening at the UAC Space Station Stone Co in 2016. Of course, Slayer himself is nothing more than a mere Badassery vehicle. Instead, the story of the Dark Ages is to fill in the blanks in the universe of destiny, dive into the history of conflict between humans and demons, further embodying both the sentinel and the human faction defending God-like Meikle. And in that way, it is not only serviceable, but also does a good job of taking us both on a wide variety of hellish landscapes, including at least sci-fi-themed medieval castles, as well as a very welcome trip to the Lovecraftian-inspired universe.

This is the strongest fate story ever.

Perhaps the number one thing about this story is that it doesn’t feel like a mere killer against the unknown powers of hell. There are human companions at the heart of the plot. It feels like you’re fighting with humanity with the devil in this huge, all-out war. And there is the actual plot that includes the mystical Makel and their role in this conflict. This is the strongest fate story ever, even if it’s not the bar you need to double jump.

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Captain Doom Slayer

In addition to the settings, the big thing that Doom: The Dark Age separates from previous entries in the series is the addition of Slayer’s Shield and all the abilities that come with it. Now, rather than being forced to avoid damaging by constantly moving and flying around like a madman, you are often encouraged to be at risk with your shield when you are ready to block or deflect your enemy’s attacks. Red attacks can be blocked until the shield is exhausted. Also, all the green ones reflect along with timing guards, not only do they do a lot of damage, but can also stun most monsters that hit them. Even on the difficulty of nightmares, even when I did playthroughs, Parry’s timing was very Although generous, the good news is that you can tweak it, along with many other handy modifiers, just as you like on the menu.

DOOM: A Dark Age review screenshot

Another important shielding technique is the charging bash attack, which can be used to quickly close the distance between you and the enemy. Think of Super Shotgun’s Grapple in Doom Eternal, just faster, and can be used with any weapon. It’s in a relatively fast cooldown. This combination of being able to defend and block and stun both shields makes it really elevate Dark Age battles into the stratosphere by removing double jumps, quick dashes, fast weapon swaps and more, making them feel very fast and exciting. We get the best in both worlds in that this slayer is still very mobile, but it feels like an armored tank thanks to the big footprints and shock waves when landing from a big jump.

The Slayer is still very mobile, but feels like a heavy armored tank.

This doesn’t end with the Shield utility either. Eventually, you’ll also get the ability to throw away Captain America-style shields and quickly decapitate a large number of feed enemies at once. Or, if you use it against a larger enemy, it will continue to ring at them and neutralize them for a while. This is a very useful skill, but I found it to be particularly powerful against the enemy of Arachnotron, who likes to soak me the constant flow of unresurrected bullets. If they are not equipped, I can throw a shield to stop the fire and dash in.

These abilities are key to survival of almost every enemy of destiny. The Dark Ages have some kind of weakness. You can switch to a combat shotgun in particular, and put your hand-ren bullets in the mouth of a Cacodemon, then swap a rifle to shoot the gun from the Revenant, swap the super shotgun and the Bariste shots to quickly burst the looters and other large, serious enemies and more. You can find a way to become an absolute explosion without the need for APM level APM (action per minute) in StarCraft Pro.

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The enemy is mostly the usual suspects who were in most other destinies, and you have your Imp, the Order of Hell, the aforementioned Mankbi and Arachnotron, and even the Cyber ​​Demons who behave as you expect. Others have acquired new facelifts to better fit the new settings, like the mounts on which the demon shooter is riding him, and the new Cacodemon from the universe realm. The Dark Ages bring the wanderer back as mini bosses. Mini bosses have not been seen since Doom 3. Overall, the enemies have great breeds.

ID exponentially jacked the annoying numbers on the screen.

Speaking of enemies, it’s also worth mentioning that your ID has Exponentially I jacked awkward numbers on the screen compared to destiny and eternity. Get a view of the bird’s eye on the battlefield and it really looks like an all-out war with hell’s minions. This led to a bit of frustration for me early on, as it was often attacked by enemies from behind without warning, but it required some adjustments to the way I approached a particular combat encounter. I had to use a shield bash to make sure I was away from my back, in addition to getting engaged.

One notable omission from the Dark Ages is the iconic chainsaw that has been used since Doom 2016 as a way to instantly kill a single enemy and regain ammunition in the process. It has been replaced by all new melee systems that allow you to come near and become personal and engage in melee brawls that recover ammunition. While it’s satisfying to just watch Imp and other small enemies in half, this system is well suited to what the Dark Era is trying to achieve by sprinting towards battle again. Melee attack “ammunition” pickups are far more abundant in chainsaw gas than Doom 2016 or forever, with much less ammo.

The tool of destiny

As far as actual weapons go, dark ages do a lot with each weapon’s appearance, giving it an old-fashioned flavour, but the functionality is generally the same as what we’ve come to know and love from this series. All stubborns with satisfying punches are combat and super shotguns, attack rifles that shoot railspeaks instead of bullets, don’t call them plasma rifles), assault rifles that don’t call them plasma rifles, and weapons like a single sniper rifle, simply filling up an iron ball launcher. The only unique weapon in the bundle is the Skullcrusher Purverizer. This behaves like Chaingun, but with an incredible spread that can absolutely shred the foal enemies of the soccer field worthy. It’s a fun weapon that’s perfect for great at once at once with absolutely insane amounts of enemies in the Dark Age, despite having chosen to use shield throws to mow forage as you do so.

One interesting twist on how the Dark Age deals with that weapon is that all guns use the same ammunition type and have sister weapons that can be used by a hot-wapper with button presses. For example, there is a grenade launcher, along with a rocket launcher. In addition to the aforementioned grinders that cause slight damage to a large area, there is a muvager that collects fires to collect fires. It all leads to diversity with guns. And I was never forced to swap between weapons the same way I was in destiny forever, but I realized I was flying from gun to gun just because it was fun.

I still found myself flying from gun to gun just because it was fun.

But the absolute best part about the Dark Age toolbox is that this is the credits of the weapon designer for ID. This is true for all destiny games, so every gun retains its usefulness throughout the game. Certainly I have my favourites and might be drawn more to Super Shotguns, Rocket Launchers and Steel Shots, but once I get some upgrades, even the early weapons are relevant. If you have less armor, you can replace it with a combat shotgun upgraded to ignite enemies and drop armor fragments. If you need health, you can replace it with a Ravager to bleed Health Pickups. And if you need to neutralize your enemies while dealing damage to others nearby, you can throw your shield into the villain, shoot your shield, see the Ricochet of bullets, and hit everyone else.

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To sweeten the pot, all these abilities and weapons are sprinkled at a measured pace throughout the campaign. I didn’t even have a chance to get my gun out of date, as every level gives me new abilities of a new gun, my shield, or a new melee weapon.

Mitchell’s favorite shooter

Not in any order

And this need is what feeds my desire to explore and find both upgraded currency and traditional collectibles of destiny, such as Kaiger, weapon skin, and lore pickups. Appropriately, the Dark Age levels welcome their exploration with open arms. They all differ in size, but smaller stages are still larger depending on the standard of the series, and larger levels are Huge. They are a huge, open battlefield with plenty of secrets, challenge enemy encounters and some breathtaking views.

Doomazord Power

Disbanding all of the running and gunning is the giant mech battle and flight section that pilots the Slayer dragons. Yes, Doom Slayer has a dragon. Because why isn’t that? These sections are shallower than other dark ages, with mecha sections being nothing more than simple games like dodge, punch, punch, dodge, punch, punch, punch, etc. That being said, it’s like a turret sequence in that it’s short enough to be unable to drag the pace down, and at least it offers some cool moments with cutscenes that you’re going forward and following.

And then there’s the soundtrack: Holy Hell. If you played the game of destiny before you knew what to expect, then I was still happy with it. It’s another banger on the heavy metal soundtrack where I’ve returned to a certain level so that after defeating the campaign and turning back all the volume except the music, I’m back to a certain level so that I can hear it without being overwhelmed by all the sounds of the shotgun explosion, explosion, and the Devil of Death without being overwhelmed.

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