Doom: The Dark Ages review – id Software gets medieval in a dramatic rewrite of the shooter’s rules
PC, PS5, Xbox; id Software/Bathesda SoftworksThis prequel takes a blunt force trauma approach to problem-solving and demon-killing, with a slower pace but more spectacular weaponryBilled as a prequel to id Software’s 2016 revival of Doom, The Dark Ages is about as different as it could be from its predecessors while remaining recognisably part of the series. Where 2020’s Doom Eternal was about speed and evasion, The Dark Ages emphasises standing your ground. Where Eternal involved picking off enemies one by one, The Dark Ages empowers you to obliterate dozens of demons simultaneously. Where Eternal saw you juggling rapid-fire weapons in a finger-cramping frenzy, The Dark Ages lets you solve most problems by hitting things ferociously hard. Ripping and tearing are out. Blunt force trauma is in.The kernel of The Dark Ages’ combat stretches back to the 1993 original, inspired by the slow-moving projectiles fired by enemies such as imps, cacodemons, and hell knights. The Dark Ages empowers most of its enemies to shoot such projectiles, making its interdimensional battlefields glow with drifting fireballs, scudding orbs and floating energy barriers. Continue reading...

PC, PS5, Xbox; id Software/Bathesda Softworks
This prequel takes a blunt force trauma approach to problem-solving and demon-killing, with a slower pace but more spectacular weaponry
Billed as a prequel to id Software’s 2016 revival of Doom, The Dark Ages is about as different as it could be from its predecessors while remaining recognisably part of the series. Where 2020’s Doom Eternal was about speed and evasion, The Dark Ages emphasises standing your ground. Where Eternal involved picking off enemies one by one, The Dark Ages empowers you to obliterate dozens of demons simultaneously. Where Eternal saw you juggling rapid-fire weapons in a finger-cramping frenzy, The Dark Ages lets you solve most problems by hitting things ferociously hard. Ripping and tearing are out. Blunt force trauma is in.
The kernel of The Dark Ages’ combat stretches back to the 1993 original, inspired by the slow-moving projectiles fired by enemies such as imps, cacodemons, and hell knights. The Dark Ages empowers most of its enemies to shoot such projectiles, making its interdimensional battlefields glow with drifting fireballs, scudding orbs and floating energy barriers. Continue reading...