'Doom: The Dark Ages' review: Goodbye parkour, hello Shield Saw
The developers have made it clear that their goal with The Dark Ages is to emulate the original Doom more than its recent iterations, with the focus on building a concise combat loop and making the Slayer feel like a living monster truck, rather than a Ferrari. After 12 hours with the game, I can say they've done precisely that, plus they've made everything around the Slayer about 666 percent more metal than ever before. Doom: The Dark Ages is an exciting return to form and a phenomenal evolution of a genre-defining series. Bethesda
Doom: The Dark Ages feels like an old-school Doom game in terms of combat, soundtrack and the Slayer's overall vibe, but it introduces fresh elements, including a razor-lined Shield Saw, a playable mech and dragon, detailed difficulty sliders, and expansive sandbox maps. I'm currently on chapter 12 of 22 and I've completely filled up my weapon wheel, maxed out multiple stats, solved a handful of puzzles, unlocked shield runes, played as a titan twice and ridden a dragon once. At this point I can feel the game's rhythm in my bones and, even with the modern touches, it's a familiar, catchy beat.
The shield is the most obvious addition to the combat loop and it's a core element of every encounter, allowing the Slayer to block, parry, rush forward and throw it out as a giant spinning sawblade. There are dozens of demon types, each with its own moveset and vulnerabilities, and the Shield Saw reacts to them in unique ways. Some enemies shoot out glowing red or green projectiles, and parrying a green one with the shield sends it back at the attacker, dealing heaps of damage. Throwing the Shield Saw like a boomerang sends it slicing through hordes of basic ghouls, catching them on the way there and back. Or, it just embeds and spins in the flesh of mid-size monsters, interrupting their attacks until you recall it. It can also shatter bullet-heated armor and vaporize whole groups of infantry imps hiding behind their own red-hot shields. You can lock on to most enemies with the shield and then press the attack button to rush forward, stunning or exploding the targeted demon and its nearby buddies. On top of functioning as a cross-map dash move, the Shield Slam is critical in taking down midbosses that favor ranged weapons, forcing them to put away their guns and make parryable melee attacks. Bethesda
The Shield Saw, heavy and dangerous, quickly becomes the Slayer's natural companion, and in combination with the gauntlet or flail, your melee weapons, it's a twitchy, deadly force. There are 10 main guns to unlock, each more hellish than the last, and they support a range of playstyles, from spray-and-pray to precision headshots and elemental damage. Based on early footage of The Dark Ages , I thought the Pulverizer was going to be my favorite gun because it looked like a powerful crowd-control tool and it had an actual human skull in the middle of it — but as it turns out, the Chainshot is my weapon of choice. It shoots out a heavy metal ball on a chain and deals significant damage with each hit, and I love that it can also kill demons as it's retracting. There are upgrade trees for each weapon, plus a range of Shield Runes to unlock. Let me put it this way: None of the guns in The Dark Ages are underpowered. Feel free to pick your favorite and go all in.
The Slayer's weapons and attacks work symbiotically, building a complex rhythm of parrying, repositioning, shield throws and gunfire. The battlefields are littered with glowing piles of ammo, health and overshields, and the sounds that accompany their pick-up are charmingly familiar. These items pop out of demons as they take damage, keeping you alive, just barely, even when surrounded by enemies. There are entire levels built out of relentless combat, with large-scale fights around every corner and the sound of guttural, demonic groans constantly echoing across the wastelands. The Slayer feels like a tank made out of pure muscle, but he runs, dodges and attacks like an athlete a quarter of his size, and the combination of heft and responsiveness is just right. The Slayer is a bleeding, breathing weapon and in The Dark Ages , he really feels like it.
But, if he ever feels less than godlike, you can fix that. The Dark Ages introduces a detailed difficulty slider that allows you to fine-tune the action straight from the pause menu. There are four difficulty settings — Aspiring Slayer, Hurt Me Plenty, Ultra-Violence and Nightmare — and from there, 10 elements to adjust, like enemy aggression, parry window size, enemy projectile speed and daze duration. Bethesda
I started on the Hurt Me Plenty setting and quickly found it to be too easy, so I bumped my experience up to Ultra-Violence. I eventually hit a wall with one battle that I couldn't seem to beat, and I was deflated, on the verge of acute frustration. I didn't want to lose the tension that I was enjoying so much until that moment, so I left the main difficulty setting alone, and slightly increased my damage and the effectiveness of resources. This was just enough to push me over the edge, and I slid right back into a demon-slaughtering flow, feeling like a badass again. With The Dark Ages , id Software has built a thoughtful and rich customization system, and it's a quality-of-life feature that I can see being replicated in other similar games. And, remember, it works both ways — on top of making fights easier, it can also turn any battle into an overwhelming hellscape. You know, for fun.
The Dark Ages is the largest Doom game id has ever made, and it's also the most gorgeous. In the first 12 hours alone, I've encountered battle-worn medieval castles overlooking ravaged kingdoms, mazelike underwater regions, floating ships made out of giant bones, and, of course, the wastelands of Hell, covered in juicy, intestinal growths, gothic fortresses and rivers of fire. There are a handful of secrets hidden in every level, and exploring the terrain is just as much a part of the gameplay as demon-slaying, a feature that I enjoy immensely. The character designs are also luscious: There's a marshmallow-like corpo alien and its floating, tentacled workforce; King Novik wearing heavy armor everywhere except over his rippling pecs and abs; and Prince Ahzrak, an ambitious demon with a pale face, slender horns and high-collared blood-red robes (a look that I would love to see replicated on Dragula , in fact). The classic enemies, updated but grotesque as ever, are a delight to both see and kill.
As far as I've seen it, the story is appropriately epic and surprisingly coherent, with plenty of high-stakes missions and a clear Ultimate Villain. I'm already anxious for our final encounter, which I'll take as a good sign. Bethesda
There are two new elements in The Dark Ages that I haven't discussed yet, even though they're both literally huge: the titan and the dragon. In certain levels only, you're able to control a mech-sized Slayer to fight giant demons, and you're separately able to hop on top of a vicious, armor-plated dragon and fly it through the sky. These moments are fun and they offer a brief break from the standard horde-hunting action, but largely, I don't think they're necessary. When I think about my time with The Dark Ages so far, I tend to forget about the titan and the dragon. They're simply overshadowed by the satisfaction and strategy built into the moment-to-moment gameplay, plus the layers of customization and all of the Satanic beauty on display. I'm not mad that I can pilot a mech and ride a dragon in the newest Doom game, but I am kind of meh about it.
The Dark Ages is blood-soaked and beautiful. Even though some of its largest new elements are actually its least relevant, the game's focus on crisp combat, customization and twitchy shield play makes it a well-rounded romp through the bowels hell. The Dark Ages is a bright spot in Doom history.
Doom: The Dark Ages will hit PC, PlayStation 5 and Xbox Series X/S on May 15.

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles

Engadget
6 days ago
- Engadget
Heretic and Hexen have received a surprise remaster from Nightdive Studios
Nightdive Studios and id Software have announced a surprise remaster of fantasy shooters Heretic and Hexen . The games are now available for modern consoles in a new release, dubbed Heretic + Hexen, that includes support for co-op, cross-platform multiplayer and community-published mods. Heretic + Hexen combines Heretic: Shadow of the Serpent Riders , Hexen: Beyond Heretic and Hexen: Deathkings of the Dark Citadel into a single bundle. On top of making the updates necessary to get the games running on Xbox, PlayStation and Switch, Nightdive also created "two brand new episodes" to play through called Heretic: Faith Renewed and Hexen: Vestiges of Grandeur that include new levels inspired by the original games. When they were first released in 1994 and 1995, respectively, Heretic and Hexen featured the novel pairing of Doom -inspired first-person action, with rudimentary RPG elements like character classes and an inventory. The games helped put developer Raven Software on the map not long before it went on to create games like Quake 4 and Wolfenstein for id Software. Nightdive Studios has worked on other id Software remasters, but the idea of remaking or rereleasing Heretic and Hexen has been in the cards for quite a while. Microsoft completed its acquisition of ZeniMax Media, the parent company of the games' original publisher id Software, in 2021. Microsoft Gaming CEO Phil Spencer was on the record as recently as 2023 as being interested in rereleasing both games. It took a couple years, but the remasters finally happened. Heretic + Hexen is available now for Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, PC and Xbox Game Pass Ultimate subscribers. If you already own any of the original versions of the games, you'll get upgraded to the remastered bundle for free.


Forbes
05-08-2025
- Forbes
The Future Of AI In Gaming: What's Here And What's Next
Decades before AI became a big deal, the 1983 movie WarGames portrayed a mainframe computer supposedly using artificial intelligence to play a game of thermonuclear war. It accessed huge databases, ran automated simulations without human oversight, and (finally) learned that playing with nuclear weapons isn't such a great idea. Setting aside the two now-tired tropes—that computers can turn on us and that only teenagers know how to use them—it was a fascinating early glimpse into how video games, or at least computers that play games, might use artificial intelligence. Now AI-based advancements in games are accelerating. Game developers are using AI to make games more realistic, more complex, and more challenging. However, it's not all fun and games: AI also brings a few downsides, including impacts on the game-development industry, privacy issues, and—potentially—great increases in energy consumption. Shall we play an AI game? AI, using a very general definition, has been in games for decades, and some of the common AI-based elements include the following: Leveling up with AI While games have long been vehicles for pushing the boundaries of computing and creativity, not all game types take advantage of AI. Julian Togelius, associate professor in the department of computer science and engineering at New York University (NYU) and director of NYU's Game Innovation Lab, says popular games such as Doom, Quake, and Wolfenstein from the 1990s have certain designs and features that are expected of such first-person shooters, and that such games don't really benefit from using AI. 'If you took Doom and put some super-fancy AI into these games' monsters, what difference would it make?' Togelius says. But AI can make other games more interesting. Ubisoft, a large game developer and publisher, incorporated generative AI features into a prototype role-playing game, in which a large language model (LLM) improvises dialogue for NPCs on the fly. And, in September 2025, a startup called Ovomind plans to release a wristband that will measure players' physiological responses. It will identify emotions such as excitement and stress, and use AI to create-personalized experiences. Togelius suggests that augmented reality gaming, wherein digital content is combined with real-world content, is a good prospect for more innovative, immersive AI-based gaming. One early example is Pokemon Go, in which players use mobile phones to locate and capture virtual Pokemon characters in real-world settings. The game uses only location information, Togelius points out. He notes, 'There are definitely huge potential uses for AI in converting the world you see in front of you into game content.' (Most of the glasses still make you look like a total geek, though.) AI in gaming challenges Even though AI can make games more challenging and immersive, there are also downsides. Take personalization, for example. 'Games that can adapt themselves to you and produce a new, interesting world that it knows is interesting to you … that's going to come,' says Togelius. But it can also go too far. 'Some people would think it's extremely creepy.' Games have also been called out over concerns about data privacy and manipulation to encourage spending within games. Furthermore, when incorporating AI and its underlying LLMs into games, developers have to think about consoles' limited memory. Most can't run an LLM locally, says Togelius, nor is it cost-effective to engage the model from a remote server. The $50–$75 people pay for a game doesn't cover the incremental cost to power the data center that would host it. 'But I do think LLM-based non-player characters will come,' Togelius says. AI is forcing changes to how games are developed, too, not all of which are welcome. While more than half of respondents to a survey of game-industry workers said they use AI tools, others are concerned that—as in other industries—AI could replace workers. That fear has a basis: Microsoft, one of the largest game developers, recently announced huge layoffs in its gaming division. Generative AI tools can create stories, graphics, and other content by sampling the work of writers and artists (which some contend violates copyright protections). AI tools can also generate game code and perform the quality assurance (QA) testing. But Togelius, who also co-founded company that makes AI game-testing bots—maintains that QA, at least, is ideal for AI to handle. 'Game testing, well, it sounds like fun; you get to play games all day. Until you realize that you're playing the same scenario hundreds of times, trying to see if every potential subgoal can be released under various conditions, and every time they do an update. It's a really grueling thing, and not fun at all.' Ideas you won't find anywhere else: SAP Insights tells you what's new and what's next for your business. Original research, unique ideas, expert takes – sent directly to your inbox twice a month. Sign up now.
Yahoo
01-08-2025
- Yahoo
Sarah Michelle Gellar Begins Training Buffy Reboot's New Slayer — Watch
From the looks of a new video shared by Buffy star Sarah Michelle Gellar Friday, we'd say the new Slayer-in-training has… potential. In the new Instagram reel, Gellar and Ryan Kiera Armstrong (aka, 'Warrior 1 and 2,' per the caption) can be seen preparing for battle, as both women work their bodies to the max in preparation for vampires, demons and the forces of darkness. It looks like quite a full workout, too! Squats, arms, lunges. Giles would be so proud. More from TVLine Casting News: Buffy Reboot Adds Love Interest, Book of Mormon Reunion and More In Bloody-Good Spartacus: House of Ashur Trailer, a Gladiatrix Enters the Arena! - Watch Buffy the Vampire Slayer Reboot Adds 5 - Including Severance and Frasier Vets Gellar captioned the video (that was set to the tune of 'The Warrior' by Scandal featuring Patty Smyth) with, 'We don't sweat… we sparkle.' Watch the Slayers' training clip in full below. The Buffy sequel series pilot was formally announced in February, with Armstrong's casting following in May. Though not many character details are available as of yet, Armstrong's Nova is said to be more Willow than Buffy, and she'll most likely have a Scooby gang of her own in new characters Gracie, Larkin and Hugo. The reboot pilot has also cast Kingston Vernes in the potentially recurring role of Carson, 'a junior Olympian and popular student at New Sunnydale Academy' who takes notice of new slayer Nova following a life-altering event. Thoughts on the forthcoming follow-up? Let us know by dropping some comments! Buffy Reboot: 10 Characters We Need Back — and One We Don't View List Best of TVLine 'Missing' Shows, Found! Get the Latest on Ahsoka, Monarch, P-Valley, Sugar, Anansi Boys and 25+ Others Yellowjackets Mysteries: An Up-to-Date List of the Series' Biggest Questions (and Answers?) The Emmys' Most Memorable Moments: Laughter, Tears, Historical Wins, 'The Big One' and More