DOOM: The Dark Ages

DOOM: The Dark Ages

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Final thoughts on the game?
So, I completed the campaign a couple days ago now. leaving myself some time to really think and digest what I thought of the game.
Overall I really enjoyed it.
Though would have rather the mech and dragon parts weren't there, as they are just extremely boring and easy. Not to mention the decision on using turret sections?
But the thing that really got me is the lack of interesting large battles with lots of large hard hitting demons. Where other doom games could throw multiple big hitter demons at you, this one not so much...
Just seems to hit the same sort of fight every time. Lots of fodder enemies, maybe 3-4 big hitter enemies at a time. Then a boss type enemy. Rinse and repeat.
Also not a fan of the whole "Morale" depleting bosses. Old doom games = take out big guy who is doing the most damage first. In TDA forced to leave them until last, just an odd decision.
Also pretty much just used the fully upgraded super shotgun the whole time. It was far too strong compared to other guns.
It's an enjoyable game, and I think with a few changes could really be excellent (More projectiles/less tracking on some like in the old Doom games.) A version of this without the shield. More emphasis on the guns and a dash to dodge projectiles would be seriously excellent.
I would say personally for me the game is a step down from Eternal.

What were everybody else's thoughts?
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Showing 1-15 of 52 comments
Arhat May 19 @ 4:28am 
thrash
Honestly extremely mid. Balance is a complete mess, You have a number of weapons that are completely redundant. WAY too much ammo is available so theres no reason to experiment, weapons feel very unsatisfying to use. The Shield Saw absolutely carries this game, without that, this game would be mediocre.

Easily the worst of the reboot Trilogy.
I am probably the only person on Steam forums who can say I fragged all members of id software in Quake 1 on their own servers. I have been deep into their games since Wolfenstein 3d and have personally communicated with many of the classic members of id. I made levels and mods for all the Doom games and Quake games, none of them ever getting famous, but I worked on some big projects as an artist too. I am as big of an id software fan as there really is around these parts.

This game more or less doesn't exist to me. Sloppy RT only code, launch price, no movement toward enabling modding or mapping for users, Doomguy having a shield (??) and dragon QTE vehicle levels that belong in Xbox 360 era games like Bulletstorm

Hugo Martin has to go. What I don't understand is that they got so much of this right with Eternal. Just needed Eternal with fewer subweapons and less dialogue/codex. At least the "Slayer" (DOOM GUY is the only name he has) can finally rest now, since this game financially failed.

The launch price is actually an insult. It's a $50 game.
I enjoyed it.

The double barrel shotgun is really strong at close range, but every weapon is really strong when you upgrade them. Even the regular shotgun is really strong on higher difficulties because it is constantly feeding you armour.

Personally, I think the Impaler is also extremely strong. The empowered attack plus giving you ammo back on headshots makes it ridiculously good.

The ball and chain gun is also really, really strong. It easily rips through things as good as double barrel shotgun when it is fully upgraded, especially since it gets a full charge after a parry. It was my go-to in my first play through.

The rocket launcher I didn't like at first, but switching to the upgrade that gives you an empowered shot after the parry, combined with the fact the splash damage heals you after a parry, makes it very, very good. The other option tends to do more self damage since it is always active and just does a flat increase to splash damage all the time.

I still liked Eternal and the original first two Dooms more than this one, but I liked this game more than 2016, and I liked that game a lot.

The most negative things for me were some of the bugs. Such as, weird input issues with keyboard and mouse in some places, especially with the map... IE, trying to close the map with tab would open it again repeatedly on occasion; also when you open the map it acts as if you have left mouse button held down despite it not being depressed, causing you to move around on the map whenever you move the mouse. Simply left-clicking "fixes" it. Fortunately, I haven't had the crashing/performance issues some people have had.

Performance was good, graphics are good, story is... meh... but it's a Doom game, so I wasn't expecting much from the story. Music was weak for the series, but decent regardless. I found the music more monotonous and repetitive than even the original midi tracks from the original games.

I liked the mech/dragon sections as a break from the game's combat loop, but they're clearly not as robust or as enjoyable as the game's essential game play loop.

Even though I like it more than Doom 2016, I think Doom 2016 did the storytelling better than any other game in the series; the first person, unbroken perspective was a neat choice I haven't seen in many games with the exception of Half Life/Half Life 2. That being said, replaying Doom 2016 can be a bit annoying since you can't skip cut-scenes, which is a welcome addition that came in Eternal and this game.

Not much else to say; it's different and it took me longer to get into the game than the previous entries, that is, I found the first three or four hours of my first ~20 hour, casual play through on ultra-violence not as enjoyable as my first impressions as other games in the Doom series, but it picked up as I warmed to the combat and new mechanics.
Almaz May 19 @ 5:04am 
Originally posted by Swamp Fox:
Just needed Eternal with fewer subweapons
i don't agree with this. this could be a cool game without so much emphasis on story (although it's garbage), no mech/dragon/turret BS. just advance SYSTEMS of Eternal, no need to do Eternal 2. but instead we are at 2016 level again, where you can just take shotgun and 2nd skull crusher and faceroll the whole game, because they are too OP, and here goes shield runes and bfc
APN34Z May 19 @ 5:09am 
Sounds like you played it on easy mode, how long did it take you?
Last edited by APN34Z; May 19 @ 5:10am
space May 19 @ 5:11am 
Originally posted by Arhat:
thrash
it does thrash
Originally posted by Almaz:
Originally posted by Swamp Fox:
Just needed Eternal with fewer subweapons
i don't agree with this. this could be a cool game without so much emphasis on story (although it's garbage), no mech/dragon/turret BS. just advance SYSTEMS of Eternal, no need to do Eternal 2. but instead we are at 2016 level again, where you can just take shotgun and 2nd skull crusher and faceroll the whole game, because they are too OP, and here goes shield runes and bfc

Better level design stops you from "facerolling the game"

If you won't agree that at least having multiple grenades and multiple grenade buttons was too much, I can't respect your opinions on game design. I like Eternal's sub weapon system and how it worked, but it needed 1 less thing. Grenades don't fit doomguy. Doomguy rips your head off, doesn't throw a grenade. Indirect combat.
Миша May 19 @ 5:19am 
Good for Gamepass, trash for 80 euro.
Originally posted by Shnewell:
But the thing that really got me is the lack of interesting large battles with lots of large hard hitting demons. Where other doom games could throw multiple big hitter demons at you, this one not so much...
Just seems to hit the same sort of fight every time. Lots of fodder enemies, maybe 3-4 big hitter enemies at a time. Then a boss type enemy. Rinse and repeat.
Huge agree with this part. Previous new DOOM games all have very memorable encounters and arena design while in TDA I would be surprised if the average player could remember more than maybe 3 specific fights throughout the entire campaign (secret encounters excluded.) I think one time they put 2 of the big spider guys in an arena and that was kind of neat, I guess. It never feels like they go as far as they could with the encounter design, both in terms of difficult enemy usage and general layout variety.
Last edited by rambley enjoyer 73; May 19 @ 5:22am
Миша May 19 @ 5:27am 
Originally posted by rambley enjoyer 73:
Originally posted by Shnewell:
But the thing that really got me is the lack of interesting large battles with lots of large hard hitting demons. Where other doom games could throw multiple big hitter demons at you, this one not so much...
Just seems to hit the same sort of fight every time. Lots of fodder enemies, maybe 3-4 big hitter enemies at a time. Then a boss type enemy. Rinse and repeat.
Huge agree with this part. Previous new DOOM games all have very memorable encounters and arena design while in TDA I would be surprised if the average player could remember more than maybe 3 specific fights throughout the entire campaign (secret encounters excluded.) I think one time they put 2 of the big spider guys in an arena and that was kind of neat, I guess. It never feels like they go as far as they could with the encounter design, both in terms of difficult enemy usage and general layout variety.
Actually, the Spider boos is garbage.
Originally posted by Swamp Fox:
Hugo Martin has to go. What I don't understand is that they got so much of this right with Eternal. Just needed Eternal with fewer subweapons and less dialogue/codex. At least the "Slayer" (DOOM GUY is the only name he has) can finally rest now, since this game financially failed.
I don't blame Hugo Martin for the change in direction, i blame the fanbase.

People were upset to all hell about the "limited ammo" of Eternal because "They couldn't play how they wanted" which was Super Shotgun everything like a mindless zombie, something you could easily do in 2016, Dark Ages goes away from the limited ammo, experimentation of Eternal and back to the Super Shotgun everything, now with a shield.
Arhat May 19 @ 5:33am 
even with game pass I feel ripped off, I feel bad for people paying for this
Zerk May 19 @ 5:47am 
Just finished it last night on nightmare difficulty and it was pretty fun. I don't think I could in any way justify $80. I had a LOT more fun with a lot more content in Expedition 33.
Originally posted by Миша:
Originally posted by rambley enjoyer 73:
Huge agree with this part. Previous new DOOM games all have very memorable encounters and arena design while in TDA I would be surprised if the average player could remember more than maybe 3 specific fights throughout the entire campaign (secret encounters excluded.) I think one time they put 2 of the big spider guys in an arena and that was kind of neat, I guess. It never feels like they go as far as they could with the encounter design, both in terms of difficult enemy usage and general layout variety.
Actually, the Spider boos is garbage.
?
Wasn't talking about the quality of the spider enemies at all, I didn't really enjoy fighting them myself. I just thought that when they spawned 2 of them at the same time it made for an encounter that was at least memorable, because usually when this game spawns a big demon it'll be the only one in the fight (and also there probably won't be anything else in the arena at all except for maybe a few imps.)
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