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Doom Enters Its Halo Era with Dark Ages

Author : Joseph
Apr 06,2025

During a recent hands-on demo of *Doom: The Dark Ages*, I found myself unexpectedly reminded of *Halo 3*. Midway through the experience, I was mounted on the back of a cyborg dragon, unleashing a barrage of machine gun fire across a demonic battle barge. After taking out the vessel's defensive turrets, I landed my beast atop the ship and charged through its lower decks, turning the crew into a gruesome mess. Moments later, the warmachine was destroyed, and I burst through its hull, leaping back onto my dragon to continue my crusade against the machines of Hell.

Fans of Bungie's iconic Xbox 360 shooter will recognize the similarities to Master Chief's assault on the Covenant's scarab tanks. While the helicopter-like Hornet has been replaced by a holographic-winged dragon and the giant laser-firing mech by an occult flying boat, the essence of the experience remains: an aerial assault transitioning into a devastating boarding action. Surprisingly, this wasn't the only moment that echoed *Halo*. Although the combat core of *The Dark Ages* is unmistakably *Doom*, the campaign's design seems to draw from late-2000s shooters with its elaborate cutscenes and emphasis on gameplay novelty.

A dragon assault on Hell's battle barge. | Image credit: id Software / Bethesda

Over the course of two and a half hours, I played through four levels of *Doom: The Dark Ages*. The first level, the campaign's opener, mirrored the tightly paced, meticulously designed levels of *Doom (2016)* and its sequel. The subsequent levels, however, introduced me to piloting a colossal mech, flying the aforementioned dragon, and exploring a vast battlefield filled with secrets and powerful minibosses. This represents a significant departure from *Doom*'s traditional focus on mechanical purity, instead resembling games like *Halo*, *Call of Duty*, and even old James Bond titles like *Nightfire*, which are known for their scripted setpieces and novel mechanics.

This direction is intriguing for *Doom*, especially considering the series once rejected a similar path. The cancelled *Doom 4* was set to resemble *Call of Duty* with its modern military aesthetic and emphasis on characters, cinematic storytelling, and scripted events. After years of development, id Software decided these elements didn't fit the series, opting instead for the focused approach of *Doom (2016)*. Yet, here we are in 2025, with *The Dark Ages* revisiting these ideas.

The campaign's rapid pace is punctuated by new gameplay ideas reminiscent of *Call of Duty*'s most innovative moments. My demo began with a long, elaborate cutscene reintroducing the realm of Argent D'Nur, the opulent Maykrs, and the Night Sentinels—the knightly brothers-in-arms of the Doom Slayer. The Slayer is portrayed as a terrifying legend, a nuclear-level threat. While this lore is familiar to *Doom* enthusiasts, the deeply cinematic approach feels new and reminiscent of *Halo*. This continues into the levels, with NPC Night Sentinels scattered throughout the environment, similar to UNSC Marines. Although they don't fight alongside you in the levels I played, there's a stronger sense of being part of an army, much like Master Chief leading a large force.

The introductory cutscene features significant character work, and it remains to be seen whether this is necessary for *Doom*. I personally prefer the subtle storytelling of the previous games, conveyed through environment design and codex entries, with cinematics reserved for major reveals, as seen in *Eternal*. However, the cutscenes in *The Dark Ages* are brief, setting up missions without interrupting the game's intense flow.

There are other interruptions, though. After the opening mission, which starts with pure shotgun slaughter and ends with parrying Hell Knights using the Slayer's new shield, I found myself in the cockpit of a Pacific Rim-like Atlan mech, wrestling demonic kaiju. Then, I was soaring on a cybernetic dragon, taking down battle barges and gun emplacements. These tightly scripted levels create a significant shift, introducing gameplay ideas reminiscent of *Call of Duty*'s most novel sequences, such as *Modern Warfare*'s AC-130 gunship mission or *Infinite Warfare*'s dogfighting. The Atlan is slow and heavy, making Hell's armies look like Warhammer miniatures, while the dragon is fast and agile, offering a different experience that feels far removed from classic *Doom*.

The mech battles are Pacific Rim-scale punch ups. | Image credit: id Software / Bethesda

Many of the best FPS campaigns thrive on this variety. *Half-Life 2* and *Titanfall 2* set the standard, while *Halo*'s mix of vehicular and on-foot sequences adds rich texture. However, I'm uncertain if this will work for *Doom*. Like *Eternal*, *The Dark Ages* is a complex shooter that demands constant attention as you weave together shots, shield tosses, parries, and brutal melee combos. In contrast, the mech and dragon sequences feel less engaging, almost like on-rails experiences with combat engagements resembling QTEs.

In *Call of Duty*, switching to a tank or gunship works because the mechanical complexity isn't far removed from on-foot missions. In *The Dark Ages*, however, there's a clear divide between gameplay styles, akin to a middle school guitar student playing alongside Eddie Van Halen. While *Doom*'s core combat will always be the star, when I'm battling a giant demon with a rocket-powered mech punch, I shouldn't be longing to return to the ground with a double-barreled shotgun.

My final hour of play introduced "Siege," a level that refocuses on id's exceptional gunplay but expands the typically claustrophobic level design into a vast open battlefield. The goal is to destroy five Gore Portals, reminiscent of *Call of Duty*'s multi-objective missions, yet it also evokes *Halo* with its grand scale and varied environments. This level challenges you to rethink the effective range of your weapons, use charge attacks to cover vast distances, and employ the shield to deflect artillery from oversized tank cannons.

Expanding *Doom*'s playspace can lead to unfocused moments, with backtracking and empty pathways disrupting the pace. I would have liked to see *The Dark Ages* incorporate the dragon more like *Halo*'s Banshee, allowing players to fly across the battlefield, rain down fire, and dive into miniboss battles to maintain momentum and integrate the dragon more seamlessly.

Despite the overall shape of the full campaign, I'm fascinated by the resurrection and reinterpretation of ideas once deemed unsuitable for the series. Little was known about the cancelled *Doom 4*, but reports suggested it featured scripted setpieces and an obligatory vehicle scene, much like the Atlan and dragon sections in *The Dark Ages*. Marty Stratton from id Software confirmed in 2016 that *Doom 4* was closer to *Call of Duty* with more cinematic elements and characters. Now, *The Dark Ages* brings back these elements with big boarding action setpieces, lush cinematics, a broader cast of characters, and significant lore reveals.

The core of *The Dark Ages* remains its on-foot, gun-in-hand combat, which nothing in the demo suggested would be anything less than the star of the show. It's another fantastic reinvention of *Doom*'s core. While I believe this alone could support an entire campaign, id Software clearly has other plans. Some of the new ideas feel mechanically thin, raising concerns that they might detract from the experience rather than enhance it. However, there's still much more to see, and only time will tell how these demo missions fit into the larger context. I eagerly await May 15th, not just to return to id's unrivaled gunplay, but to satisfy my curiosity: Is *Doom: The Dark Ages* a well-crafted late-2000s FPS campaign or a messy one?

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