Home News Doom's Dark Ages: A Halo Moment for the Series

Doom's Dark Ages: A Halo Moment for the Series

May 14,2025 Author: Audrey

I never expected *Doom: The Dark Ages* to evoke memories of *Halo 3*, yet here I am, recounting a thrilling hands-on demo with id Software's gothic prequel. Mid-demo, I found myself astride a cyborg dragon, unleashing a barrage of machinegun fire at a demonic battle barge. After obliterating its defensive turrets, I landed atop the vessel, charging through its lower decks and reducing the crew to mere red slush. Moments later, the warmachine was destroyed, and I burst through its hull, leaping back onto my dragon to continue my relentless crusade against Hell's machines.

Fans of Bungie's iconic Xbox 360 shooter will recognize the essence of 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 While the helicopter-like Hornet has been replaced by a holographic-winged dragon and the giant laser-firing mech by an occult flying boat, the core experience remains: a thrilling aerial assault transitioning into a devastating boarding action. Surprisingly, this wasn't the only *Halo*-like moment in the demo. While *The Dark Ages*' combat core is unmistakably *Doom*, its campaign design feels reminiscent of late-2000s shooters, with elaborate cutscenes and a push for gameplay novelty.

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

Over two and a half hours, I experienced four levels of *Doom: The Dark Ages*. The first level, the campaign's opener, echoed the tightly-paced, meticulously-designed maps of *Doom (2016)* and its sequel. The subsequent levels saw me piloting a colossal mech, soaring on the dragon, and navigating a vast battlefield filled with secrets and powerful minibosses. This marks a significant departure from *Doom*'s traditional focus on mechanical purity, feeling more akin to *Halo*, *Call of Duty*, and even old James Bond games like *Nightfire*, which thrive on scripted setpieces and novel mechanics.

This new direction for *Doom* is fascinating, especially considering the series once veered away from such elements. The cancelled *Doom 4* was envisioned to resemble *Call of Duty* in both its modern military aesthetic and emphasis on characters, cinematic storytelling, and scripted events. Id Software ultimately rejected these ideas for *Doom (2016)*, yet here they are, reimagined in *The Dark Ages* in 2025.

The campaign's rapid pace is punctuated with innovative gameplay elements reminiscent of *Call of Duty*'s biggest novelties. My demo began with a long, elaborate cutscene reintroducing the realm of Argent D'Nur, the opulent Maykrs, and the Night Sentinels—the Doom Slayer's knightly brothers-in-arms. Portrayed as a terrifying legend, the Slayer's presence feels like a nuclear-level threat. While this lore will be familiar to *Doom* enthusiasts, its deeply cinematic presentation feels new and reminiscent of *Halo*. This extends to the levels, where NPC Night Sentinels are scattered throughout, akin to UNSC Marines, enhancing the sense of being part of a larger force.

The introductory cutscene's extensive character work raises questions about its necessity in *Doom*. I prefer the subtle storytelling approach of the previous games, conveyed through environment design and codex entries, with cinematics reserved for significant reveals, as seen in *Eternal*. However, the cutscenes in *The Dark Ages* serve their purpose well: they set up missions without disrupting the game's intense flow.

Post the opening mission, which began with intense shotgun battles and ended 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. Next, I was soaring on the cybernetic dragon, attacking battle barges and destroying gun emplacements. These tightly scripted levels introduce significant shifts in gameplay, reminiscent of *Call of Duty*'s iconic sequences like *Modern Warfare*'s AC-130 gunship mission or *Infinite Warfare*'s dogfighting. The Atlan is slow and heavy, while the dragon is fast and agile, each offering a unique experience far removed from classic *Doom*.

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

Many top FPS campaigns thrive on such variety, with *Half-Life 2* and *Titanfall 2* setting the standard. *Halo*'s enduring appeal lies partly in its mix of vehicular and on-foot sequences, providing a rich texture. However, I'm uncertain if this approach will work for *Doom*. Like *Eternal*, *The Dark Ages* offers a complex shooter experience, demanding constant attention as you juggle shots, shield tosses, parries, and brutal melee combos. In contrast, the mech and dragon sequences feel less engaging, almost like on-rails 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, the disparity between gameplay styles is stark, akin to comparing a middle school guitar student to Eddie Van Halen. When battling giant demons with a rocket-powered mech punch, I found myself longing to return to the ground with a double-barrelled shotgun.

The final hour of play introduced "Siege," a level that refocuses on id's exemplary gunplay but expands the typically claustrophobic *Doom* level design into a vast, open battlefield. The objective—to destroy five Gore Portals—mirrors *Call of Duty*'s multi-objective missions, yet it also evokes *Halo*'s contrast between interior and exterior environments. Here, the core shooter systems are given new context in larger spaces, requiring you to rethink weapon ranges, employ charge attacks to cover vast distances, and use the shield to deflect artillery.

Expanding *Doom*'s playspace can lead to unfocused moments, with backtracking and empty pathways disrupting the pace. I believe integrating the dragon into this level, much like *Halo*'s Banshee, could enhance the pace and make the dragon a more integral part of the experience. If such a level exists beyond what I've seen, it could be a game-changer.

Despite the mixed reception to these new ideas, the core of *The Dark Ages* remains its intense, on-foot combat. Nothing in the demo suggested it won't be the star, and everything I played confirms it's another fantastic reinvention of *Doom*'s essence. While I'm skeptical about some of the new, mechanically simpler sequences, I'm also excited to see if id Software can successfully integrate these elements into the modern *Doom* formula. I eagerly await May 15th, not just to revel in id's unmatched gunplay but to see if *Doom: The Dark Ages* can deliver a cohesive late-2000s FPS campaign or if it will be a messy one.

LATEST ARTICLES

09

2025-07

"Wall World: Tower Defense Roguelike Now on Android"

https://imgs.51tbt.com/uploads/93/174039844967bc5f7134461.jpg

Exciting news for fans of innovative mobile gameplay—*Wall World*, the tower defence roguelike from Alawar Premium and UniqueGames Publishing, is now officially available on the Play Store. After successful launches on PC and console, this uniquely crafted title has finally arrived on mobile, bringi

Author: AudreyReading:1

09

2025-07

Clair Obscur: Expedition 33 Preorder Details and DLC Revealed

https://imgs.51tbt.com/uploads/54/67fc7a5e1e16f.webp

Clair Obscur: Expedition 33 DLC InformationAs of now, Clair Obscur: Expedition 33 has not announced any post-launch DLC plans. The only additional content confirmed at this time is included in the Deluxe Edition of the game. It is currently unknown whether this extra content will become available fo

Author: AudreyReading:1

09

2025-07

Mecha BREAK to Unlock All Starting Mechs After Feedback

https://imgs.51tbt.com/uploads/29/174307683167e53ddfe3431.png

Mecha BREAK, the multiplayer mech combat game, recently wrapped up its open beta on Steam, drawing in over 300,000 players and securing its place as the 5th most wishlisted title on the platform. Following this successful test phase, developer Amazing Seasun has been actively reviewing player feedba

Author: AudreyReading:1

09

2025-07

MLB Rivals Teams Up with Baseball Hall of Fame to Feature Game Legends

https://imgs.51tbt.com/uploads/22/6837f8270b6ad.webp

In the latest update to *MLB Rivals*, the game swings into history with a major collaboration between Com2uS and the National Baseball Hall of Fame and Museum. This landmark partnership introduces 17 legendary player cards, each representing some of the greatest names to ever step onto the diamond.

Author: AudreyReading:1