Doom: The Dark Ages, huh? It’s like this wild, medieval twist on a game series that seriously, has never been afraid to mix things up. You know, when they first announced it, my mind was like, “Wait, Doom… with swords?” It seemed a bit—what’s the word—insane? But here we are, and honestly, it kinda works.
I mean, explore all these vast maps and there’s this whole new vibe. It’s less running and gunning, more like… wandering and whacking stuff with a big sword. And okay, not everyone digs that shift. But for real, there’s this new energy in the game that you just can’t ignore. id Software took this leap, and man, it somehow seems to be flying instead of landing with a thud.
Oh, and this side bit—Doom’s sales on Steam? Not blazing hot, they say. But seriously, are we even worried? It feels like there’s more to the story, you know?
Anyway, Doom 2016 and Doom Eternal already shook up how we think about Doom. Remember that whole thing with less ammo and more strategic chaos? Not everyone vibed with that. Different strokes and all that, right? Yet it still paved the way for The Dark Ages to go even further into, well, the weird medieval territory with dragons and mechs—yes, you read that right.
So, there’s like… a dragon you can ride, called Serrat, and this mech suit they named Atlan. Crazy fun. Plus, the parry system gives you this almost rhythmic dance with demons, if you can believe it. Though, this time around, they’ve tweaked the Glory Kills. They’ve kept it fresh by saving them for bigger guys, but hey, you can still beat the stuffing out of your usual demons.
Now, stepping back, did all these insane changes make it click for everyone? Probably not. But hey, maybe that’s part of the charm. Some love it, some don’t. And that’s the beauty. Doom: The Dark Ages manages this bizarre balancing act—bringing something new to the table without tossing out what fans already love.
Oh, and those ragged edges? That’s what keeps it interesting, right? You’re running through these levels—sometimes it’s like medieval madness, but then, just like in a good story, the act of playing becomes its own reward. Even if half the time, I’m thinking, “What even is this game anymore?” In the best way possible, of course.