When I played the demo for *Doom: The Dark Ages*, I never expected it to evoke memories of *Halo 3*. Yet, there I was, riding atop a cyborg dragon, unleashing machine gun fire at a demonic battle barge. After obliterating the vessel’s turrets, I landed on the ship, stormed through its lower decks, and turned the crew into a bloody mess. Moments later, I burst through the hull on my dragon, continuing my onslaught against Hell's machines.
Fans of *Halo 3* will recognize the similarities to Master Chief’s assault on the Covenant’s scarab tanks. The helicopter-like Hornet has been replaced by a dragon with holographic wings, and the laser-firing mech by an occult flying boat, but the essence remains the same: an aerial attack leading to a brutal boarding action. Interestingly, *The Dark Ages* doesn't just stop there. While its combat core is unmistakably *Doom*, the campaign's design echoes late-2000s shooters with its elaborate cutscenes and novel gameplay elements.
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 mirrored the tight, meticulously designed levels of *Doom (2016)* and its sequel. The subsequent levels, however, introduced me to piloting a colossal mech, flying a dragon, and navigating expansive battlefields filled with secrets and minibosses. This shift feels like a departure from *Doom*’s traditional focus on mechanical purity, drawing parallels to games like *Halo*, *Call of Duty*, and even older *James Bond* titles like *Nightfire*, known for their scripted setpieces and unique mission-based mechanics.
This new direction for *Doom* is intriguing, especially considering the series once veered away from such elements. The cancelled *Doom 4* was set to resemble *Call of Duty*, with a modern military aesthetic, increased focus on characters, cinematic storytelling, and scripted events. Id Software ultimately scrapped these ideas for the more focused *Doom (2016)*. However, in 2025, *The Dark Ages* brings them back.
The campaign’s fast pace is interspersed with new gameplay concepts reminiscent of *Call of Duty*’s most notable innovations. My demo began with a lengthy cutscene reintroducing the realm of Argent D'Nur, the opulent Maykrs, and the Night Sentinels, depicting the Doom Slayer as a terrifying legend. This cinematic approach feels fresh and reminiscent of *Halo*. In the levels, NPC Night Sentinels, similar to UNSC Marines, are scattered around, creating a sense of being part of a larger force, much like Master Chief.
While I appreciate the subtle storytelling of previous *Doom* games, the cutscenes in *The Dark Ages* are used sparingly to set up missions without disrupting the game's intense flow. However, other interruptions come in the form of new gameplay segments. After the initial shotgun-heavy mission, I found myself in the cockpit of an Atlan mech, battling demonic kaiju, and later soaring on a cybernetic dragon, attacking battle barges. These scripted sequences echo *Call of Duty*’s novelties like the AC-130 gunship missions, but they feel less engaging compared to *Doom*’s core combat, almost resembling quick-time events.
![](/uploads/88/67eabc3c99176.webp>The mech battles are Pacific Rim-scale punch ups. | Image credit: id Software / Bethesda
Variety is a hallmark of many great FPS campaigns, as seen in *Half-Life 2* and *Titanfall 2*. *Halo* has thrived on its mix of vehicular and on-foot sequences. Yet, I’m uncertain if this approach will work for *Doom*. *The Dark Ages* remains a complex shooter with demanding mechanics, but the mech and dragon sequences feel less dynamic. The transition between gameplay styles is stark, making the scripted segments feel somewhat underwhelming.
In my final hour, I played a level called "Siege," which refocuses on *Doom*’s exceptional gunplay but expands into a large, open battlefield. The mission, involving the destruction of five Gore Portals, feels like *Call of Duty*’s multi-objective missions, yet it also evokes *Halo* with its scale and variety. This level requires players to adapt weapon ranges and tactics to the expansive environment, making for a compelling experience.
The downside of such expansive spaces is the potential for pacing issues, as I found myself backtracking through empty areas. Incorporating the dragon into these levels, similar to *Halo*’s Banshee, could help maintain the pace and integrate the dragon more seamlessly into the gameplay.
The return of ideas from the cancelled *Doom 4* in *The Dark Ages* raises questions about their suitability for the series. Were they always a bad fit, or did they just seem so because they mimicked *Call of Duty* too closely? While I'm skeptical, I'm also excited to see if id Software can successfully integrate these elements into the modern *Doom* formula.
At its core, *The Dark Ages*’s on-foot combat remains its strongest feature. Nothing in the demo suggested it would be sidelined, and it reaffirms *Doom*’s reputation for innovative and intense gameplay. However, the new elements introduced by id Software feel somewhat thin and might disrupt the experience rather than enhance it. As we approach the release on May 15th, I eagerly await to see if *Doom: The Dark Ages* will be a cohesive late-2000s FPS campaign or a disjointed one.