
Doom Eternal
Demons · FPS · Gore · Shooter · Fast-Paced
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Review
A single-player first-person shooter, set as a prequel to Doom (2016) in a medieval-flavored dark fantasy world. The combat is heavier and more grounded, with a shield you can use to block and parry. You also get melee weapons and vehicles, and the story explores the Slayer origins. Is it your kind of game?
Game Avant verdict
A confident, spectacular prequel that trades speed for weight and mostly wins the trade, even when its biggest set pieces outshine its combat loop.
By GameAvant · Published Sep 30, 2026 · Updated Oct 9, 2026 · 13 min read
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IGDB
85%
163 ratings
Steam:
88%
32,288 reviews
Fits you if
you want brutal, fast shooting with a weightier feel and a bit more story.
Skip it if
you prefer the acrobatic speed of earlier Doom games or dislike gore.
Availability
Steam
$49.99
Doom: The Dark Ages opens with a deliberately contrarian question for a series that built its modern reputation on speed: what happens if the Doom Slayer simply stops moving? Developed by id Software and published by Bethesda Softworks, it released on 15 May 2025 for PlayStation 5, Xbox Series X|S and PC as a prequel set generations before the events of Doom (2016) and Doom Eternal, finally showing the Unholy Crusade that both of those games only referenced in passing. Where Eternal turned every encounter into a mid-air resource-management puzzle, solved by dashing, meat-hooking and double-jumping between six systems simultaneously, The Dark Ages hands you a saw-edged shield, tells you to plant your feet, and asks you to read an incoming attack instead of dancing away from it. The story context matters more here than in any previous entry in the rebooted series. The Slayer is a weapon forged and handed to the Night Sentinels of Argent D'Nur by King Novik, deployed to fight a demonic invasion led by Prince Ahzrak, who wants an artifact called the Heart of Argent to seize total control over Hell's legions. The 2016 reboot and Eternal kept their protagonist an almost mute force of nature, his history told entirely through environmental storytelling rather than dialogue. The Dark Ages surrounds him instead with an actual court: Novik himself, his daughter and heir Commander Thira, and a roster of Sentinel officers who argue, plan, and die around him over the course of the campaign. It is the most narrative weight the modern series has ever carried, and that framing changes the whole rhythm of the game before a single demon is even engaged. Mechanically, the shield is the whole redesign in miniature. Blocking, parrying, and countering become the primary combat verbs instead of movement tech, and the saw-edged shield doubles as both defense and a ranged weapon you can throw and recall mid-fight. That stand-your-ground philosophy extends to some of the campaign's biggest set pieces, including large-scale battles that put the Slayer at a genuinely different scale than anything the series has previously attempted, closer to a one-person army clearing a battlefield than a single soldier working room to room. The trade is not without cost. The biggest, most spectacular sequences occasionally outshine the core combat loop they are built around, and some of what made Eternal's frantic, juggling combat so beloved is deliberately absent here by design, which will not sit well with everyone who came to the series for that specific rhythm. Taken as a whole, though, this is a confident, genuinely bold reinvention rather than a safe sequel, and after a full campaign spent standing firm against Hell's medieval armies, the gamble mostly pays off.
You may love it because
Standing your ground and timing a parry through the Shield Saw makes every fight feel like a duel instead of a dance.
It may frustrate you because
Anyone who mastered Eternal's air-dash juggling will spend the opening hours feeling like the game has taken something away rather than added something new.
You may love it because
Piloting the Atlan mech against a Titan or steering a cybernetic dragon through a demon fleet is the biggest spectacle id Software has ever built.
It may frustrate you because
Both sections reuse the same combat pattern each time they return, so their third or fourth appearance lands as filler rather than a highlight.
You may love it because
King Novik, Commander Thira and the Sentinels give the Slayer people to fight for, instead of a silent protagonist wandering empty ruins.
It may frustrate you because
The cutscenes and dialogue slow down a series that used to tell its story entirely through environmental details and audio logs.
13 min read
· By Game Avant
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