Doom: The Dark Ages excels in several areas of gameplay. The introduction of shield parrying is a fantastic addition to the FPS genre, and every weapon—particularly the classic shotgun—delivers both utility and enjoyment. The aesthetic and vibe of The Dark Ages resonate with me intensely. However, there are some aspects that I find less compelling, particularly during the segments where the Doom Slayer pilots a massive mech or rides a dragon-like creature with mechanical, neon wings. While these parts have their moments, they feel somewhat disconnected from the game’s overall parry-focused and FPS mechanics.
Controlling the Atlan mech gives off a strong Pacific Rim vibe. The towering robot stomps across the battlefield, crushing everything in its path. Its primary means of attack involves its fists, with occasional stomp moves mixed in. Interestingly, the decision not to equip the mech with a chainsaw shield is puzzling; incorporating the Doom Slayer’s parrying skills could have enhanced its melee combat against towering demons. Instead, the Atlan simply dodges enemy assaults, resulting in lackluster physical encounters that don’t capture the thrilling energy typical of the ground-based gameplay.
At certain moments, the Atlan will grab a massive weapon, and this is where its segments truly shine. Blasting demons into pieces is central to the Doom experience, and doing so as a mech is quite satisfying. However, it’s a bit strange that the weapon charges up by perfectly dodging attacks—this mechanic feels out of place for ammunition acquisition. Once the combat arena is clear, the Atlan discards the weapon, which was consistently disappointing. I found myself wishing I could continue blasting large demons!
In the end, the Atlan sections feel rather simplistic; they offer interesting concepts but lack solid execution, and the dragon segments are no better.
Controlling the mechanized dragon showcases the weaknesses of incorporating melee combat into The Dark Ages. At first glance, flying a dragon with laser wings sounds incredibly exciting. Yet, much of the gameplay in these sections involves the dragon hovering in place, waiting for enemies to strike, and dodging to charge its weaponry. Who would have thought that piloting a mecha dragon could feel so… tedious? The need to time perfect dodges just to deal damage to turrets—of all enemies—is a design choice that fails to create the excitement expected from such an epic setting.
I did enjoy the moments when the dragon swoops through the levels, engaging demon aircraft. These sequences felt like simplified versions of the core gameplay seen in space shooters, and an extended focus on these near-dogfights, without the dodging mechanic, would have significantly enhanced the mecha dragon levels.
Doom: The Dark Ages offers numerous standout elements, from its imaginative techno-medieval setting to the sheer fun of wielding each weapon, especially the chainsaw shield. However, these high points only accentuate the shortcomings found in the Atlan and dragon segments. Though they present intriguing ideas, they are held back by some baffling mechanical decisions. For future installments featuring a dragon in a Doom game, let’s hope it possesses the same power and excitement as the Doom Slayer himself.