4 problems I had with Doom Eternal that The Dark Ages fixed

1 month ago 2

Doom: The Dark Ages came out last month in May 2025, and boy did I love the heck out of it. Inarguably the strongest entry in the revived Doom franchise, Doom: The Dark Ages, The Dark Ages managed to feel fresh with new ideas, new weapons, and an overall new feel to the game.

Sure, I know that Doom Eternal remains one of the best first-person shooters ever made, and I myself loved a lot of it. Regardless, it wasn’t without its problems, and The Dark Ages happened to address most of them for me. As such, it has definitely become the superior Doom for me, thanks to these improvements.

 The Dark Ages.

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4 The weight of the Slayer truly comes through in Doom: The Dark Ages

Unlike Eternal, the Slayer isn’t monkeying around the map like he’s afraid of taking hits

One of my biggest gripes with Doom Eternal was how it treated the Slayer like some kind of space-age gymnast instead of a relentless force of nature. Monkey bars, double dashes, wall-climbs — at some point it felt like I was playing Prince of Persia: Hell Edition. The Dark Ages finally dials all that down, and thank the gods of Mars for that. Movement feels heavier, more grounded, and actually belongs in the brutal, medieval bloodbath that the game’s trying to be. Jumps aren’t just muscle memory anymore — they’re part of the rhythm and not a reaction test.

The best part? The monkey bars are gone. Wiped clean off the face of hell. And with them, so too goes the cluttered, floaty skyline of Eternal. Now, the towering spires, crumbling castles, and jaw-dropping gothic vistas take center stage. It makes the world feel lived-in and believable, not like some FPS-themed jungle gym. For me, this doesn’t feel like just a gameplay improvement. Instead, it comes off as an atmospheric upgrade, and a much-needed one, at that. I’m not zipping around like a ninja on Red Bull anymore — I’m stomping and thumping through hell like a medieval god of war.

The key art from Doom Eternal

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3 Doom: The Dark Ages presents a clearer narrative

From beginning to end, things are much easier to follow in the new Doom game

As soon as Doom Eternal started, we realized that there had been a two-year gap between the events of the game and that of the previous 2016 installment. Sure, no problem. However, when things got going, there was just so much going on the entire time, from Hell Priests to Maykrs, from Mars to Urdak, that it became almost impossible to keep track of things. Now, I’ll be the first to admit that I don’t really play Doom for the story. I play it for the gratification of shooting demons in the face, and Doom Eternal does that perfectly.

However, in Doom: The Dark Ages, the narrative is set, paced, and written so well that it becomes hard not to compare it with its predecessor. There’s a clear beginning, middle, and end to this story, with one main antagonist to focus on. Not only does the narrative in The Dark Ages keep things simple, it also keeps them easy to follow. Consequently, it all comes together to build a better-flowing narrative.

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DOOM

Released May 13, 2016

ESRB M For Mature 17+ Due To Blood and Gore, Intense Violence, Strong Language

Developer(s) id Software

Publisher(s) Bethesda Softworks

Engine id tech 6, id tech 5

Multiplayer Online Multiplayer

Franchise DOOM

 The Dark Ages.

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2 Ammo management is done far better in Doom: The Dark Ages

The new game doesn’t force players to constantly cycle through weapons they don’t like

One of my biggest gripes with Doom Eternal was how it practically bullied you into using every weapon in the game, whether you liked them or not. Thanks to a deliberately stingy ammo economy, you were always running dry, constantly forced to juggle your arsenal just to stay alive. But The Dark Ages doesn’t play that game. Instead of forcing me to cycle through weapons I don’t gel with, it gave me tools I wanted to use. The skull-crusher machine gun? Delicious. The shield saw? Even better. And of course, that classic Super Shotgun — delivering a perfect hit to the dome. Chef’s kiss, ladies and gentlemen.

Even on Nightmare difficulty or higher, I never felt shackled by arbitrary ammo caps. If I wanted to tweak the resource values so I could stick with my go-to tools, the game let me. No judgment, no pressure. And the best part? The weapons are so damn good across the board that I still found myself experimenting just for the thrill of it—not because the game cornered me into it. The Dark Ages doesn’t just manage ammo better; it respects how players actually want to play.

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DOOM Eternal

Released March 20, 2020

ESRB M for Mature: Blood and Gore, Intense Violence

Developer(s) id Software

Publisher(s) Bethesda

Engine id Tech 7

Multiplayer Online Multiplayer

Franchise DOOM

doom-dark-ages-gameplay-5

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1 The grittier art direction just hits harder

Eternal’s neon madness was cool, but this darker tone just makes more sense

Look, I get that Doom Eternal’s vibrant, saturated hellscapes had their own appeal — neon gore, glowing pickups, all that in-your-face energy. And to each their own, truly. But for me, The Dark Ages’ shift toward a grittier, moodier art direction just hits harder. The gothic architecture, the muted palettes, the bleak skies choked with smoke and despair — it all feels so much more aligned with the Slayer’s actual journey. This isn’t a power fantasy playground anymore. This is a brutal, ancient world of sacrifice, torment, and eternal war.

And that’s the point. The Slayer isn’t just some superhero with a guitar riff behind him — he’s a cursed, driven warrior walking a path of perpetual torment. The darker tone underscores that beautifully. From the haunting cathedrals to the shadowy dungeons, from the fiery landscapes of hell to the Lovecraftian depths of the Otherworld, everything just breathes weight and purpose. You feel the burden he carries. You see the rage, but also the sorrow buried beneath it all. I’m not saying Eternal’s art direction was bad — but The Dark Ages finally gives the Slayer’s saga the aesthetic gravity it deserves. It’s not just about looking cool anymore. It’s about making you feel the hell he’s trudging through.

doom-the-dark-ages-cover-art.jpg
DOOM: The Dark Ages

Released May 15, 2025

ESRB m

Developer(s) id Software

Publisher(s) Bethesda Softworks

Engine id Tech

Multiplayer Online Multiplayer

Franchise DOOM

doom-dark-ages-gameplay-1

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Doom Eternal was a wild, punchy, hyper-aggressive experience — and I still love it for what it was. But The Dark Ages feels like a real evolution. A game that understands when to hold back, when to let its world breathe, and when to really let the Slayer loose.

It doesn’t strip away Eternal’s core, but it trims the fat and delivers something leaner, heavier, and more meaningful. From the art direction to the weapon systems to the way it respects player choice, this is my kind of Doom. Grittier, moodier, and still brutally fun. Honestly? It’s everything I wanted.

And the absolute best part? The Dark Ages serves as a great end to one of the best trilogies in modern gaming. The new Doom trilogy spoils every player for choice — if you want methodical and well-placed action-shooting, you have the revived 2016 Doom. If you want balls-to-the-wall, frantic face-shooting action, there’s always Eternal. And if you want the perfect blend for both where you take a stand and command every arena you step in, you have The Dark Ages.

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