Doom: The Dark Ages - A Place to Stand, A Place to Bleed

Crew MotorfestCrew Motorfest
6 min read

There is something grotesque about the way the cathedral stones bleed, and not metaphorically. Underneath these stones, ichor seeps through the slabs like the very foundations of reality are exsanguinating. The atmosphere is thick with saturated, fungal dampness, and somewhere beyond my peripheral vision, something colossal shrieks in wrath. Not agony, but a feral, furious scream as if recalling what was stolen from it—the kind of haunting, immersive world that makes fans eager to buy cheap games that dare to be this bold.

This isn’t the Hell filled with ritualistic technology and argent crucibles. This is older. This is before. In this cursed age, I am not a runner or a jumper. I stand. I withstand. From the first moment the Slayer steps off a broken sarcophagus, you feel a new form of violence. You no longer pray for mobility; now, prayer is a shield. There is no grenade wheel, no desperate bunny hop to safety. Only the cruel crunch of armored steel, the cold crossbow fire that roars like thunder trapped in a cathedral bell.

A Graveyard is a Codex

I don't speed through rooms. I sift through them. Each chamber is a reliquary. Statues shrouded in chains, half-carved inscriptions on dying stone. Flame-licked banners hang like skin flayed from a corpse, suspended from parapets. These people, what did they believe in? What did they fear?

A codex murmurs like a half-buried priest. It aids but does not answer. A shattered noble order, fractured by something worse than war. Not lore for its own sake, but mourning. These people forged their fortresses to weather eternity, only to have eternity shatter.

Every entry is a jigsaw fragment of an encounter with a Shattered mirror. The Sentinels, once lion-hearted, seem to be overtaken by zealotry, splintered across time. Their priests may have disappeared, yet their temples endure bearing dumbfounded reproaches towards the sky gazing. I gently rubbed my fingers clad in a gauntlet across the reliefs, they don't share the truth with me, but they wish to do so.

When I walk into a room at times, I enter a trance. Not for edits. Not for logs. Nothing other than for a gaze. A blood drenched altar adorned with dozens of small pilfered skulls arranged into spirals. A collapsed tower bell caught in place, mid-collapse. The world has perished, but it captures dreams vividly.

Weapon as Doctrine

It has been engraved onto the bones: the game isn’t trying to see the past, but rather, embracing it. Combat has taken a new angle. The shield which acts as a bludgeon, needs composure. It punishes panic. Avoiding is not an option, engaging is the only route. Softer, no. The pace is gentle, like in ancient combat. Form, Strike, and Dominate.

That shield remains ravenous It appears that you are not parrying to defend but rather retorting. You catch an axe that’s set ablaze mid-swing, then decimate the balance of the person who threw it. At that instant, the game reveals itself akin to a sacrificial dagger slicing through parchment skin.

The BFC, that accursed crossbow, bears burdens both weighty and sinful. It unleashes heretical fire as well. Each bolt is seemingly blessed with anger, tearing through armor and flesh like the last utterance of a divine conflict. While it does not substitute for the BFG’s pageantry, it fits this era. Doom revolves around rhythm, and this one chants in guttural verses, not synth-wave.

There is, however, something more deeply 'missing. Glory- kills-- serving too long as the punctuation and rhythm of the dance-- are now muted, dull, and predictable. Angled and measured. Like ritualized assassinations rather than ecstatic mayhem. I don’t have to like it. I understand why. I recall the balletic fury of Eternal. Here, the choreography is interrupted.

Iron Age: Exploration

I completed the war. All of it. Eighteen hours of judgment in Nightmare mode and three-quarters of the secrets wrested from their stone coffins.

But I was exhausted. Not from the enemies; those are never dull. The sheer act of slaughter still roared in the fifth cathedral siege or the umpteenth subterranean ossuary choked with bone serpents. Instead, the levels… they: sprawled. They: wandered. And I: followed.

Yet, discovery in DOOM must be an awakening and not an obligation. It must sharpen focus, not unfurl it. Here, every collectible is more than a narrative ornament—it’s a story, a milestone, and an advantage. Shadows became my only focus. Not out of intrigue. Rather, out of necessity.

I uncovered an angel's visage shattered and an eyeless bell that would chime only once. Like drowning in lost hymns, these moments still managed to weave fragments of meaning. But too often, I stumbled upon yet another rune shard, yet another fragment of currency to fit into a buy menu. The slow decay due to staleness nudged obligative force took hold.

That leaves us with this; I don't want DOOM to have me feeling as if I'm ticking off tasks on a list. Allow me to discover the world instead of forcing me to monotonously grind through it.

The Weight of the Crown

A still broken and dark triumph. This is where the triumph resonates. “The Dark Ages” does not seek to compete with its earlier timelines, but entirely rethinks the scope. Every game is effectively a new child born from flames.

2016 serves as the recklessly beautiful brash progeny.

Eternal emerged as the hyper-kinetic poetic violent scholar in motion.

But We Call It “The Dark Ages”?

Apocalypse is already all-encompassing, and yet, “it” stands still unflinching with all the burden that comes along. There’s power in stillness, and this game understands that intangible grip as they call it “Holding Your Ground”. You are not the comet burning across the battlefield now, You Are The Tower That Will Not Fall.

The final admirably impressive opponent has fallen but remains mute- not to outbursts or grand gestures and neither to the theatrics but rather: to complete silence. In my case, everything exploded with a soft sigh post “The crossbow was exhausted”. I like to call it, the quiet breath after the chaotic storm the game doesn't allow players to dash through credits or screens; time untethered.

And in that instant, it clicked. It was never about pace. It was about recollection.

Final Thoughts: A World to Bleed In

DOOM: The Dark Ages isn't an album with the best songs of the series. Instead, it's a pilgrimage through ash and rust, a hymn shrieked by shattered choirs into a disinterested heaven. It doesn't always land. Some systems collapse. Some concepts linger too long.

But this is about feeling.

With too many games trapping themselves in a cycle of endless copy and paste echoes of other games, this one proudly alters the language of annihilation. No, it does not pursue the allure of yesteryear; instead, it questions, remolds, and explodes it open like a cranial vault to expose the mythos contained within.

0
Subscribe to my newsletter

Read articles from Crew Motorfest directly inside your inbox. Subscribe to the newsletter, and don't miss out.

Written by

Crew Motorfest
Crew Motorfest