Doom: The Dark Ages' DLC is a true FPS triumph, and its developers deserve better
Now Playing | Revelations is an essential, and sadly also bittersweet, swansong for The Ages
The shield saw, the star of last year's Doom: The Dark Ages, was my favorite weapon in Doom's entire bloody history. Not content with just sticking a parry in Doom and going for lunch early, id Software instead delivered the world's deadliest beyblade. A merciless disc of death you could frisbee into a screaming demon, or boomerang through entire hordes. The slowest, most lumbering entry of the new-Doom trilogy also starred a 'shield bash' that sent you rushing across the battlefield and slamming into Hell's finest. Slow? Please. Sonic wishes he could move like this.
The shield saw should be patched into Dark Souls immediately. Every other shield in gaming should hang its non-head in shame. What I'm basically trying to get across here is that the shield saw rules. And within the opening hour of Doom: The Dark Ages – Revelations, the FPS' new DLC, id took my shield saw away and snapped it in half.
It's a bold new step forward for the Doom Slayer, but rather than developers being able to celebrate, the studio is already losing half its staff as part of Xbox's ongoing large-scale layoffs. That includes reportedly putting the future of the id Tech engine itself in jeopardy, and leading developers to question the value of Microsoft's purchase of ZeniMax, which included id owner Bethesda, back in 2021 in the first place. That's all before we even had enough time to tell you this Doom: The Dark Ages expansion is actually super rad. Turns out, big business can be more devastating than any BFG – and that's heartbreaking.
Sawly Missed
In our Doom: The Dark Ages review we said that "the joy of blasting cacodemons with a shotgun is never truly lost, and the over-the-top aesthetic will always elevate the experience".
The Doom Slayer has been sent to Hell-prison, you see, presumably on about four billion demon murder charges. He thankfully gets to keep all the spectacular guns from last year's game, including the one that sprays bone fragments of demon skulls, the shotgun that sounds like the Earth itself splitting in half when you fire it, and that wonderful chainshot that's essentially the grittiest reboot of ball-and-paddle ever.
While it's great to be reunited with all these magnificent murder-toys, the shield saw being taken away truly hurts. Last year this studio trained us to approach Doom in a whole new defensive way, and now it's ripped and torn that option out entirely. Even FromSoftware let us enjoy an entire trilogy of Dark Souls games cowering behind a shield before snatching it away with Sekiro. id barely waited a year.
So what replaces this divine disc of death? The new chain spear, which is so weedy in appearance compared to a shield/chainsaw hybrid that I thought the game was joking. It looks like the kind of thing the Doom Slayer would use as a toothpick.
The spear actually shares a surprising amount of the shield's functionality. You can hookshot onto obstacles on enemies, like the shield dash. It can parry green attacks, and it stuns enemies you lob it into – though this effect only lasts until its hookshot has finished dragging you towards your victim. Which means you'll now be standing right next to a monster who's no longer stunned and is ready to get revenge. Gee, thanks.
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Ah, but I soon discover that where I land is actually in my control. This isn't your bog standard videogame hookshot, wherein you latch onto where you want to go and then simply watch yourself get yanked towards it. No, you're able to swing left, right, and above as you're hooked forward, opening up some sublime new strategies.
The cacodemon, the floating megabrain that caused me so much misery in the main campaign, is now basically a hookshot launch pad for me to ascend myself to bullet heaven. I fling myself over it then unload super shotgun blasts into its grey-going-on-red matter the whole way down, landing in a fresh pile of its giblet-y remains. Bloody bliss.
Revelations also restores the much-missed dash button from Doom Eternal. Not being able to block isn't so bad when you can hurl yourself around or keep flinging yourself into the sky. Better yet, Revelations starts rewarding daring dodges as much as it rewards parries.
Death From Above
Last-second dodges fill a meter you can spend on executing special moves. I initially opt for a ground slam that damages anything stupid enough to be near where I land. That dash works in the air, too, so I can hook myself up and get an impressive amount of kills in before my feet ever get reacquainted with the ground. Doom has rediscovered its love of sending you airborne and developed a newfound romance with keeping you up there.
Properly engaging with the weapon wheel is friction I'd sorely missed.
Ammo scarcity, something I all but forgot about in The Dark Ages proper, constantly catches me out this time. Probably because all my ammo upgrades from the main campaign are gone, and Revelations is about as difficult as that game's third act right from the starting shot. Not being able to just rely on a couple of guns to get through an encounter, but actually properly engaging with the weapon wheel is friction I'd sorely missed. Oh, I have a weapon called the impaler! Good to see you, old friend. Sorry for, er, completely forgetting you existed. Um… has the shield saw asked about me at all?
Doom has also learnt how to keep a secret again. The Dark Ages' main campaign made the bizarre decision to put almost every collectable on the map screen. Then it had the audacity to cheer 'you found a secret area!' when you walked into the clearly signposted 'secret' area. Imagine if I showed you where my bathroom was and then bellowed "SECRET AREA FOUND" as soon as you entered it. You'd be baffled for a number of reasons. Revelations, somewhat ironically, knows to keep things under wraps so finding its secret areas and bonus pickups actually feel like achievements again.
You'll want to seek them out, too, to afford the excellent Chain Spear upgrades. There's Deflection, which makes the spear reflect back automatic weapon fire whenever you dash, the slayer twirling it like a dance baton (where was this in Lollipop Chainsaw?). Tormentor will spin you around an enemy you've got the hook of the spear buried in, perfect for filling them with lead. Upgrade Tormentor again and enemies will also drop ammo and catch fire during that process. Cowards are definitely onto something – shooting someone in the back is immensely satisfying. …What?
So, after a steep learning curve, the Chain Spear definitely won me over. But before it did, something odd happened. The saw shield came crawling back. A few hours in, Revelations returns the shield to you, and now you can switch it out with the spear whenever you want. I was really torn about this. Great as it was to have my favorite toy back, I respected the game a lot more when it locked me into a new playstyle.
Offense is the Best Defence?
The shield is essentially a safer, steadier bet. Whereas the spear, when used well, can end a brutal battle in seconds. The catch being it can also end the battle for you in seconds. Eventually, you learn when best to switch them out on the fly. Demons who fire automatic guns at me are no match for a spear which can deflect those bullets. Whereas near the end of a long, long onslaught of demons, I appreciate a quick breather behind the shield so I don't lose the last twenty minutes of progress.
Once I truly got a handle on the spear, the shield was reduced to mere cameos, but I still think the game would have benefitted from at least another hour of it being my sole option before tempting me back into the more familiar pleasures of the shield saw.
It's a minor pacing complaint with what's otherwise a terrific package, an inspired remix of Dark Ages and Eternal that's as exhilarating as Doom has ever been. It's beautiful, the story is… well, much less crap than the main campaign's, and the puzzles can actually be called puzzles this time without being laughed out of the room. Best of all, the core combat is about as good as FPS gunplay gets. Only Saros threatens this one's perch for single-player shooter of the year. I said single-player, Marathon stans. Put away your shield saws…
Imagine owning a studio that can make games of this quality, that last year got three million players on board, and then gutting them more viciously than a demon on the wrong end of a chain spear. Tragically, Xbox's cruel layoffs that are targeting 3,200 roles across several studios may have finally delivered the killing blow to the Doom Slayer. Let's hope Revelations isn't the swansong to a studio of such incredible talent.
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As well as GamesRadar+, Abbie has contributed to PC Gamer, Edge, and several dearly departed games magazines currently enjoying their new lives in Print Heaven. When she’s not boring people to tears with her endless ranting about how Tetris 99 is better than Tetris Effect, she’s losing thousands of hours to roguelike deckbuilders when she should be writing.
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