Doom Eternal: The Ancient Gods - Part One is Still the Hardest Thing You'll Ever Play

Doom Eternal: The Ancient Gods - Part One is Still the Hardest Thing You'll Ever Play

It’s been years since it dropped, but honestly, people are still reeling from how much Doom Eternal: The Ancient Gods - Part One absolutely kicked their teeth in. It wasn't just a DLC. It was a statement. id Software basically looked at everyone who said the base game was too easy and decided to turn the dial until it snapped off. If you think you're good at first-person shooters, this expansion is the ultimate ego check. It’s loud, it’s fast, and it’s arguably the peak of "push-forward combat" in the modern era.

Most people expected a victory lap. We’d already killed the Khan Maykr and the Icon of Sin, right? Wrong. The Slayer’s work wasn't done, and the power vacuum left in the wake of the base game’s ending turned out to be a massive problem for the entire multiverse.

Why the Difficulty Spike in Doom Eternal: The Ancient Gods - Part One Matters

The jump in challenge between the main campaign and this DLC is legendary. You start at full power. Every weapon, every rune, and every upgrade is already in your pocket. Because of that, the developers didn't have to hold your hand through a tutorial phase. They just threw you into the deep end with a brick tied to your feet.

The UAC Atlantica Facility—the very first level—is a masterclass in level design. It's beautiful, sure. The rain effects and the crashing waves look incredible. But the combat encounters are relentless. You’re dealing with double Marauders in cramped spaces. You’re fighting through mist where you can't see five feet in front of you. It’s stressful. It's meant to be.

Hugo Martin, the game director, often talked about "The Fun Zone." That’s the state of mind where you’re moving so fast and thinking so far ahead that the game feels like a dance. In Doom Eternal: The Ancient Gods - Part One, the "Fun Zone" is more like a "Survival Zone." If you stop moving for a single second, you're dead. Simple as that. The game forces you to use every single tool in your arsenal. If you're not swapping weapons every three shots or using the Flame Belch on cooldown, you aren't going to make it past the first arena.

New Enemies That Ruin Your Day

Let's talk about the Spirits. They are, hands down, the most polarizing addition to the franchise. These blue, ethereal ghosts possess existing demons, making them faster, tougher, and immune to faltering. You can't stun a possessed Baron of Hell. You just have to run. And when you finally kill the demon, you have to use the Microwave Beam mod on the Plasma Rifle to destroy the Spirit itself.

It’s a brilliant, frustrating mechanic. It forces you to stand still in a game where standing still is a death sentence. That’s the genius of it. It breaks your rhythm.

Then you have the Blood Maykrs. These guys are a nightmare if your aim isn't pixel-perfect. They're shielded most of the time, only becoming vulnerable when they're about to launch an attack. You have a tiny window to land a headshot. It’s high-stakes gambling with your health bar.

The Story Nobody Seems to Agree On

The lore in Doom Eternal: The Ancient Gods - Part One went in a direction that surprised a lot of long-time fans. We went from "angry man kills demons" to a complex cosmic opera involving the Seraphim, the Father, and the literal creator of the universe.

We find out that Samur Maykr—the guy we knew as Samuel Hayden—isn't exactly who he said he was. His body is breaking down, a process called transfiguration, and he needs the Father's soul to fix it. But the Slayer, being the absolute maverick he is, decides to destroy the soul instead. Why? Because the Slayer doesn't want anyone—god or demon—ruling over humanity.

It’s a heavy-handed story, but it works because of the scale. Exploring the Blood Swamps of Hell and the pristine, decaying beauty of Urdak feels significant. You aren't just cleaning up a mess; you're rewriting the laws of existence.

Some players felt the "Space God" lore got a bit too "nerdy" compared to the heavy metal simplicity of the 2016 reboot. That's fair. But you can't deny the ambition. The ending of Part One, where the Slayer summons the Dark Lord only to find out he looks exactly like... well, himself? That was a massive "holy crap" moment for the community.

Level Design and the Blood Swamps

The Blood Swamps is arguably the best level id Software has ever designed. It’s gloomy, oppressive, and mechanically dense. The trial of Maligog at the end isn't a traditional boss fight against a giant monster; it's a puzzle-platforming combat gauntlet against a giant cube. It sounds weird. It is weird. But it works because it tests your mastery of the game's movement.

The environmental hazards here are brutal. You’ve got toxic spores, crushing traps, and sections where you have to stay inside a moving bubble to survive. It keeps you on your toes. You can't just rely on your muscle memory from the base game. You have to adapt to the environment.

The Soundtrack Vacuum

We have to address the elephant in the room: Mick Gordon wasn't there. After the public fallout between Gordon and id Software, many fans worried the DLC would sound "off."

Andrew Hulshult and David Levy stepped in, and honestly, they crushed it. They didn't try to be Mick. Hulshult brought a more traditional "industrial metal" feel that recalled the classic 90s Doom vibes, while Levy brought a cinematic, synth-heavy atmosphere. The track for the UAC Atlantica is an all-timer. It’s got that driving, rhythmic pulse that makes you want to punch through a wall. Is it different? Yes. Is it bad? Not even close.

Tips for Surviving the Onslaught

If you’re jumping back in or trying it for the first time, you need a plan. You can't just wing it.

  • The Microwave Beam is Mandatory: Don't sleep on it. You need it for Spirits. Upgrade it early so the explosion at the end of the beam actually does some splash damage.
  • Chain Hook is Life: The Meat Hook on the Super Shotgun is your primary traversal tool. Use it to fly over the heads of Heavies. Verticality is your best friend.
  • Manage Your Cooldowns: Treat your grenades and Flame Belch like a rotation in an MMO. You should always have something recharging.
  • Frag Grenades Over Ice: Ice Bombs are great, but in the DLC, many enemies (like the possessed ones) are immune to freezing. Get used to using Frag Grenades to falter groups of smaller enemies.

Doom Eternal: The Ancient Gods - Part One is a polarizing piece of media. It’s uncompromising. It doesn't care if you're frustrated. It demands perfection, and for a certain type of gamer, that’s exactly what makes it so special. It’s the ultimate test of the "Doom Dance," and even years later, nothing else quite matches its intensity.

To truly master the experience, focus on your weapon switching speed. Practice the "Precision Bolt into Rocket Launcher" combo. This high-DPS output is the only way to reliably take down the Super Heavies that the game starts throwing at you in pairs during the later stages of the Blood Swamps and The Holt. Mastery of the dash-recharge rhythm is also essential; never dash twice in rapid succession unless it’s to avoid a direct projectile, as you’ll need that second charge to reposition when a Hell Knight inevitably jumps at your face. If you can beat the trial of Maligog on Nightmare difficulty, you've officially reached the top 1% of the player base.


Actionable Next Steps

  1. Check your keybinds: If you’re still using the scroll wheel to swap weapons, stop. Bind your most important guns (Super Shotgun, Ballista, Rocket Launcher) to keys near WASD. You need instant access.
  2. Run the Master Levels: Before starting the DLC, play through the Arc Complex Master Level. If you can handle that, you’re ready for the UAC Atlantica.
  3. Watch the "Unity" Speedruns: Even if you aren't a speedrunner, watching how pros move through the Blood Swamps will teach you lines of sight and movement tech you never considered.
  4. Focus on the Spirit: In any arena with a possessed demon, kill that demon first. The Spirit is the highest priority threat on the board. Period.