The Slayer is back, but things look different this time. Gone are the high-tech corridors of the UAC Mars base and the neon-soaked skylines of a futuristic Earth under siege. Instead, we’re going back—way back. To a time of stone, steel, and fur. But the real stars of the show? The DOOM The Dark Ages demons. They look meaner. They look heavier. And honestly, they look like they’ve been pulled straight out of a medieval nightmare fueled by heavy metal and grime.
ID Software is pivoting. While DOOM Eternal was all about speed and dashing through the air like a caffeinated ninja, The Dark Ages feels grounded. Heavy. The demons reflect that shift perfectly. We aren’t just fighting the same old sprites with a fresh coat of paint. We’re seeing a primitive, brutal version of the Hellish hierarchy that predates everything we’ve played since 2016. It’s a prequel, sure, but the creature design suggests something much more ancient and primal.
The Return of the Classics (With a Medieval Twist)
You can’t have a Doom game without the staples. The Cyberdemon? He’s there, but he’s not the rocket-launching behemoth you remember from the later timeline. In the reveal trailer, we saw what looks like an earlier iteration of the Mancubus and the Arachnotron. These DOOM The Dark Ages demons feel less like lab experiments and more like biological horrors draped in crude armor.
The Mancubus, for instance, still has those iconic arm cannons. However, instead of sleek, high-tech plasma burners, they look like blackened iron furnaces strapped to its rotting flesh. It’s disgusting. It’s perfect. You can almost smell the sulfur and burnt grease coming off the screen. ID Software’s Hugo Martin has hinted in various interviews that the goal was to make the combat feel like a "bruiser" fight. You aren't dodging projectiles as much as you are parrying them with a shield and smashing skulls.
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And then there's the Baron of Hell. We’ve seen a version of him that looks absolutely lethal, sporting glowing green energy and a more "regal" but terrifying silhouette. It makes sense. This is the era of the Night Sentinels. The demons had to be tough enough to take on an army of god-like warriors in plate armor.
New Threats: The Mecha-Zombies and Beyond
One of the most striking images from the early footage is the sheer variety of fodder. We saw soldiers that look like undead knights, clutching shields and spears. They aren't just walking target dummies anymore. In The Dark Ages, these DOOM The Dark Ages demons use phalanx tactics. They huddle together. They try to poke you from behind cover.
Then there are the big guys.
The trailer showed off a massive, bipedal beast that looked like a cross between a dinosaur and a tank. It’s a far cry from the sleek "prowlers" of Eternal. Everything about these new enemies screams "weight." When they hit the ground, the screen shakes. When you hit them with your shield—the Shield Saw, which is easily the coolest weapon reveal in years—the sparks fly in a way that feels tactile and crunchy.
The Scale of the Conflict
We need to talk about the Atlan. While not a demon itself, the fact that the Slayer is piloting a giant mech to punch a kaiju-sized demon in the face tells us everything we need to know about the power scaling. The "Dark Ages" aren't just about swords and bows. It’s about cosmic-scale warfare. The demons we'll face aren't just lurking in hallways; they are sieging entire kingdoms.
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- Cybernetic integration is primitive. You’ll see wires and gears instead of microchips.
- The gore system is updated. Expect "heavier" chunks.
- Verticality is different. Since the Slayer doesn't have the same mid-air mobility, demons are designed to be engaged head-on.
Why the Design Shift Matters for Gameplay
In DOOM Eternal, the "fun zone" was about staying in the air. If you stopped moving, you died. The DOOM The Dark Ages demons are built for a "forward-momentum" combat style. Think of it like a 3D version of the original 1993 game, but with the aggression turned up to eleven.
The introduction of the Shield Saw changes the demon AI behavior. In previous games, a projectile meant "dodge." Now, a projectile might mean "parry." We saw the Slayer block a barrage of fire from a Revenant-like creature and then throw the shield to decapitate three imps in one go. This means the demons are being programmed with different "tells." You have to watch their limbs, not just the glow of their guns.
It’s a more intimate kind of violence. You’re close enough to see the stitching in their skin. Honestly, it's a bit of a relief. As much as I loved the high-speed chess of Eternal, there’s something cathartic about just being an unstoppable wall of iron.
Misconceptions About the Prequel Setting
A lot of people think that because it’s "The Dark Ages," we won’t see the iconic tech-demons. That’s likely wrong. The lore of Doom has always established that Hell is timeless. They steal technology from the civilizations they conquer. So, while the DOOM The Dark Ages demons look "old," they are still utilizing Argent energy. They still have mechanical parts.
It’s just "low-fi" tech. It’s steampunk meets Satanism.
Another big question is the presence of the Spider Mastermind or the Icon of Sin. While we haven't seen them yet, the "World Spear" lore from the Ancient Gods DLC heavily implies we’ll be seeing the origins of these massive entities. We are essentially playing through the history books of the Sentinels.
Preparing for the Hordes
When the game eventually drops, players are going to have to unlearn a lot of habits. You can't just dash away from every problem. You’re going to have to get comfortable with the Shield Saw and the flail. The demons are going to crowd you. They are designed to swarm.
If you want to stay ahead of the curve, start practicing your parry timing in other action games. The window for a successful block in The Dark Ages looks generous but critical. If you miss, these demons look like they hit twice as hard as anything in Doom 2016.
Actionable Strategy for Slayers
To get ready for the release, keep these points in mind:
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- Study the silhouettes. ID Software uses distinct shapes so you can identify a threat in 0.2 seconds. The new demons have wider bases and heavier shoulder silhouettes.
- Focus on projectile management. Since the shield is a primary tool, learn to track multiple incoming shots at once.
- Master the "Crunch." The gameplay is slower but more deliberate. Don't expect to "zip" around. You are a tank. Act like one.
- Revisit the Lore. Read the Codex entries from Eternal regarding the Sentinel Prime era. It outlines the specific battles you'll likely be playing through.
The wait for DOOM: The Dark Ages is going to feel long, but seeing the evolution of the DOOM The Dark Ages demons makes it clear that ID isn't just resting on their laurels. They are reinventing the wheel by making it heavier, spikier, and much more metal.
Keep an eye on official Bethesda channels for the next deep dive into the bestiary. Based on the trailer, we haven't seen even half of the horrors waiting for us in the pits of the past. For now, just know that when the time comes to jump back in, you'll need more than just bullets—you'll need some serious grit.
Next Steps for Gaming Fans:
Keep your eyes on the upcoming summer showcases for extended gameplay loops. Specifically, look for how the "Glory Kill" system has been adapted for the new medieval weaponry, as the animations for the DOOM The Dark Ages demons appear to be much more focused on crushing and blunt force trauma than the surgical strikes of previous entries. Study the enemy telegraphing in the 4K trailers to get a head start on those parry windows.