Doom’s signature has been speed, rhythm, and brutality, yet Doom: The Dark Ages changes that formula in a way that’s split the community.
One of the biggest talking points is the drastic cutback of the Glory Kill system. It debuted in Doom (2016) and was enhanced in Doom Eternal. The mechanic played a key role in combat, offering players health and invincibility windows mid-fight.
But in Doom: The Dark Ages, that steady rhythm has been upended. Glory Kills haven’t been entirely erased, but they’ve been drastically scaled back—and to many longtime fans, it feels like the soul of combat has been diluted because of it.
The new system swaps out cinematic executions for a more streamlined approach, which id Software claims is smoother. You can still trigger kill animations in certain scenarios, such as jumping on stunned enemies or aiming at boss-like demons.
Still, the over-the-top, synchronized sequences are mostly removed. Combat now focuses more on shield bashes, parries, and melee slams. These mechanics are fast, almost too fast, and while they support non-stop action, they also strip away the satisfying weight that Glory Kills once had.
Players now get fewer of those pause-and-savor-the-moment kill sequences, and more quick jabs that barely register before the next enemy spawns. For some, this change is refreshing.
It lets combat run smoother and avoids interrupting the pace with animation lock. It’s also arguably a better fit for the new medieval theme. The Slayer in Dark Ages is built like a war-hardened tank, charging headfirst into hordes and bouncing between parries and shield throws.
Unlike the more precise arenas of Eternal, the fights now feel messier, more chaotic, and on a bigger scale. With parrying windows, shield teleports, and bigger levels full of fodder demons, the game’s more about being aware of the battlefield and positioning than pulling off flashy moves.
However, it feels like the game puts too much emphasis on melee. The guns no longer feel as powerful, and the shield is now the primary focus, making it clear that gunplay, once the series' main draw, has been downplayed.
On higher difficulties, the lack of Glory Kill invincibility makes recovery harder unless you master the parry system, which isn’t always intuitive and can feel forced. Previous installments had health recovery linked to perfecting your Glory Kills between bouts of mayhem.
Now, recovery seems more like a rushed sprint across the map than a hard-won victory. For returning fans, Glory Kills were not only functional but also fun. Every kill was a treat, a short-lived spectacle of violence that made you feel invulnerable.
They offered visual variety, added momentum to the gameplay, and most of all, gave players a reason to get up close. That layer of satisfaction is missing for a lot of players this time around. In the end, Doom: The Dark Ages is still fun, still brutal, and still very much Doom in spirit.
But the decision to gut the Glory Kill system has divided the community, and the backlash is already loud. It’s possible that future updates will find a compromise, giving players the choice between classic and modern executions or expanding customization options.
Until then, it's obvious that something key has been lost in the process. The Dark Ages may still be Doom, but for a lot of fans, it’s Doom missing one of its most glorious parts.