- Primary Subject: DOOM: The Dark Ages – Revelations Expansion Analysis
- Key Update: Evaluates the first DLC for DOOM: The Dark Ages, highlighting its new spear mechanic, expanded level design, Metroidvania-inspired structure, and narrative cohesion while reflecting on its broader impact on the base game’s legacy.
- Status: Opinion
- Last Verified: July 15, 2026
- Quick Answer: The piece argues that Revelations significantly elevates DOOM: The Dark Ages by expanding its combat systems, refining its arena design, and giving the spear mechanic a central role, ultimately revealing that the base game’s ideas had more untapped potential than initially realized.
DOOM: The Dark Ages' firs t expansion, Revelations, is finally here, bringing four new levels, the spear as an entirely new combat tool, a new hub area called Purgatory, additional story content, and an endgame that encourages revisiting areas long after the credits roll.
Coming into it, I expected more of what I already liked about The Dark Ages. Instead, I walked away believing Revelations finally unlocks the full potential of The Dark Ages.
That's not because I didn't like the base game - I did, but Revelations made me realize how much higher its ceiling actually was.
It deliberately slowed things down compared to DOOM Eternal, asking you to stand your ground, rely on the shield, and approach combat differently instead of constantly flying around arenas.
I respected that id Software wasn't chasing Eternal's success, but I often felt The Dark Ages was only scratching the surface of what its mechanics could become. Revelations doesn't abandon that identity - it gives its best ideas the space they always deserved.
Did Revelations Finally Become The Dark Ages I Wanted?
If I had to point to one reason why Revelations impressed me so much, it'd be the spear - I underestimated just how transformative it would be.

The spear fundamentally changed how I played, giving me far more control over the pace and flow of every encounter without sacrificing The Dark Ages' heavier identity.
Yes, it's impossible not to think about DOOM Eternal while using it. The movement naturally invites comparisons to the Super Shotgun's Meat Hook, and I completely understand why some people immediately made that connection.
But after spending several hours with the DLC, I don't think Revelations is trying to become Eternal again.
Instead, it feels like id Software looked at what already worked in The Dark Ages and simply gave players more freedom to express it.
That difference becomes obvious once the arenas start opening up. They're larger, more vertical, and far more willing to let you approach fights from multiple angles.
The base game occasionally impressed me with its scale without always giving me enough reasons to explore every corner.
Here, I constantly found myself chasing secrets, taking alternate routes, solving environmental puzzles, and stumbling across optional encounters that felt genuinely worthwhile instead of existing purely to pad completion percentages.
I also love how the expansion borrows a little from Metroidvanias without ever becoming one.
Locked areas remain visible throughout the campaign before eventually opening once you've acquired the Master Key, giving you legitimate reasons to revisit earlier spaces instead of simply collecting anything you happened to miss the first time.
It's a surprisingly satisfying structure that makes Revelations feel much larger than four levels would suggest.
I wasn't expecting to enjoy Purgatory as much as I did. Instead of simply moving me from one mission to the next, it gave me another place to explore whenever I wanted a break from the main levels.
I normally don't get particularly excited about puzzle-solving in DOOM, but these never overstayed their welcome.
They broke up the action just enough before throwing me straight back into another demon-filled arena.
The combat itself also feels sharper than ever. The new enemies are significantly more aggressive, forcing me to think about positioning much more carefully than I often did in the base game.
I quickly learned that seeing certain classic demons wasn't exciting so much as mildly terrifying - they instantly jumped to the top of my to-do list, whether I liked it or not.
The spear isn't powerful simply because it's fun to use but because Revelations designs encounters that actually demand its mobility.
Why Does It Feel Like The Perfect Ending?
I wasn't expecting the story to leave much of an impression, but it ended up being one of my favorite parts of the DLC.

I don't want to spoil any of it because I think some of its biggest moments are better experienced firsthand, but I appreciated how much confidence it had in showing instead of constantly explaining.
The flashback sequences exploring the Slayer's past are particularly memorable, and I admired how deftly Revelations connects itself to DOOM 2016 without ever becoming heavy-handed.
It's a quality that shows up throughout the expansion. Nothing feels included simply because previous DOOM games did it first.
Every addition serves the larger goal of making The Dark Ages feel more complete. Even the endgame has some real meat on its bones instead of simply stretching the experience.
By the time I finished, I wasn't thinking about how much content I'd received for the price. I was already planning to jump back in and finish everything I had missed.
Unfortunately, it's impossible to separate Revelations from the circumstances surrounding its release.
The expansion arrives shortly after significant layoffs at id Software, with many talented developers leaving the studio despite helping create one of the strongest modern DOOM experiences.
That makes finishing Revelations a strangely bittersweet experience. I couldn't stop thinking about the people responsible for these incredible levels while wondering what the future of the series now looks like.
Maybe that's why Revelations landed as well as it did - it feels like everything this version of DOOM has been inching toward since 2016.
Every game experimented with a different combat philosophy, and Revelations somehow finds a middle ground between them without losing what made either special. It doesn't erase The Dark Ages' identity in favor of Eternal's speed, nor does it stubbornly refuse to learn from what came before.
Instead, it combines both approaches into something that feels remarkably natural. I don't know where DOOM goes from here, especially given everything happening behind the scenes at id Software.
What I do know is that Revelations leaves this era of the franchise on an incredibly high note.
I expected a great DLC. I didn't expect it to convince me that The Dark Ages still had another gear left to find.
It did exactly that - and if I remember The Dark Ages years from now, it'll probably be because Revelations gave it the send-off it deserved.
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