Revelations' new Chain Spear and mobility overhaul produce the best combat encounters in Doom: The Dark Ages to date
The DLC strips away the Shield Saw — the base game's defining mechanic — and replaces it with a riskier, Eternal-style parry and grapple system
Revelations demands fluency with the full arsenal from the opening moments; skipping the campaign will get you killed
Five hours in, the expansion already sits at Doom Eternal's stratospheric tier
The Spear Changes Everything
Five hours. That's all it took for Revelations to dethrone the base campaign. The new Chain Spear and its mobility rewrite don't just iterate on Doom: The Dark Ages — they correct it. The encounters in this DLC are the best the game has ever played. Full stop.
I didn't get early code. The review isn't done. I still have the final third of the campaign and whatever endgame awaits. But I've seen enough. Any Doom head who enjoyed Eternal needs to play this immediately.
No Onboarding, No Mercy
The story picks up exactly where the main campaign ends. You can jump straight in. You'll also get demolished. Revelations doesn't teach. It tests. The first encounters kicked my ass on Nightmare — and I finished the base game on that difficulty over a year ago. If you don't already know which weapon answers which threat, you will die learning.
That's not a flaw. That's the contract. The DLC assumes competence and rewards it.
The Shield Is Dead
Here's the bold part: Revelations removes the Shield Saw entirely. The base game's identity — its parry window, its damage negation, its shield bash mobility — gone. In its place sits the Chain Spear. Same parry concept, fundamentally different physics.
Green attacks still get parried. But you don't raise a barrier. You clash. Time a strike to meet theirs. Bat back projectiles. Smack away swipes. Miss the timing and you eat the damage — no safety net. The satisfaction of a perfect clash exceeds the shield's passive block, but the margin for error vanished.
Mobility Rewritten
The shield bash let you zip to any target instantly. The spear throws itself into an enemy and pulls you along a controllable arc — above, around, or straight in. Full directional authority. It functions nearly identically to Eternal's Super Shotgun grapple hook. That's not coincidence. The entire spear kit exists to inject Eternal's aerial chess into Dark Ages' grounded brawl.
The result: combat that breathes. You're not locking onto a single target and bashing. You're choosing angles, managing airspace, stitching engagements together. The heaviness remains. The rigidity doesn't.
Eternal's Ghost in the Machine
Dark Ages always felt like a deliberate step back from Eternal's velocity — heavier, slower, more deliberate. Revelations doesn't undo that identity. It transcends it. The spear's grapple, the clash parry, the demand for constant repositioning — these are Eternal's keywords translated into a new grammar. The DLC doesn't feel like an expansion. It feels like the version of Dark Ages the designers would have shipped if they'd had the courage.
Five hours in, I'm not waiting for the other shoe to drop. The shoe dropped. It landed on a Mancubus' skull.