Reviews from

in the past


Everything that made the base campaign excellent is ramped up to 11 here, and the adrenaline you'll experience is seldom found in other titles.

Not that great of an expansion upon a fantastic game. As the settings are pretty cool, the levels themselves feel kinda like B-sides of the base game and as much as it makes me seem like a Mick Gordon stan, the music just really doesn't cut it.

The final boss is also complete trash for such an important character.

This first part of the DLC was sooooooooo bad. Wins points for still having the good base gameplay but the DLC wanted to be hard so it makes gimmick enemies that can only be hurt by certain weapons and makes 30 minute fight encounters.

I know that the increased enemy count is a common complaint for this DLC, but frankly I didn't mind it too much.

The DLC loses points for having a swap level, but it gains them back by including and oil rig level.

Finished DOOM eternal Ancient God Part 1 DLC, gotta say as a die hard DOOM ETERNAL fan kind of a letdown at the start, 1st chapter/level out of 3 total was horrible to say the least, OG DOOM eternal had perfect gameplay pacing/balancing, the right amount of exploration, platforming and combat sections, But this 1st level through all of it out of the window, it's just fighting multiple waves of enemies in a same arena twice or thrice, the level was way shorter and only dragged out by repeated combat section to the point where it loses all its adrenaline rush, but the next two levels were good, to say the least, the levels were big enough good platforming and combat scenarios, sadly not as pitch-perfect as the base game,
the new addition to this DLC was some new enemy types, one of them soul possessing demon which kinda of annoying rather than amazing.
The last boss fights 2nd phase was also annoying as it used the same soul-possessing type of enemies.
Also the ost is good get the job done but it ain't on the level of MICK GORDON.
OVERALL Kind of a let down would say 7/10.
GOOD cliffhanger tho


This really wasn't that hard, guys. I played through this right after my first playthrough of the base game, both on Ultra-Violence and it's really not that much harder than the base game. Got through the first two levels without a single death, and only died to the final boss on the last level because I got too careless. So many of the negative Steam reviews are so obviously just people having a skill issue that it's hilarious, they're a good read.
A definite recommend for any fan of Doom Eternal who wants a bit of extra challenge.

okay, now this is a great dlc

I'm a believer in Doom Eternal's superiority to 2016's Doom and this DLC reinforced that belief. I hadn't played the game since its original release so there was a slight learning curve, but once I was back in the swing of demon slaying it felt like coming home. This DLC is an amped up version of the challenges that I encountered in the base game along with some new twists. I wasn't the biggest fan of the spirit mechanic given it requires a specific weapon loadout but other than that I had a blast with part one. Also, found the concept of a Doom slayer intern absolutely hilarious.

a POX upon whoever made the electric pillar room encounter in Horde Mode 2:trial of da dark lawd.... You did play it right, fellow DOOM™ fanatics.? surely, let me know in the commmentS Below, read all of them just like Gaben does with his emails I promise! wear my backloggdcowbell around my neck like all goodest boys who listen to the Crusader No Remorse/Regret OST while doing other things, like say playing DOOM Eternal, UH OH!!!!!!!!! nonpositive amirite or amirite my fellow consumers... but I confess, I love being forced into doing the needful with the microwavebeam, GhostBusting Makes Me Feel Good! TYVM Hugechungus Martin, cannot wait to purchas all the new DOOM Dork Age merchandise, new bionicle dragon looks so cool, Exciting Gameplay Imminent fellow DOOM fanatics!! but I doubt the Punch-Out portion will be as good as the one in Wonderful 101, a better wackycartoony toyetic "superhero" character action game than this, incidentally.......

it's like, i was depressed last year when i played doom eternal, and doom eternal kicked my fucking ass.

a year later, i feel even more depressed as the residual effects of 2020 ripple out and catch up, and here comes the ancient gods, with even less of a fuck given to my ability to deal with waves of demonic hordes.

the gaming equivalent of the psyche-out handshake, except instead of simply pulling back and saying "ooh, too slow" it then also punches you repeatedly in the jaw for good measure and then kind of kicks you a little when you crumple to the floor (just like evolution of my depression this year versus last year).

sick game

DOOM Eternal: The Ancient Gods - Part One is the first DLC expansion to the first-person shooter Doom Eternal developed by Id released in 2020. A very short yet difficult expansion to the base game that manages to ramp up the difficulty and adds some new enemy types and locations with very few flaws and complaints.

The Ancient Gods - Part One manages to expand on the game in several ways with the level design and encounter design being some of the hardest in the game as if the difficulty kept scaling up after the final level of Doom Eternal base game. The new enemy types also make you rethink on how to fight certain demons and feels more punishing than before if you screw up. Platforming albeit simple is still pretty nice here and still feels like a good reprieve from the usual encounters.

Sadly there are some things that get downgraded here starting with the music which is no longer composed by Mick Gordon and you can really notice the downgrade since it didn't feel as impact as the previous soundtrack and felt more like background music as opposed to the music being a full part of the experience. There are some encounters here that felt not difficult but tedious but these encounters far and few between. The story here is sort of give or take and attempts to tie up some loose ends but it comes off a bit convoluted.

This DLC overall is a decent expansion albeit short and in the end of the day, it's more Doom Eternal which I think few would be against. I only paid 5 bucks for this DLC and I think that's a good price for it so wait for a sale for this one unless you really want more Doom Eternal and have the base game already. The challenge is very welcome and also recommended thematic and gameplay wise to play it after beating Doom Eternal where you should have mastered some of the elements of the gameplay loop.

This review contains spoilers

It's an amazing but flawed dlc.

The 3 areas are all fantastic, they look gorgeous, have fun platforming sections and the combat arenas are well designed like in the main game.

The fights were much tougher than in the main game(on UV) but remained fun. They gave me that visceral feeling only the slayer gates and a couple of battles in the last sections of the game could provide in the main campaign so that's a plus. I personally love the marauders so seeing 2 of them at the same time, one buffed by a totem and one buffed by a spirit was great but my condolences go to the poor souls who hate this enemy.
Also the last slayer gate is absolutely insane and I fully adore it

The ost was good and fitted well with the gameplay, nothing all that worth noting tho outside of the one in holt
The new runes feel a bit tacked on but a good addition either way
The story was pretty good, I liked the twist of samuel being the seraphim and the lore was interesting as it was in the main game but the intern is a purely cringe-inducing character

Now with the new enemies I am pretty mixed, the turrets are fine, don't love them but don't hate them either. It's a solid ambient enemy.
The spirits are cool but I hate that they give such a massive amount of hp to the enemy that they posses. I have 2 times where it became annoying and just plain bad. When it possesed a tyrant and in the final boss(will talk about this later). "Yea bro, just give to an enemy that already has a huge hp pool a lot more so you'll shoot at it for 2 minutes straight lmao" which makes this the more boring part in the whole dlc.
The invisible whiplashes are awful and have no point in even existing
The blood maykrs are actually really great. They are like the maykr drones but are actually more than much a moving stack of ammo. I liked the high risk high reward strategy that they have by shooting them in the head right when they launch an attack to get a bunch of goodies.

The booses are not as good as in the main game, the trial of maligog is decent but not all that impressive.
Samus is a mixed boss. The 2 times you fight him alone are good but when he summons spirit possesed enemies the fun and enjoyment I had with him left my body. It's uninteresting and frustrating to fight 2 enemies you already killed a million times with bloated hp bars and more speed. Doesn't hold a candle to khan mayrk or icon of sin.

Overall would highly recommend desipite my compaints, if you enjoyed the campaign and are ready for the unrelenting difficulty of this dlc



When I started this DLC I thought for sure I’d never beat it: the first encounters crushed me harder than anything in the (already difficult) base-game, but I brute forced it. By the time I reached end of the first trial in the swamp, I was so overwhelmed I put it down for months.

But I picked it up again,
and I learned to dance.

Base game: Hard but fun
Ancient Gods Part 1: Hard but NOT FUN

fuck this game

Expands on almost everything the base game has to offer, by building on the combat loop we all know and love. Difficulty is ramped up with more challenging arenas, encounters, and the new Spirit, which buffs demons it possess and must be prioritized once killed unless it does it again. The lore was introduced well and mostly makes sense, but will still send you searching for a wiki to make sense of what is going on. The two boss fights were high energy and chaotic, and seemed much more true to the game than the ones in the base game.

Basically, it's more Doom! What's not to like?

“This game is too hard 🥺”

Ok make it harder

The Ancient Gods Pt. 1 is an expression of absolute confidence in id Software and its commitment to the fans.

They didn't back down from the game journalists or people who can't face a simple challenge in life or try to improve themselves. The negative reviews prove my point.

Everything in the DLC is double-down and it's not for new players. Combat arenas are more chaotic than ever. There is a significant increase in pressure units and fodder demons. My first playthrough was on Nightmare difficulty and it was more challenging than the main game on Ultra-Nightmare.

id Software couldn't have chosen better composers than Andrew Hulshut and David Levy. They did a fantastic job. I enjoyed their work more than Mick's Gordon.

Something that often gets overlooked is the fantastic job done by Emerson Tung - the creator of most characters, environments, languages and the whole Maykr lore. DOOM has never been a series about stories or lore. But this whole new DOOM universe they have been building is very well thought out and unique.

A solid expansion to an amazing game.
TAG1 wants to piss you off.
It wants you to throw your keyboard at the screen in frustration but in a good way.
The increased difficulty thanks to the addition of some (annoying) demons makes this a must have for someone looking to go insane thank god i played this on hurt me plenty i died like 3 times but still

Real men played before the patch that made this dlc easier

This just didn't do it for me, which is unfortunate because I love Doom Eternal and replayed it just to prep for this. The DLC leans too heavily on just throwing more enemies at you more frequently, instead of adding something new to the level design. The new enemy types are extremely annoying - when the combat is this fast paced, I don't want to slow down to aim at an eyeball, or roleplay as a ghostbuster with the spirit. I had the same complaint with marauders in the base game - they hurt the flow of the game by forcing you to slow down and also just use 1-2 specific weapons.

I don't think I'll be playing Part Two.

This review contains spoilers

Some of the most demonic (lol) combat enounters I've ever seen in a singleplayer FPS, requires paying full attention to your entire arsenal, all your resources and ability cooldowns in almost every single fight. I actually don't think this is that difficult, but if you aren't constantly paying full attention to your surroundings and your abilites you will get annihilated.

Also it's kinda funny that God and Satan are now part of the story in Doom (Call them 'The Dark Lord' and 'The Father' all you want no one is buying it.) Not really a fan of how Samuel Hayden ends up in this game, kinda seems like his big reveal ended up removing all his interesting character and personality traits.

Still, I think this is a great companion to the base game, both in terms of story and gameplay. Hopefully it sticks the landing.


A decent expansion. Story feels mostly like set up for the next part. The difficulty is definitely turned up from main game.

Nice little expansion for Eternal, story is still as confusing as the normal game and wish it was more like 2016 and wasn't there but that gameplay is as good as ever

if thought the main campaign was hard...

AHAHAHAAAAAAA


gameplay was more fun than the base game's, the puzzles/platforming were better, the intensity of the encounters reached that of ultrakill's, the music was also better, however id software sucks at bosses. there were far too many stages to the final boss and it was really boring so i just used the cheat armor lol.

so this would be a 10/10 but the boss sucked so 9-9.5/10

hopefully the trend continues into ancient gods 2

The tightest most creative encounters in Eternal enhanced by some clapping level gimmicks and incredible art design. Blood Angels rule as reactive priority grabbing enemies and spirits are a neat curveball thrown to intensify encounters even further. The best form the new Doom series has ever been.

This and part 2 saved Doom Eternal. It went from a very okay sequel to stellar. The plot hooks actually became really cool, the combat is balls to the wall, and the levels are amazing. I had more fun in these than the base game.

This review contains spoilers

There's not much I dislike about Doom Eternal, so when I drafted my review of it, I thought it would be easier to summarize my experience with the game by contrasting my original experience with it at launch, and replaying it nearly three years later.

Sure, Doom Eternal has problems. Every game has its problems. Every game is graded on a curve. I would look like an idiot if I gave the original Super Mario Bros. a low score and said something along the lines of, “I didn’t like the music, and the story is almost nonexistent”. Anyone who’s played Super Mario Bros. would tell me, okay man, maybe the music’s not your taste or whatever, but the story? Mario is about jumping over and on top of things, not a story-driven narrative adventure. That’s just one example, but you get what I’m saying, right? Any critic would or should judge a game on its own merits although, yeah, all critics strike from different angles and see different things, which is why critique can be such a difficult thing to approach; but in this one instance, I’d imagine people would be calling me names for trying to claim the original Super Mario Bros. is bad because of its story or lack thereof.

The story of Doom Eternal may not be its centerpiece, and I’m not even going to pull the Carmack quote (iykyk), but I remember even playing it for the first time, Doom Eternal felt so tonally inconsistent with Doom 2016 and, to be frank, with itself at some points.

The politically correct holograms are probably the best example of Eternal leaning too heavy into its silliness, and these are some of the only elements I still don’t like that much. A lot of the sillier things are the more videogamey things, the dumb stock “GULP” SFX that plays when you shoot a grenade into a Cacodemon’s mouth, or the cork pop sound that plays when you get a headshot, or the Marauder seeing stars when you blast him with your SSG or Ballista. It’s dumb, but it’s kinda fun, too. A lot of the dumb fun in 2016 was, for me, in how the game characterized the Doomslayer through his actions alone: breaking a computer when Samuel Hayden said something he didn’t like, or disobeying orders, or even creating a backup copy of VEGA - the helpful AI program who reappears in Eternal’s Fortress of Doom.

Doom Eternal doubles down on its tongue-in-cheekness, but then triples down on its lore, creating this almost quasi-Souls mythology which is drip fed via codex entries and the like. In 2016 you could safely ignore most of this background information because, I mean, come on, it’s Doom, baby! There was only ever one question in any player’s mind in Doom 2016 and that was, by and large, are we playing as the same Doomguy from the original Doom games? In short: yes, we are, but for some reason, Doom Eternal goes even further, maybe almost too far in a few places.

From my understanding, both Doom 1 and 2 are canon, as well as Doom 64 (which I haven’t played) and apparently a LOT happened between then and 2016, and even MORE happens between 2016 and Eternal, although this isn’t given much explanation. It’s weird then, that Doom Eternal still presents itself with the same handwave-y, “Oh, you know, uh… the Ancients, and the… artifacts, prophecy, or whatever,” just constant precision airstrikes of term-sodden, lorebabbling nothing. Apparently VEGA is also GOD who was brainwashed into THINKING he was an AI? At least id software gives you a skip button for cutscenes now, yeah? But the main problem isn’t just the borderline-incomprehensible narrative as much as it is the fact that Eternal posits, yes, Doomguy is really just a dude with, like, divine superpowers bestowed upon him by an alien cyborg half-angel-demon who just liked him that much. I’m oversimplifying things a little. You can just ignore all that and boil it down to the bare essentials, Doomguy knows what he's doing. While some people (i.e. I) interpreted Doomguy’s actions in 2016 as brute force and rebellion against the authority that allowed demons to invade in the first place, Doom Eternal instead frames Doomguy’s actions as all wholly intentional, galaxy-brain know-how from countless years of arcane experience which conveniently happens offscreen. All can be summarized as Doomguy deliberately disobeying [character], and [character] yelling at him, “You fool! Do you realize what you’ve done? Now [bad thing] will happen, and nobody can stop [bad thing]... except maybe you, Doomguy!”

All this is to say, wow, it’s not that I don’t care about the story in Doom Eternal, but this is the kind of story that makes me want to watch an hourlong YouTube lore analysis video or something, because really, I don’t want to hazard any kind of interpretation of the deliberately-obfuscated story bits as they become arbitrarily available to me during my playtime. I’m too busy killing demons!!!

But none of that really matters because, again, [Carmack Quote, IYKYK] and although I don’t always agree with [Carmack Quote, IYKYK], I believe that Doom is, at the very least, one applicable example of the truth behind that quote. Nobody plays Doom Eternal exclusively for the story (or at very least, I hope they don’t?) and it would be unfair to judge the game on the merits of its story alone. It would also be unfair to judge Doom Eternal on the merits of its platforming alone, but if I had to, I probably would judge it fairly harshly!

I didn’t mind the platforming bits in Doom Eternal on my first playthrough. In fact, I originally thought platforming was a nice change of pace between combat encounters. On my second playthrough, I thought, what exactly does this accomplish besides being a pacebreaker? There are some genuinely interesting obstacles here and there, but these are few and far between; mostly, it’s just making long jumps over bottomless pits (which don’t kill you outright like in 2016, which is good) which is a different variety of gameplay, sure, traversal puzzles always make for some serviceable pacebreakers, but there’s not any puzzle here at all, really. It’s not even a traversal puzzle, it’s just… traversal.

But again, this is hardly a point against Doom Eternal. These sections are short, forgettable, but more importantly, do not significantly hamper the experience overall.

Most of Doom Eternal zips by anyhow, lost in the constant stream of bloody, visceral murder. It shouldn’t come as a surprise then, that if I were to tell you something stupidly obvious, like “You know, if you just ignore the bad parts of Doom Eternal, it’s actually a perfect game,” because I’m sure you know this. If you ignore the bad parts of Doom Eternal, TAG1 is also a perfect DLC… almost.

It is nothing if not more Doom Eternal, except more difficult, with more enemies, and somehow condensed into only three levels. This was a super controversial DLC when it was first released, I remember my friends whispering horror stories of the legendary bullshit Hugo Martin filled TAG1 with. Now that I’ve come out on the other side of that dark tunnel, I definitely see why.

Again, I have only played this game on Ultraviolence, I know that Nightmare is the “true” difficulty for newDoom purists now but I simply decline. I will tackle Nightmare one day when I’m well and ready. Ultraviolence was and is enough for me.

TAG1 feels like a cruel and unusual joke from start to finish, and I do mean that admirably. It feels like an expansion on everything Doom Eternal set out to (and dare I say did) accomplish, as is evident because players start with literally everything unlocked. All weapon mods are maxed out from the jump. There’s nothing left for players to discover or upgrade (except for the purple perks I don’t remember what they’re called), and yet Doom Eternal has not finished evolving – this creates a lot of friction.

Your crucible is GONE. You are back to zero lives by default (although the DLC does introduce 2ups, which I could never figure out how to obtain). It was when I reached that one part (in the first level) where players are submerged and enter an underwater technobase that I realized Hugo Martin wanted my fucking head on a pike. Facing down two Marauders at once, I thought to myself, now I’ve finally entered the Big Boy Zone, no more baby crap!

I don’t remember dying a lot. In fact, I don’t think I died until the final boss which, to me, communicates that I’m at least proficient in Ultraviolence at this point. There aren't many new enemies, and the ones they introduce are a turret, an invisible whiplash, and a tentacle that is just… really big this time. The Spirits are actually interesting ideas for enemies, demanding priority over other enemies lest they possess another host. Do they elevate the DLC? Not really.

What elevates TAG1 is the ridiculous difficulty. TAG1 doubles down on every questionable design decision and demands mastery, no freebies, no half-hearted good-enoughs, just unmistakable comprehension of the available tools and their correct applications. Simple as.

Even so, all the little things pile up. The devil’s in the details, so to speak, and although I suspect I’ll return to TAG1 when I decide to replay Doom Eternal on Nightmare, I can at leasy say I’m both excited and anxious to return to the meat grinder once again. At the end of the day, it really is just more Doom Eternal, with all its quirks and many of its familiar flaws. Although id software has perfected Eternal’s combat, the only things holding back is… well, everything besides its combat (and art direction, and music…)

What I’m trying to say is, uh, the final boss was kinda whatever, and the platforming is still not so fun either, so I wouldn’t give it a 10. But it’s pretty close!