Jul 23, 2026 · 6 min · 7 segments
An expansion that inches ever closer to the stratospheric heights of Doom Eternal. Learn more about your ad choices. Visit podcastchoices.com/adchoices
The Revelations DLC ramps the intensity up to 11 by introducing a brand new sub-weapon that totally changes the flow of combat, doubling the amount of options you have to dispatch demons, and most importantly, giving the Slayer his dash back.
All of this builds off the already enormous arsenal of weapons, techniques, and mods from the end of the base game, which admittedly does make juggling all of these new options a little bit overwhelming.
That said, if you can overcome the steep learning curve, this is quite simply the most exhilarating Doom's combat has been since Doom Eternal's The Ancient Gods DLC, and the clearest evidence yet that it is the best in the business when it comes to single-player first-person shooters.
Revelations' story picks up right where the main campaign left off, and while you can technically jump straight into it first, you'll be missing out on some pretty important context.
Of course, you don't need much context to enjoy blasting an imp to pieces with the super shotgun or jamming a spear through a Mancubus' skull.
The bigger reason why you'll want to make sure you play through the campaign first is to familiarize yourself with the Slayer's arsenal of weapons and techniques, so you know what tool is right for which job, because this DLC throws you into the deep end right from the start and demands that you know what you're doing.
Even as someone who did play through Doom the Dark Ages on Nightmare difficulty more than a year ago, Revelations started kicking my ass right from the start.
The Slayer can dash again! I knew I missed the dash throughout my playthrough of the base game, but I didn't realize just how much until Revelations gave it back to me.
Instead of basically being required to stand my ground and parry a sequence of attacks, now I can slip past foes, use my grapple to leap over them, dash behind cover, and just stay more mobile overall, much like I would in Doom Eternal.
It's an added layer of creative combat expression that was missing here, and while it still isn't quite at the same level as Eternal, it gets pretty dang close.
Instead of just dropping you into a series of levels one after another, Revelations introduces Purgatory, which is a new hub area that you can explore with minimal enemies, puzzles to solve, and plenty of secrets that those puzzles help to uncover.
I always enjoyed coming back with a new ability so I could venture into a part that I hadn't explored yet, or discovering a new code for the teleporter that would bring me behind one of the many gates that are locked from the other side.
As far as enemies go, Revelations brings back the notorious Arch-Vile, who stays true to his name as a straight-up vile nightmare.
Like in previous iterations, he will summon enemies into the fight unless you're able to stop his ritual.
To do that, though, you need to first break through his cage of shields, then deal enough damage to him to interrupt the summoning.
The Revelations DLC ramps the intensity up to 11 by introducing a brand new sub-weapon that totally changes the flow of combat, doubling the amount of options you have to dispatch demons, and most importantly, giving the Slayer his dash back.
All of this builds off the already enormous arsenal of weapons, techniques, and mods from the end of the base game, which admittedly does make juggling all of these new options a little bit overwhelming.
That said, if you can overcome the steep learning curve, this is quite simply the most exhilarating Doom's combat has been since Doom Eternal's The Ancient Gods DLC, and the clearest evidence yet that it is the best in the business when it comes to single-player first-person shooters.
Revelations' story picks up right where the main campaign left off, and while you can technically jump straight into it first, you'll be missing out on some pretty important context.
Of course, you don't need much context to enjoy blasting an imp to pieces with the super shotgun or jamming a spear through a Mancubus' skull.
The bigger reason why you'll want to make sure you play through the campaign first is to familiarize yourself with the Slayer's arsenal of weapons and techniques, so you know what tool is right for which job, because this DLC throws you into the deep end right from the start and demands that you know what you're doing.
Even as someone who did play through Doom the Dark Ages on Nightmare difficulty more than a year ago, Revelations started kicking my ass right from the start.
The Slayer can dash again! I knew I missed the dash throughout my playthrough of the base game, but I didn't realize just how much until Revelations gave it back to me.
Instead of basically being required to stand my ground and parry a sequence of attacks, now I can slip past foes, use my grapple to leap over them, dash behind cover, and just stay more mobile overall, much like I would in Doom Eternal.
It's an added layer of creative combat expression that was missing here, and while it still isn't quite at the same level as Eternal, it gets pretty dang close.
Instead of just dropping you into a series of levels one after another, Revelations introduces Purgatory, which is a new hub area that you can explore with minimal enemies, puzzles to solve, and plenty of secrets that those puzzles help to uncover.
I always enjoyed coming back with a new ability so I could venture into a part that I hadn't explored yet, or discovering a new code for the teleporter that would bring me behind one of the many gates that are locked from the other side.
As far as enemies go, Revelations brings back the notorious Arch-Vile, who stays true to his name as a straight-up vile nightmare.
Like in previous iterations, he will summon enemies into the fight unless you're able to stop his ritual.
To do that, though, you need to first break through his cage of shields, then deal enough damage to him to interrupt the summoning.
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