Over the past years, gaming has evolved as a storytelling medium to rival film in its nuance and narrative complexity. That has opened the gate for complex, morally gray characters. Joel and Ellie to Lee Everett, Snake, and James Sunderland, weâve now been conditioned to expect protagonists who are deeply flawed, emotionally scarred, and often one bad day away from becoming the villain.
But after playing Doom: The Dark Ages, it hit me â I missed this. I missed heroes who donât brood or question or compromise. Just pure, mythic purpose and a single-minded focus on doing whatâs right. Even today, some old-school archetypes feel fantastic and enjoyable when done right.
Doom: The Dark Ages reminded me the true meaning of a Hero
That’s Hero with a capital ‘H’
Last month wasnât just about Doom: The Dark Ages. Watching Ethan Hunt in the latest and final Mission: Impossible movie made me realize just how good it felt to root for a hero with a capital âHâ. Hunt is the definition of an indomitable force for good, leaping off cliffs with zero hesitation to save lives. At the same time, I played The Dark Ages, slicing hellspawn in two with my Shield Saw as the Doom Slayer. There was no internal conflict, no shades of gray to mull over. There was just righteous fury and unrelenting drive.
Ethan Hunt and the Slayer are indomitable, incorruptible forces for good.
Now, some of my favorite characters ever â Niko Bellic, David Martinez, Booker DeWitt, Ellie Williams â all have complex character arcs and narratives you could dissect for weeks. Regardless, thereâs a reason that BJ Blazkowics and the Doom Slayer make me go starry-eyed even while Iâm closer to 30 than I am to 20. These guys donât flinch, overthink, or spiral into existential crises. They see evil, they know itâs evil, and they destroy it with extreme prejudice and overwhelming force.
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OpenCritic Reviews
- Top Critic Avg: 86/100 Critics Rec: 94%
- Released
- May 15, 2025
- ESRB
- M For Mature 17+ // Blood and Gore, Intense Violence
- Developer(s)
- id Software
- Publisher(s)
- Bethesda Softworks
- Engine
- id Tech
- Multiplayer
- Online Multiplayer
- Franchise
- DOOM
id Software's DOOM: The Dark Ages is the latest entry in the decorated first-person shooter franchise and the follow-up to DOOM Eternal. The story will cover the Doom Slayer's origin.
- Genre(s)
- FPS, Action, Sci-Fi & Fantasy
I’m not tired of antiheroes — I just like being a kid sometimes
Questionable motives are great, but a tunnel-vision for doing the absolute right thing? Sign me up
BJâs arc in the new Wolfenstein games is surprisingly human, but even in his most vulnerable moments, he never questions whether the Nazis need to be eradicated. The distinction between good and evil is clear as day throughout the game. Likewise, the Doom Slayer isnât here to talk morality â heâs here to rip and tear until evil ceases to exist. And Iâm here to smile alongside him as he makes even the prince of demons cower in fear.
Itâs so rare now to find characters this morally absolute and narratively empowering. I love a tortured antihero as much as the next guy, but thereâs a special kind of thrill to playing someone who represents unshakable justice. Thereâs no room for compromise, and that clarity? Thatâs refreshing in a world that feels more complicated every day.
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OpenCritic Reviews
- Top Critic Avg: 87/100 Critics Rec: 92%
- Released
- October 27, 2017
- ESRB
- M For Mature 17+ Due To Blood and Gore, Intense Violence, Partial Nudity, Sexual Content, Strong Language, Use of Drugs
- Developer(s)
- MachineGames
- Publisher(s)
- Bethesda
- Engine
- id Tech 6
- Franchise
- Wolfenstein
- PC Release Date
- October 27, 2017
Wolfenstein II: The New Colossus is the highly-anticipated sequel to the critically acclaimed, Wolfenstein: The New Order developed by the award-winning studio MachineGames. An exhilarating adventure brought to life by the industry-leading id Tech 6, Wolfenstein II sends players to Nazi-controlled America on a mission to recruit the boldest resistance leaders left.
- Genre(s)
- FPS
Simple characters, simple stories — and why that’s not a bad thing
Dante, Blazkowicz, and the Slayer — they transcend plotlines and become reliable anchors
Weâve hit a point where âsimpleâ is sometimes seen as a dirty word. If a character isnât multi-layered and conflicted, or if a story doesnât twist your mind into a pretzel, itâs labeled basic. But Doom and Wolfenstein prove that you donât need narrative convolution to create something powerful. In both franchises, itâs good vs evil. Youâre the good. Evil must die. Thatâs it. And it works. Thereâs no harm in a good olâ fashioned story that puts a smile on your face.
Same goes for Devil May Cryâs Dante. On paper, heâs a snarky, cocky demon hunter â exactly the kind of character I should be tired of. But heâs written and performed with such an unapologetic style and self-awareness that he transcends parody. Heâs not bogged down by emotional realism, ever. Instead, heâs elevated by theatricality (Michael Jacksonâs moonwalk, anyone?). Itâs not always about complexity. Sometimes itâs about confidence and execution.
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OpenCritic Reviews
- Top Critic Avg: 88/100 Critics Rec: 88%
- Released
- March 8, 2019
- ESRB
- M for Mature: Blood, Partial Nudity, Strong Language, Violence
- Developer(s)
- Capcom
- Publisher(s)
- Capcom
- Engine
- RE Engine
- Multiplayer
- Online Multiplayer, Local Multiplayer
- Franchise
- Devil May Cry
- Genre(s)
- Action
One loading screen, one objective — the joy of level-based storytelling
I don’t always want to recall long, drawn-out conversations to remember what to do
While Iâm still going to play the next big open-world adventure the medium offers, I must admit that Iâm tired of bloated open worlds. I donât want to hunt 35 bandit camps before I remember the main quest. Doom: The Dark Ages seemed to understand that perfectly. Each level is a self-contained playground of carnage, introduced by a short, punchy cutscene that sets the stage, then gets out of the way. One loading screen. One objective. Letâs go. Rip and tear.
The arena shooter formula might be considered old-school, but when youâve got 40 minutes to unwind after work, nothing hits better than booting up a level, crushing it, and logging off without needing to consult a wiki. That kind of streamlined pacing is underrated, and itâs an archetype in itself â classic, efficient, and supremely satisfying.
Archetypes owning their identity makes everything so much fun
The confidence of camp can be unparalleled
Not every archetype needs to be gritty or grounded to work. Sometimes, they just need to go all in. Thatâs why I adore characters like the Slayer, Ethan Hunt, and even Resident Evilâs Leon Kennedy asking about bingo or suplexing infected villagers. Theyâre stylized to the max â over-the-top action heroes with exaggerated dialogue and impossible aura â and yet, they land because they own their identities. The Slayer walks everywhere slowly, knowing that demons, humans, and gods fear him. Leon might not always know whatâs going on, but you can be sure he saves anyone who needs saving, even if they stab him in the back later.
Thereâs power in embracing the absurd. When a game or character stops trying to subvert expectations and just leans into its genre roots, it creates an experience that feels timeless. Itâs not trying to be meta. Itâs not winking at the camera. Itâs just delivering the fantasy you signed up for. That confidence is magnetic.
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OpenCritic Reviews
- Top Critic Avg: 92/100 Critics Rec: 98%
- Released
- March 24, 2023
- ESRB
- M for Mature 17+ due to Blood and Gore, Intense Violence, Strong Language
- Developer(s)
- Capcom
- Publisher(s)
- Capcom
- Engine
- RE Engine
- Franchise
- Resident Evil
- Genre(s)
- Survival Horror
Why archetypes are timeless — and why they’re making a comeback
Old-school energy meets modern flair
Look around and youâll see it â audiences are starting to tire of endless deconstruction. Weâve seen the brooding protagonists, the plot twists that undermine the whole story, the endless irony. And now weâre circling back to basics â but not in a regressive way. Games like Doom: The Dark Ages, the Hitman trilogy, and Devil May Cry manage to reclaim old-school energy with modern flair.
After all, archetypes endure for a reason. Theyâre primal, instinctive, and universal. Whether itâs the indomitable hero, the evil empire, or the vengeance-fueled crusader, these story patterns hit something deep in us. And when games execute them well â with sharp design and bold commitment â they donât feel dated. They feel eternal (wink, wink).
Sometimes, it’s just good versus evil, and that’s enough
Weâll always need complex characters and morally tangled stories â theyâre important, and often beautiful. But once in a while, I need my dose of âbad-guys-go-boomâ, and nothing more. Thereâs something irreplaceable about the archetype-driven experience â Doomguy doesnât talk. He just acts. BJ doesnât sulk â he resists. And Dante? He stylishly annihilates to get that SSS rank.
Doom: The Dark Ages reminded me that in a world full of gray, itâs okay to love something black and white. Good. Evil. Action. Purpose. Sometimes thatâs all you need. And it still kicks ass.































































































