Full credit to Isaka for putting this on my radar

Easy to forget that you’re playing a Doom total conversion when you start Ashes for the first time, feeling much more like a lost Build-engine shooter that picked up the slack as a tribute to every piece of post-apocalyptic fiction from the last half-century. Doubly impressive given the ever-increasing scope of the episodes, going from a more familiar linear adventure in 2063 and Dead Man Walking, to the interconnected levels and increased narrative focus of Afterglow. I want to say from the outset that I lean heavily towards the design of 2063 and Dead Man Walking, but if you’ve been starving for something like this, a guided tour through the ruins of a dead world, something to carry the torch where Half-Life or the Metro series left off- then I can’t recommend the Enriched Edition highly enough.

So, I think what pushes those earlier episodes over the edge for me is the sense the developers really knew their own game, introducing new enemies, weapons, and level gimmicks to fill out the combat sandbox, and then closing out right as things are starting to get familiar. The two enemy factions, raiders and mutants, are alternated between regularly enough that the game has a really nice blend between tactical shootouts and more traditional-feeling encounters as you circle strafe around hordes of ravenous enemies to try and set-up some infighting. Dead Man Walking is in an especially good place, free to play around with all the pieces without having to worry about tutorializing any of the elements, and throws you into a starting level filled with ambushes and fights featuring the entirety of the enemy roster. Rarely felt the need to use stealth most of the time, but a few sequences here had me down to such a paltry amount of resources that I started to gain appreciation for a system that initially felt kind of vestigial.

This applies to the game more broadly as well, as combat is greatly complimented by the persistent ammo scarcity. I imagine something like the nuances between your revolver and glock would get drowned out in other games, but get down to your last few shots, and details like the rate-of-fire of one or the damage of the other suddenly end up being vital considerations. (Like, the fact that your starting pistol still has value well into the later levels should be a testament to strong balance here.) Used to great effect whenever you’re deep into mutant territory, as they never drop ammo the way human opponents do, so the game is able to really naturally lead-in to these survival-horror sections without having to contrive some way of putting you edge.

All that is to say: these are episodes that do a lot in their short runtime, though I imagine that the real pull here is going to be Afterglow, which dramatically expands the scope of the action. Hard not to be impressed by the new features, with a weapon upgrade system, interconnected levels, and a story that now features Choice™ and Consequences™ (ending slides my beloved), but it seems to have come at the cost of its fundamentals. Never felt like combat dragged on in the prior episodes, but here, thanks to a variety of factors, found it much more draining,

Some of this is due to the enemy design- the game focuses a lot more on fighting mutants, and while there are a couple of appreciated inclusions to help fill out the faction, such as one with a riot shield and shotgun, fighting four or so enemy types for long stretches starts to wear out its welcome in ways the prior episodes never did. Raiders are absent for long stretches of the game, and so you lose out on those great tactical moments that came with fights against them. It’s especially felt in a mid-game stretch where you just fight hordes of them for levels at a time, their limitations as an enemy force becoming more felt with each fight.

Had Hotpocket’s mantra of “every game needs an Archville'' echoing throughout these encounters, and while something like that would be a great shot in the arm, it was a thought that also made me aware of how situational most of the new enemies are: acid-spewing mutated plants and crazed scavengers used more to add some flavor to whatever environments you’re exploring than as some new integral piece of the combat sandbox. The upgrade system rears its head here as well, throwing the balance off its axis to the point of replicating Doom 2016’s Gauss rifle- flattening much of the encounter design with a one-hit kill equalizer.

Encounters also hurt by some strange choices in its level design; there are a couple of big shootouts that should be some of Afterglow’s best moments, like one on the ruins of a rock festival or an ambush in an old laser tag course, but they’re undercut by the fact that each arena also includes a bit of space you can just hide out in and wait for enemies to come to you. Maybe your honor will propel you forward but it’s still strange that being dropped into an arena, which should fundamentally avoid having to deal with the “Door Problem,” that still makes hiding in a corner viable. There are certainly some ambushes that work, but there was a much more consistent feeling of having exploited the game- something that wasn’t present in any of the earlier episodes. I don't know if it's the tradeoff for the scope, exactly, but I have to imagine there was a shift in priorities between the earlier episodes and Afterglow; where the combat might falter, there’s a much greater emphasis on its narrative and the interactions with hubs full of NPCs. If you’re at all versed with post-apocalyptic fiction, it’s definitely a case of it playing the hits, rather than presenting something totally new, but I’m still floored by the ambition here.

So, even for all my problems with Afterglow, it and the Enriched Edition as a whole ended up being one of the biggest surprises of the year for me. It’s been a long time since I was this eager to find out what was going to happen next in a game; taken altogether, it’s exactly the kind of wild swing I’m always exciting to see. Anyway, it’s free- I’d highly encourage you to give it a try. Seems like a game ready to be loved.

Reviewed on Jul 24, 2023


6 Comments


9 months ago

Great review! I agree that Afterglow can sometimes feel like its bigger scope came at the sacrifice of consistency with a few ups and downs and its more mutant focus made us have less of that great close quarter almost Blood/FEAR like combat that human enemies provide but the additions to the enemies roster, ambitions outside of combat and having some of the best moments in the series makes it still amazing despite some issues.

That said the reason I love Episode 1 the most is because like you said it really knows when to introduce what it has at the right moments, the pacing is so good that it is easy to just boot it up and play it from start to finish.

9 months ago

where should I start with doom mods? Recently My House has made me interested but there's so many others that I feel like I should play first

9 months ago

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9 months ago

@Isaka Thank you! I didn't mention it in the review, but the ending of Afterglow really pulled it back up for me, mostly the mid-game that drags. Ended up wondering if the trek was meant to be standalone episode that got rolled into the main game. And as for 2063, I can already see it entering my standard rotation- awesome game.

@HylianBran I'll defer to the experts here: @HotPocketHPE and @Isaka what doom mods/WADs would you recommend?

9 months ago

@HylianBran Depends on what you want between Total conversions, gameplay mods and/or mappacks.

For TCs Ashes obviously. The golden Souls and its sequel are also good places to start, the first one leans closer to its Doom origins but the sequel goes harder into its Mario/platforming influences with a 3rd one on the way that seems to lean even more into that direction, the creator also did a castlevania inspired mod, Simon's destiny. Total Chaos if you love survival horror games like penumbra (with a bit of stalker on the side), combat has a similar pace to that series and the atmosphere is great, it's easy to forget it is using the doom engine sometimes but it goes above being just a graphical showcase. Reelism for some random arena based fun. Commercial WADs I reccomend Hedon with the caveats that the first episode is a bit weak and you need to love or at least endure Hexen/point and click style ""bullshit"" puzzles, I might or might not have written a review for it wink wink. Selaco isn't out yet but has a demo if you want to try it out, very FEAR inspired and does some crazy things with GZdoom.

For gameplay mods I always reccomend people to play Demonsteele and then branch out from there, it's DMC in first person before Ultrakill, just watch this trailer. I usually pair it with scythe 2 mappack

For mappacks there's way too many to choose but the previously mentioned scythe 2 or its prequel if you want a more vanilla map experience are good places to start. Going Down is comprised of small compact maps with a good sense of humor, cool level ideas and great pacing so it would be a decent choice too. If you are using more accurate source ports like PRboom+ or DSDA-doom instead of GZdoom don't forget to check the compat level on the doomwiki (I would personally reccomend playing gameplay mods/TC on GZdoom and mappacks with vanilla gameplay on more accurate source ports)

For good resources to find cool mods IcarusLives is good for gameplay/TC mods and Mtpain27 for mappack reviews, you can also watch Decino go through maps to see if something catches your eye.

This comment is too long but I hope it helps!

9 months ago

@Isaka thank you. I bookmarked a lot of those. I'm looking at footage of Demonsteele right now and I'm amazed that this is even possible in doom.

9 months ago

I haven't played that much of the wide world of classic Doom maps tbh. I've been sticking to classic gameplay with Plutonia Experiment, Alien Vendetta, and Scythe 2. This article is fascinating if you are interested in the history. Overboard is probably the best-playing WAD I've tried so far, funny and polished with great pacing. Also if you want to play My House you can just do it, it isn't really gameplay-focused.