Unregistered user “Ogres Obliterator” posted:
Nice but the designers seem to like to waste the player’s time trying to find entities/ items that should not be hidden, compounding the problem lack of clear or coherent clues to read.
Unregistered user “Ogres Obliterator” posted:
Nice but the designers seem to like to waste the player’s time trying to find entities/ items that should not be hidden, compounding the problem lack of clear or coherent clues to read.
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3/5 I will play it again with fun.
Bad points: The road is linear and confusing. Mamy closed doors are blocked doors; bumping in front is repetitive. Secrets are hard to find. New enemies have too much HP, there are too many ogres and insufficient weapons. The sound of knights armor and some skin colors are bad choices.
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Didn’t get far, just past the initial dragon free for all battle pretty much. It’s the 2nd time I had a go at this episode and got to about the same place before deciding to abandon it.
The level design is good, the reskins and so on all fit the aesthetic, there is an attempt at scripted sequences and a story-line, there is a level of polish to the whole thing. No doubt, it would have impressed people for these reasons back when Soul of Evil was first released.
But for my money, well I wouldn’t pay money for it, neither then nor now, as it’s simply not up to the standards of the base Quake experience nor its expansions. All the new enemies are bullet-sponges, are used far too much, and require the minimum of finesse to defeat, its just a matter of tediously pumping bullets into them. The dragon battles you can only win by getting them to in-fight. The medium-size open maps set in valleys and across bridges aren’t an ideal fit for the Quake engine and its combat. The cramped fighting inside houses isn’t ideal either. The aesthetic is consistent but IMO all that orange and brown is just ugly, I’m not a fan. The narrative did nothing for me.
3.4/5
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