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An awesome “micro episode.” Very good, interesting brushwork. The tastefully modified Base dudes nicely expand the enemy variety. The equally nice ambient sounds provided really add to the immersion. A high quality little package!
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Short but fun.
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Simple (in a good way) and nice. Fun gunfights and well-made layouts.
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These maps look really Quaky (RickyT32 tm). Lovely looks. Very sad about the lack of vising for transparent liquids.
About the AI of the new enemies, they were out for blood. Made me really miss my wings, which I’m assuming were in the one second level secret I did not find. Those grunts sure make good use of THEIR rocket launchers!
Also enemies predicting your circle strafing trajectory! I didn’t expect to find this so back in Quake, but I guess Quoth had it(?); still made for some great shoot outs.
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Awesome stuff. Love the exciting feel of combat brought about by the new enemies, who are challenging in new ways as snipers and (especially!) in the arenas.
Died twice on normal, very unusual for me but legitimate and rewarding: the pace is much quicker and the standard Quake muscle-memory + resource management no longer applies; everything changes on a split second according to new balistic mechanics.
The fiend pit lock-in was fantastic, one of the most hectic close quarters I’ve ever faced. Excellent adrenaline throughout — felt a bit like a more hectic and condensed Quake 2 in some ways.
Really liked the new aesthetics: the more colourful and delineated new enemies and interactibles contrasting nicely with the even more muted tonal range of the environment.
One nice little touch here is that you will face off against rocket-launcher enemies while having only a grenade launcher with which to deal with them yourself. It’s another nice challenge to the typical dynamics of Quake 1 where you’re usually much more tactically empowered than mobs. On that note, I’ve a minor complaint with the last secret: it’s very cool in its own right, but given the sequential context in which you’re likely to discover it, the player is most likely to take the time to focus on its time sensitive mechanic immediately after the last point in time where it might have been useful.
Based on this, I can’t wait to play the rest of Konas work.
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