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The maps don't seem very large to me, but I'm used to the Quake custom mods and maps so this kind of gameplay was nothing new to me.
I think this is the core of Wrath's strength and weakness. It is a commercial game for people who love playing those huge custom maps and mods and for those folks it is one of the best things you can play. For everyone else it is an overlong and samey pain in the rear.
Yeah I can definitely see that. When I got to The Priory and that cool looking building, with the mix of indoor and outdoor areas to explore I loved it. I didn't want to move on to the second episode after getting the 5 relics because I loved those maps so much lol.
The Priory is one of my favourite levels in an FPS, new or old*. I was so struck by it when I first played it I spent a while excitedly talking with a couple of people trying to convince them to play Wrath. They told me it was one of the most boring, over long slogs they had seen in a game, which confused me.
Wrath is less about shooting dudes and more about the labyrinth, and I guess that is the major divide with modern boomshoot fans: Do you like the heavy metal killing or the exploration more?
*Well, at least it was until they rebalanced the ammo and damage levels, but that is another issue.
On to the enemies: Wrath doesn't really have a good melee enemy that complements the ranged dudes, nor does it have a ranged enemy that requires more than some slight sidestepping. The best it has is the Wretches spamming plasma in turret mode. These are very versatile and have appropriate health pool, but they can't carry 15 hours of combat alone.
Wrath also lacks effective explosives, and its shotgun alone often isn't enough, which puts the player at a longer, safer, boring-er range most of the time. Having a "flak cannon" instead of a "bio rifle" would have made a huge difference.
Lastly, the levels. I liked them a lot, and found the new ones an improvement over the demo episode across the board: pacing, variety, balance, everything. In terms of level design, I think the main thing that detracts from the experience is inventory carry-over.
Now, I get why devs don't do pistol-start - casual players seem quite stubborn when it comes to this, just as with save limits. But why not reset the arsenal between episodes? Doom, Duke and Quake all did resets, but Wrath and Ion Fury, despite having twice the length, opt for never mixing things up after the first couple hours. You could've had a melee-only powerup-heavy map, a goop-only map, a beam-only map, some kinda survival puzzle map - all sorts of things. I just seriously don't get it.
Also, while I didn't mind it, it's not surprising to me that some people would find the first episode bland and drop the game. Really, you'd have to struggle to come up with a blander theme. Grey stone walls and... some trees... I guess? Hardly something that would hook someone who isn't already interested.
Lastly-lastly, the tech. With Q1 BSP ditched, I would have expected for crouching to be useful outside of platforming, and for there to be tiny critters and huge giants. But I think all enemies are pretty much human-or-shambler sized? Was it really worth the lack of lightstyles? Stairs are massively improved over Q1, but I'm not sure if that's on the map format or on the engine.
...Maybe this wasn't the best thread to dump my thoughts on the game, but whatever. Overall, I also feel out of sync with some of the criticisms I'm seeing, especially when Turbo Overkill gets brought up as superior to anything in any respect. You wanna talk underwhelming weapons, flat-line combat and copy-paste levels, that game's the prime example. But I'm just rambling now.
See above
I'm noting that the concept of "Boomershooters" is being divided between the fans of things like Turbo Overkill, Doom Eternal and Ultrakill and things that feel more like Doom or Quake mods.
Wrath is very much a high profile Quake mod with a premium attached to it, for better or worse.
It's not like there's a ton of enemies in base Quake 1 either so I don't see that as a criticism. It's basically just grenade ogres, death knights, scrags, vores and shamblers. The key is how those encounters can be setup using map design for an interesting fight. And how modders can create new enemies in stuff like Alkaline, AD and Dwell.
I think there's a ton of potential in Wrath for great mods and custom maps.
I've been playing Quake 1 content for 27 years.