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I have been waiting for a spiritual successor to Quake for almost a quarter of a century now. Wrath looks like it could fit the bill.

Two things are keeping me from pulling the trigger:

- Available levels. At the moment, there are two, which is fine for a first impression. But the roadmap adds a mere three more levels to that. I don't know, but even if every level takes 30-45 minutes to play through (going by GGMan's estimate), that just feels kind of... thin. More to come, or is five final levels the goal? Hm, since it runs on DP, maybe mappers to the rescue?
- The save system. I just am not a fan of artificial limitations on saves. Quake had unlimited saving, and I really do appreciate being able to quit a game whenever I want without having to decide if I would rather replay a section, or expend a limited resource not to. (And if those resources are so plentiful as to make you say "It's a no-brainer", why even have the system?)

Apart from that, looks great. I have been having my eye on this title for a time now, and this meshing of Quake and Chasm: The Rift just looks so right that further words fail me.
During Early Access, only 1 hub and five levels will be available. However, at launch developers said the game will have 3 hubs with five levels and a boss each (source: https://youtu.be/f7-RDxXGI1o?t=159). So a total of 15 levels, 3 hubs and 3 bosses.

Regarding the save system, I agree that a traditional save system would have sufficed, but at least it's not Daikatana levels of frustration. So far soul tethers are very common throughout levels. I played both available levels in hard and was always maxed out on soul tethers. That combined with Shrines makes saving not an issue thus far. Besides, even on hard there is so much ammo and health that I have yet to die once. Currently, quicksaving and quickloading are available because they are hardcoded into the engine, so you can access them by pressing F2 and F3 respectively. However, quickloading is bugged and won't work properly. I haven't tested it myself, but I read around the steam forums that if you quickload after dying it doesn't work or something like that.
Post edited November 23, 2019 by putridpete

I played both available levels in hard and was always maxed out on soul tethers
I decided to try the EA out for myself (just finished it on Hard as well), and that has been my experience so far as well. In fact, I left behind a fair few soul tethers because they simply were not conveniently placed, and I could not be assed to backtrack "just so I can save". Which makes the decision to go with limited saves... weird.

From my perspective, they do not have any tangible benefit on game play (contrasted with Alien Isolation, the one game I know that does limited saves really well, in my opinion), and in fact, kind of detract from the game. Oh well, it's not a major issue.

I died once to one of the "executioner traps" - where you go through a door, an executioner crashes right into your face, and the door behind you closes. Over-all, I do agree on this point as well, though: Health and ammo on Hard is plentiful. I mean, maybe I am underestimating my skill level, but I am old and rusty when it comes to fast-paced fps games, and I found Hard a good bit too easy.

Additionally, a lot of the difficulty did not come from good game play ("I could have avoided that"), but seems to be from relatively unavoidable damage, e.g. the aforementioned executioners and the widows - both of which have "hitscan" melee attacks, i.e. they damage you as soon as in range, even if their animation has them still swinging.

Apart from that slight cheese, I really like it so far. Well, maybe they could make the Undercroft level a bit more graphically distinctive in parts, because it reuses a lot of textures, styles and assets, which makes orientation harder than it needs to be, and exhausts the brain.

edit: Also, thanks for the link and the thorough explanation how levels/hubs will be handled in the full release. Seeing how expansive the first two levels are, I think that should result in a plenty rich game.
Post edited November 24, 2019 by Mueslinator

I played both available levels in hard and was always maxed out on soul tethers
avatar
Mueslinator: I decided to try the EA out for myself (just finished it on Hard as well), and that has been my experience so far as well. In fact, I left behind a fair few soul tethers because they simply were not conveniently placed, and I could not be assed to backtrack "just so I can save". Which makes the decision to go with limited saves... weird.

From my perspective, they do not have any tangible benefit on game play (contrasted with Alien Isolation, the one game I know that does limited saves really well, in my opinion), and in fact, kind of detract from the game. Oh well, it's not a major issue.

I died once to one of the "executioner traps" - where you go through a door, an executioner crashes right into your face, and the door behind you closes. Over-all, I do agree on this point as well, though: Health and ammo on Hard is plentiful. I mean, maybe I am underestimating my skill level, but I am old and rusty when it comes to fast-paced fps games, and I found Hard a good bit too easy.

Additionally, a lot of the difficulty did not come from good game play ("I could have avoided that"), but seems to be from relatively unavoidable damage, e.g. the aforementioned executioners and the widows - both of which have "hitscan" melee attacks, i.e. they damage you as soon as in range, even if their animation has them still swinging.

Apart from that slight cheese, I really like it so far. Well, maybe they could make the Undercroft level a bit more graphically distinctive in parts, because it reuses a lot of textures, styles and assets, which makes orientation harder than it needs to be, and exhausts the brain.

edit: Also, thanks for the link and the thorough explanation how levels/hubs will be handled in the full release. Seeing how expansive the first two levels are, I think that should result in a plenty rich game.
Great feedback mate!

After having played EA myself as well, I agree with the points you make, its feedback like this that will be most valuable to the devs (assuming they read these forums)