Very enjoyable overall. I'm generally just glad to see the minimalist brutalist style across Quake, as you can still manage to get a lot of variety even with constraints of building on grid 64 and keeping things super minimal.
This feels like a culmination of ZetaByte's general run-and-gun style with lots of low-tier enemies and combat focusing on the SNG for blasting through them, while having to handle tricky high-tier enemies placed strategically. You can really feel the care and attention put into arranging combat in clever, challenging, and puzzle-y ways. Another staple of ZetaByt's style is loads of ogres/grenades raining down on the player, a slow escalation of knights/hellknights to fiends, then shamblers, with vores and enforcers up above. Really good stuff!
Some downsides to the episode:
- I personally didn't enjoy the thick fog. I think turning the fog down to .02 or .03 (down from the default .08) lets the player see the world around them, and it looks great! I don't see the reason to hide the awesome abstract structures floating around in void. I found the experience much more epic and moody when I played through it a second time with fog density .025.
- A few battles felt a bit annoying, as ZetaByt uses vores and enforcers and super annoying grunts on high places in the distance, while dealing with small hordes on the ground. I think with a few less projectile enemies that you just can't see (especially because of the fog!), the combat would still feel hard and puzzley, but less annoying. The last battle especially suffers from this, on top of the fact that it's a pretty basic Cthon fight (shoot the dude until he dies). Grunts off in the distance up high in the fog hitscanning you while you're handling the fun stuff down below is... a bit frustrating.
Another note on the art: I think it would have been nice to have some aesthetc variety across maps - maybe a change in fog color and concrete color per map? I made it a point to have my own brutalist episode have a sense of progression which the sunlight, fog, and concrete, and even liquids match. Just so that it doesn't feel like one big map, rather than disaparate maps in an episode.
Still, I don't want the downsides to overshadow the goodness that is this episode. I love the simplicity of the combat-focused encounters, the way the whole thing feels cohesive and solid. More than anything, it's really really fun!
Awesome work ZetaByt!