I thoroughly enjoyed what I played here and it's good to see this finally release after so long. The overall experience was good but I had a few gripes during my experience. I was able to find the secret levels for E2 and E3. This review comes from someone who considers themselves an intermediate player at Quake, and has played only a couple other custom campaigns previously.
Pros I have:
- It's amazing how well the level designers recreated the themes of the maps they were based on.
It was very fun to walk into a room and think "Hey, this reminds me of that" while at the same time marveling at how they made these rooms function differently. The setpieces and environments looked awesome.
- The scares, traps and fakeouts are really good. Opening a door and seeing a Fiend was always a treat and never felt cheap as they were placed far enough to give you time to react. I especially love the usage of complete darkness or flickering lights for many encounters. Those were the highlights of this campaign for me.
Cons I have:
- I think the levels have way too much ammo placed around.
At almost no point did I ever feel low on ammo, which in turn meant that I never really felt challenged. It feels like every room had large shells, large rockets and multiple large nails boxes; I was always topped up on every ammo type. Anytime I encountered an enemy, there would usually be some large ammo boxes nearby and It got to the point where I honestly started paying more attention to these pickups than the enemies, since I'd be thinking "What gun should I start firing at the enemy so I can get my ammos worth out of the box next to it?" I'm going to assume that the absurd amount of ammo was due to there being a Shotgun Start option, but I feel like this turns the game into a cakewalk for anyone playing the campaign normally. The only time I felt actually challenged with ammo consumption was during Episode 4, and even then, I was still always full on nails despite mostly using the SNG. I just didn't really feel like I got a Hard experience out of selecting Hard difficulty when it came to the quantity of ammo present. If you guys ever plan to do any sort of balance updates to your maps, I would seriously suggest turning a majority of the ammo throughout the campaign into small packs, and maybe removing a few nail boxes in places.
- Certain level layouts felt extremely same-y.
By the time I was halfway through the campaign, I started saying "Oh great, another cylinder-shaped level where you ascend and descend a tower collecting keys for a hub area." I don't mean to be rude about it but like it really felt like a lot of the levels had this same shape with often the same gimmick of bringing many keys to a hub area, and it got very stale after a while.
- I was soft-locked on E4M6 and had to clip out of the area to progress.
I shot a secret button that raised a lift I had just previously went down. This left me stuck in that area I came from, as all doorways in the previous rooms were sealed and the lift would no longer drop.
I'd rate this 3.5 stars (70%) if I could because I feel like the cons I presented brought down what I'd consider an otherwise perfect campaign. I believe the review I've presented is harsh but fair. Regardless, I still enjoyed what I played the majority of the time, and I look forward to any developments the team have in the future.