Genre
Action
Publisher
Fulqrum Publishing, 3D Realms
Developer
KillPixel
Minimum Requirements
Processor Intel Pentium 4 3.0E 3.0 GHz / AMD Athlon 64 3500+ 2.2 GHz, 1 GB RAM, video card with DirectX 9 support and 512 MB memory, for example NVIDIA GeForce 7950 GT / AMD Radeon HD 6450, 3 GB storage , account on Steam, GOG or Epic Games Store
Recommended Requirements
Processor Intel Core i3-4330 3.5 GHz / AMD FX-4300 3.8 GHz, 4 GB RAM, video card with DirectX 9 support and 1 GB memory, for example NVIDIA GeForce 710GT / AMD Radeon R7 250
release date
February 27, 2024
Localization
Text
Age limit
From 18 years old
Platforms
PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Switch
Official site
Played on PC
3D Realms first revealed Wrath: Aeon of Ruin as a mystery shooter powered by the original Quake engine back in 2018. Just after the successful launch in early access of Ion Fury, which clearly showed that even old technologies can perform well in the right hands (it worked on the old Build, familiar from Duke Nukem 3D and Shadow Warrior). However, successful new action games that imitate the old school have one thing in common – their authors skillfully combine classic gameplay with modern techniques and their own ideas. This is where Wrath has little to offer.
⇡#On Stranger Tides
The Quake inspiration of the opening itself can be felt in the approach to the presentation of the plot. Or rather, in his absence. The Stranger – the main character of Wrath – arrives on a certain mysterious island, where he is met by an equally mysterious Guide in a white robe and a stylish mask. We are not destined to find out who the protagonist is. You can even see it only on the key art, but not in the game itself. Gordon Freeman even has more personality. The Outlander is solely an avatar for the player.
You can't count on a clear narrative. We have to defeat three Ancient Guardians, and that's all the game bothers to say about the story events. As we progress, we will come across scrolls with pieces of description of the world, and after each level the Shepherd utters a couple of lengthy phrases about the fall of a once mighty civilization and… that's all. Compared to Wrath, even the item descriptions in Dark Souls seem clearer.
But KillPixel’s world itself turned out to be very textured. It mixes dark fantasy with industrial brutalism and hints of futurism. Once again, the spirit of Quake is unmistakably discernible, and somewhere on the border between the first two parts. Depending on who you choose, this style has always attracted me, and I continued to admire the landscapes of Wrath: Aeon of Ruin until the very end, passing through snow-covered monasteries, desert ruins and factories with rivers of blood.
Low-poly aesthetics, in principle, easily resonate in the hearts of most gamers who began their journey with shooters of the nineties and retained their love for games to this day. As in the case of Ion Fury, the developers are squeezing all the juice out of the old technology. Of course, the game is unlikely to run on the same code base as Quake, but the overall stylization of early 3D shooters was a great success. Both in terms of visual design and gameplay.
Wrath feels very close to the classics from id Software. The main character rushes around the arena like crazy: cutting circles and pirouettes around enemies is pleasant, you can feel the weight of the character, there is inertia. But this does not always benefit the process. Sections where you have to jump on platforms or measure the exact jump to a secret are rather irritating. Including because of the strange save system.
There are practically no checkpoints – progress is recorded only at the entrance to the level, when returning to the general hub and near rare altars. But quick saves here are limited to a separate resource – “soul anchors” in the form of skulls, which are generously scattered throughout the levels. Only if you forget to use them and carelessly fall into the abyss, you have to go through it again for a good five to ten minutes. Therefore, be sure to save when you see lava or any cliffs – you will save time and nerves.
⇡#No surprises
The weapon looks stylish and awe-inspiring, despite the small number of polygons in the model. The character will first turn each new gun in his hands so that we can thoroughly savor the addition to the arsenal, and only then try it out in action. And here the first suspicions creep in. Not every barrel shoots as nicely as it looks.
Take the same revolver. It sounds juicy, but hitting an enemy feels normal at best. And then only with weak enemies, when the power of the pistol is enough to shoot off limbs. But now a stronger enemy simply absorbs damage like a sponge and will not always react even to a hit – you won’t see any blood, and the model won’t twitch. Fortunately, the shotgun did not disappoint – it successfully combines destructive power and firing range. But this calling card of any shooter is not without the same problem of a sluggish reaction to a direct shot hit.
In total, nine types of weapons are available to us, and two of them are for close combat. A bit meager. The presence of alternative shooting modes smooths out the situation. In addition, each gun remains relevant throughout the passage. But not everyone will like the reason – you will have to switch between barrels regardless of your desire, because the ammunition is consumed very quickly.
Cartridges are issued in strictly metered quantities. And you can’t get them out of your enemies with a chainsaw if you press them. At a couple of moments I was even close to being left with empty pockets – I had to urgently search the levels for hiding places. Enemies also push you to juggle guns. The same revolver, although frail, is excellent for accurate shooting at long distances, and the alternative fire of the poison launcher with ricochet makes it easy and safe to deal with the enemy around the corner. Warning to Doom Eternal fans: quickly switching weapons will not allow you to fire your shotgun or rail faster!
In addition to classic weapons, special artifacts will help in the fight against evil spirits. There are ten types in total: one covers an area with a shield, another increases damage, and so on. When used correctly in some situations, they make life much easier. But I kept forgetting about them, because getting into difficult situations in Wrath is not easy (at least on medium difficulty).
KillPixel's mechanics are successful, but the game desperately lacks variety. The shooter gets into a rhythm from the very first levels, but the next ten hours offer virtually nothing new. In the first act (of three) you will collect almost the entire arsenal and see most of the bestiary. The levels, despite the interesting geometry, are cut according to similar patterns: an interweaving of labyrinths and open arenas, with mesmerizing landscapes and thoughtful shortcuts to minimize running back and forth when searching for keys.
In fact, there aren't that many enemies. I'd like to think that KillPixel prioritized quality over quantity. All opponents are unique and require an individual approach, and their various combinations make fights exciting. As in the best representatives of the genre, in addition to good reactions, the tactical component is important – you need to quickly decide which weapon and whom to get rid of first.
Only the bosses somehow refresh the action. Before firing all guns, you first need to figure out how to put the enemy in a vulnerable position. It’s a pity that there are only three leaders for the entire playthrough (one per act), to whom the same portal leads.
* * *
Wrath: Aeon of Ruin is overly predictable. Looking at the final result, you can’t understand what the authors were doing during all four years of early access. The same first act in the full version remains virtually unchanged. There are few weapons and enemies, there are no unusual situations. Yes, the levels are beautiful and well thought out, but they feel quite monotonous. The shooting is solid, the music is upbeat, but the action still feels monotonous.
Advantages:
nice visual style for those who like to be nostalgic for old 3D shooters; thoughtful level architecture; a modest but well-developed arsenal.
Flaws:
general monotony of the gameplay – there is not a single unique situation; there is not enough recoil and feeling from hits; no rocket launcher!
Graphics
The stylization of shooters from the late nineties was a great success. If you don't mind the small number of polygons and the spirit of dark fantasy with guns is close to you, there is something to admire in Wrath.
Sound
Like other parts of the game, the music merges into a single monotonous composition with nothing to catch on to.
Single player game
An old-school shooter that did a good job on the core shooting mechanics but didn't build interesting situations around them.
Estimated completion time
10-15 hours, depending on the difficulty level and your skills in shooters.
Group game
Not provided.
General impression
Wrath not only looks, but feels like a game from the past. It may entertain fans of the genre, but it won’t surprise in any way.
Assessment: 7,0/10
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