- Erkunde eine riesige, in Dunkelheit gehüllte Welt, die von den Profinekromanten der Quake-Szene erbaut wurde.
- Bereise 3 Hubs und 15 riesige, verbundene Levels, die voller Feinde, Geschichte und alter Geheimnisse stecken.
- Bahne dir deinen eigenen Weg mit einem Arsenal aus 9 tödlichen Waffen, die alle mehrere Feuermodi bieten.
- Kenne deinen Feind. In den Schatten lauern viele Schrecken auf dich, die nach deinem Blut dürsten.
- Artefakte großer Macht liegen in den dunklen Orten der Welt verborgen. Finde sie und dominiere deine Feinde.
- WRATH wurde mit der legendären Technik von Quake 1 entwickelt und ist in allen Belangen ein authentischer und klassischer Ego-Shooter.
- Erstelle deine eigenen Welten. WRATH kann von Beginn an gemoddet werden. Erschaffe deine eigenen Levels, Waffen und Charaktere. Die dafür nötigen Tools stehen dir gleich zur Veröffentlichung zur Verfügung.
- Zerstückle deine Freunde in klassischen Mehrspielermodi, die mit dem bekannten QuakeWorld-Netcode auf dich warten. Dominiere die Welt von WRATH mit drei Freunden im 4-Spieler-Koopmodus, im lokalen Multiplayer oder online!
- Tauche in eine schaurige Geräuschkulisse von Andrew Hulshult (Quake Champions, Rise of the Triad, Dusk und Amid Evil) und Bjorn Jacobson (CyberPunk 2077, Hitman, EVE Online) ein.
WRATH: Aeon of Ruin
Sammlung
Du musst angemeldet sein
Über das Spiel

Systemanforderungen
- CPU: Pentium 4 3ghz
- GFX: Nvidia Geforce 7950GT
- RAM: 1 GB RAM
- Software: Microsoft Windows 7/8/8.1/10
- HD: 3 GB verfügbarer Speicherplatz
- SFX: Intergrated
- DX: Version 9.0
- LANG: Englisch
- CPU: Intel Core i3
- GFX: Nvidia Geforce 710GT
- RAM: 4 GB RAM
- Software: Microsoft Windows 10 64bit
- HD: 3 GB verfügbarer Speicherplatz
- SFX: Intergrated
- DX: Version 9.0
- LANG: Englisch
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- Levels are mostly unused spaced or crammed labyrinths
- There are no distinct features or landmarks in the levels to help you navigate, everything looks the same
- It's obvious that the levels are the initial blockout that was filled with the same assets just to get a playable version
- You can clip outside practically every level and break sequence just by trying to find the next objective
- Most fun I had was going out of bounds in every level
- Combat is rivaling Amid Evil in boringness, there are like the same 6 enemies in every level
- The guns are ok but the enemies and arenas aren't versatile enough
- Overuse of spawning enemies behind you, you know its coming every time
- You rarely run out of ammo and all weapons are good enough for any enemy even on harder settings
- At some patch they introduced a bug that randomly screws your mouse movement where you start skipping pixels and your vertical movement gets faster, this only happens every 2 minutes but it made me stop playing completely
- There is no music and the lack of distinctive level elements makes it pretty much just ambient noise
- Save system makes no sense, you can either collect save slots as an item you spend at any point or at fixed checkpoints. The issue is that you never know if its worth spending your save item because you never know if you even made any progress. Just remove the save item or make quicksaving possible.
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Quake 1
When I learned that WRATH is a game from the original developers of many classic FPSs, I was immediately intrigued! Quake 1 has very atmospheric memories with me. A feeling of pure hellish dungeons! I have never returned to that game. Partly because nostalgia is a bitch, and the memories tend to be better than the experience itself. The main reason is that I'm physically unable to play an FPS due to a handicap. So once in a while I let a friend play such a game to be able to experience it still, but also to educate millenials about classic games!Mechanics
WRATH faithfully met my expectations of a Quake 1 game, and that by itself is a success on its own! The game is brutal, spawns enemies behind you through opening secret rooms. The weapons are awesome! They have a very hellish theme, and every weapon has a burst fire that deals more damage, at cost of a disadvantage (accuracy, ammo consumption, reload time). The UI is very minimalistic, only ammo and health is shown. The game uses a tether-point system for saving. You get to pick up very limited amount of these points, and you can create a saving point with them whenever you please. In other words: limited amount of saving spots, but you choose where. You will probably die a lot, and this gives players control of the saves. The parts I've seen are good! I'm waiting for the final version, hoping for achievements and maybe a story? 85/100 (sparkled by nostalgia)More reviews at Omnivore Gamer, games that are easy to control (for handicapped gamers). | [/tr]
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REVIEW IN PROGRESS
8th April 2020Gameplay
It feels smooth. As you would expect it to, coming from some of the fellas at 3D Realms, powered by the legendary Quake engine (Or id Tech 2). The movement is near perfect (A few issues regarding momentum and slopes) Weapons feel nice, they have enough impact behind them to make them fool good to use, with satisfying sound effects to really drive it home, although this isn't the case for all weapons, but we'll touch on that later. There's a new save system, seeing people complain about it so much had me worried but after playing the game for myself, the complaints are unfounded. Basically, you can't quicksave unless you use a specific resource, of which the game throws a massive amount at you anyway. Playing on Outlander for my first playthrough, I finished all three stages at this point in time with 30 of the things left over. And there's also a few save shrines dotted about the absolutely massive maps, to boot.The Maps
Maps look gorgeous and are absolutely massive, lots of winding paths and secrets, this is absolute peak in terms of how a level can be made for an FPS. There is one issue, however. Enemy placement. Enemy placement for some of these maps is honestly just atrocious. There's a few examples of this but the worst one by far is the ending segment of the Gardens stage. Basically you take an elevator down and they spawn a bunch of Wraiths, which is fine. And then they spawn a stupid amount of Heretics, we're talking like 14 of them at least, and these things have a hard hitting projectile, an even harder hitting melee attack, and they have a high stun value, so you can't just sit there and stunlock the lot of them. I died a good 15 times on this segment with the use of relics and every time I felt my deaths were the fault of the game. They spawn a few hard hitting enemies after that, but the main issue for the segment are the Heretics. Besides that, 2 of the 3 levels are great, my favourite being the Mire. The Undercrofts are great, too. The Gardens need some enemy placement tweaks, and maybe some progression changes. I was bored for the first half, and the second half was mostly amazing, until the end.Issues
Let me preface this by saying that the game is in early access, so I don't fault them for having issues. Some of these are bugs, some of these are balance issues, and some of these are nitpicks. Slopes and momentum: As I said before, slopes can cause issues. I've had a few times where landing on one either cancels my momentum entirely or multiplies it by a factor of 10. It seems to be random what one it does, if any, but it's frustrating. Enemy AI: AI is good for the most part, it does it's job. However, sometimes they have issues getting around, I mostly spotted this with the 'boss' enemies and the Widow enemies. Enemy Balance: This is a big one. Most of the enemies here are balanced extremely well. The only ones that stick out like a sore thumb are Heretics (So much health, only get put into their stun animation by Fang Spitter's alt fire, game will spawn them up your ass with zero issues) and the Widows (Game really enjoys hiding these dudes around corners for cheap hits, they hit hard, move fast, and don't seem to have a stun animation) Weapon Balance Coach Gun has no use once you get the Shotgun and [strike] Nail Gun [/strike] Fang Spitter. Shotgun is way too powerful, I found myself using this thing for basically every enemy the majority of the time because the alt-fire is just that broken. Even on Outlander, the Shotgun alt-fire can 1 shot all but a single enemy in the game, the charge time isn't long enough to warrant how much damage it does, and to top it off, once the shots hit a wall or enemy, standard shotgun projectiles bounce all over the room, so 9/10 times this is your room clearer which invalidates the Bio-Rifle entirely. And if your first shot with the Shotgun alt-fire doesn't kill that pesky boss enemy, the bouncing projectiles probably will. This thing desperately needs a nerf, make it use more ammo, make it deal less damage, remove the bouncing projectiles, ANYTHING. The Fang Spitter can stunlock Heretics with it's alt fire, but it takes 15 shots to kill a single heretic, in exactly 1/4th of that time, you can charge the alt-fire on the Shotgun and one shot one. The only reason to use any other weapon right now is because the enemies may be out of the (VERY GENEROUS) range of the Shotgun alt-fire. And then you use the Fang Spitter anyway.Final Thoughts
Good game. Some balance issues here and there, some bugs, which are to be expected, but nothing game breaking. Nothing takes the game over it's knee and breaks it in half (Besides maybe the Shotgun). And nothing ruins the enjoyment. The visuals are great, the levels are mostly great, and the enemies are incredibly well designed for the number we have at this point in time.Final Score: 8/10
Note: Final score and review are only valid until the next content update, everything should be taken with a grain of salt once new content drops.
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Release:22.11.2019
Genre:
Ego-Shooter
Entwickler:
KillPixel
Vertrieb:
3D Realms
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
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