Rise of the Triad: Dark War

Rise of the Triad: Dark War

released on Feb 17, 1995

Rise of the Triad: Dark War

released on Feb 17, 1995

Rise of the Triad, a first-person shooter, is the successor of Wolfenstein 3D, with a somewhat improved 3D engine. Everything is still composed from blocks, but multiple vertical levels have been added; there are stairs made of platforms floating in air, and jump pads which launch you (and the enemies) high up so that you can walk over tall barriers in your way.


Also in series

Rise of the Triad: Ludicrous Edition
Rise of the Triad: Ludicrous Edition
Rise of the Triad
Rise of the Triad
Extreme: Rise of the Triad
Extreme: Rise of the Triad

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Reviews View More

What if Doom got even more arcade? The answer is this game here.

This was apparently supposed to be the sequel to Wolfenstein 3D, but it really only retains the three-firearm loadout and the fash baddies. The grenade guys and the monks are some of the most annoying enemies that I've encountered in a boomer shooter, as their earsplitting grunting can only be avoided if you splat them with explosive weapons—you can only hold one of those at a given time, an element that distinguishes this game from other contemporary titles in the genre. There's some interesting uses of verticality and one really good boss fight against NME, a robot equipped with a bottomless arsenal of explosives. Other than that, Dark War is a bit messy. I played it via the Nightdive port.

Solid 90s shooter with a great soundtrack and fun combat.

Gets Repetitive but still fun gibing these mf

ROTT's weapons are fun, but having to suffer through its level design just to blow up a few nazis every couple rooms isn't worth it

i really appreciate how Rise of the Triad disregards anything that an FPS "needs" if it deems it unimportant for its own premise. like Amid Evil, ROTT has an especially fitting structure for the episodic format. each of the five (counting the shareware one) feel completely different and self sufficient, and they all share the same team of designers! oh, and the lack of detailed geometry doesn't take away from the playful dungeon-like levels that jump from huge canyons full of soldiers to robot-filled dark and clausthrophobic halls. it has variety.

instead of complex 3D layouts, ROTT has jump pads, moving traps of many kinds, shiny metal platforms of differing heights, floating emblems that can be destroyed by being shot, an abundance of locked push walls (yes, locked secret walls!) that ask you to step on invisible pressure plates to open them, the works. those are only some of the more common environmental tools present here. they're very weird for this kind of FPS but also intuitive!

you dance around levels while carefully peeking corners as to not get shot by the many hitscanners and solve the puzzles required to progress. it's so divorced from trying to balance action and exploration like how ID did with DOOM that there are even levels almost entirely made out of wacky puzzles. it can get really fun if you don't mind the visuals being just as unusual as the gameplay loop. at many points during my playthrough, i laughed out loud at the absurdity of the pranks pulled on the player and the disregard for traditional level structure. i get how it can get repetitive for many people if you focus on the shooting, but i see the enemies and guns here more like another set of traps that the designers play with. as soon as you figure an encounter out, it'll likely not give you that much trouble when retrying it, which can also be said about the obstacle courses and puzzles.

i really liked ROTT! it has a magnectic feeling that i usually get only while playing FPS games that don't mostly depend on the strength of their combat.

//i played ROTT through the Ludicrous Edition port but logged the OG version because this review is about the original maps. when i get through the new campaign present on the remaster i'll likely give my thoughts on it on its page. ^-^