Wrath: Aeon of Ruin

Wrath: Aeon of Ruin

released on Nov 22, 2019

Wrath: Aeon of Ruin

released on Nov 22, 2019

Blast, slice and shred through your enemies in this hardcore FPS inspired by the icons of the '90s, powered by the legendary Quake-1 Tech. Taking place in a realm left to rot, take up arms, unearth long-forgotten secrets and hunt down the Guardians of the Old World.


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Wrath's appeal is a niche within a niche- the throwback shooter pivots itself on high-octane action inside of short/varied levels usually, and Wrath isn't this. It's high-octane; it's more intense than any other throwback shooter I've played by a heavy long shot, but it doesn't let you cool down. Levels are designed with less focus on a gimmick (arguably to its detriment) and more so with a focus on being gauntlets. Each one clocks in at about twenty minutes to half-an-hour if you're not speedrunning, and the appeal might seem limited given the small enemy roster and lack of variety, but I think Wrath taps into something totally worthwhile once you give it some time. The game slowly feeds you new content, thus demanding you figure out the ideal strategies for each enemy- which might reveal maybe the best weapon/item roster I've ever seen in these types of games. Every weapon has a primary fire and an alt-fire that is practical for the constant hostile ways enemies swarm you, and I do mean swarm you. Some levels clocked in at around 500+ enemies, and that's where Wrath's secret lays. It's as much a Serious Sam as it is a Quake, and it's a lot better than the average horde-shooter, too! Every weapon choice allows for high player expression here because they're pretty much all equally practical; you really need to balance out function and conserving ammo to invent your own ideal combos to put down the increasingly tanky enemies or large swarms. As the game really starts kicking you down with full on armies later on, it's always encouraged to explore for secrets and collect items, which are super utilitarian and I didn't find one of them uninteresting. Importantly, items are so limited that collecting them (and ammo) across multiple levels makes the entire game a resource-management challenge, as opposed to just one level usually. Saves themselves, being turned into an resource, also fixes one of the things I dislike most about classic PC gaming: the encouragement of save-scumming. Yeah, they could've dumbed down the number of Soul Tethers you get quite a bit, but just the notion of them and the Shrines is great. All of Wrath feels like a trial of reflex and moment-to-moment wit to me, and I love it! You might find it repetitive/padded, and I wouldn't blame you, but I loved Arcane Dimensions.

A bit too long for its own good & the campaign isn’t going to exactly set the world on fire, but at the end of the day it’s still pretty solid…

The gameplay is serviceable to a fault. It's mid.
Game is pretty as hell don't get me wrong but you'll get more enjoyment out of other games released two decades ago.

Wrath's greatest flaw is that it's merely fine, and also arguably overlong. My first clear on Hard clocked in at just over 20hrs, with each episode being equivalent in temporal length to other game's entire runtimes.
I still enjoyed my time overall, and even preferred Episode 2 to 1. Which I think is the reverse of most people's preference. The environs do look great but the small enemy roster that's shared across almost the full game, coupled with some really unsatisfying primary fire for the pistol and shotgun, put a damper on my enjoyment. The shotgun primary isn't as big of a deal since you actually want to use the secondary in most cases, but it still feels weightless during those otherwise tense moments were a sudden close quarters encounter needs to resolved with gibs asap. There's significant feedback from the enemies getting staggered or gibbed yes, but it doesn't feel like I'm actually firing projectiles. The pistol is a much bigger issue, there is basically NO feedback for its primary, which I frequently relied on for the Not-Scrags and picking off stragglers from advantageous medium range vantage points. I had to turn on the crosshairs because it was often too difficult to discern if anything was even happening. I think all FPS devs should do some playtesting with the HUD disabled in order to figure out what needs to be changed in order to improve diegetic feedback.

If Wrath had found a way to implement a bit more encounter variety across the later episodes, I feel it would have turned into the longform FPS epic it deserved to become. Standout levels like Shadow Pantheon are definitely an acquired taste, but have served to ingrain Wrath into my memory as an interesting and grueling exploratory dungeon crawl of an FPS.

Worth checking out by dedicated FPS fans with tempered expectations.

fun being built on quake 1's engine really helps

Définitivement un des meilleurs boomer-shooter que j'ai joué EVER!

Une bonne variété d'ennemis et un bon mix de levels qui sont assez challenging font en sorte que Wrath se distingue des autres jeux du genre.