I admit I’d also expected some sort of graphical/visual upgrades, as I’d read DotP came with some of those, but I couldn’t distinguish any compared to what used to be. I usually ended a chapter missing only one or two, and they kept popping up during times I thought I’d found an ordinary route or passage. Something I found weird was how easily you could stumble into secrets. I get they were restricted to base-game tracks, but that didn’t make it any less weird to hear main-menu or level-complete music being used as generic map tracks. Monster infighting is one of my favorite mechanics.) I found the musical choices odd. Ammo was also incredibly scarce, and I found myself relying on monster infighting far, far more often than in older titles. Considering the nature of its development and release, this was a good call. I also found them far harder, clearly designed for longtime Quake veterans. There may not be as many as older releases, but each one will take much longer to complete. The first thing I noticed is how much larger the levels have gotten. This first expansion pack was released in 2018, to celebrate the game’s 20th anniversary. But I wanted to complete the entire set, and was curious to see what sort of gameplay updates developers had figured out in the many years since the originals released. Plus they ignored all the new assets/weapons/enemies from the expansion packs. Sure, it’s nice to have more Quake, but I was bummed that they only used the base-game content. You see, I wasn’t quite as enamored with the concept of the new expansion packs as I was the old. I wasn’t sure whether to write this article.
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