WRATH: Aeon of Ruin
Charts
11

Players in Game

1 958 😀     688 😒
71,76%

Rating

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$24.99

WRATH: Aeon of Ruin Reviews

3D Realms, creators of Duke Nukem 3D, Prey, and Max Payne, presents a hard-core first person shooter, powered by the legendary Quake-1 Tech. Crafted by the hands of Quake-scene necromancers, WRATH is the real deal. You will not survive...
App ID1000410
App TypeGAME
Developers
Publishers Fulqrum Publishing, 3D Realms
Categories Single-player
Genres Action, Early Access
Release Date22 Nov, 2019
Platforms Windows
Supported Languages English

WRATH: Aeon of Ruin
2 646 Total Reviews
1 958 Positive Reviews
688 Negative Reviews
Mostly Positive Score

WRATH: Aeon of Ruin has garnered a total of 2 646 reviews, with 1 958 positive reviews and 688 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for WRATH: Aeon of Ruin over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 883 minutes
The only thing thay fear.....Is you
👍 : 0 | 😃 : 0
Positive
Playtime: 115 minutes
I don't really way you save in the game.
👍 : 2 | 😃 : 4
Negative
Playtime: 376 minutes
Game is basically fine but it's such a slog with the sheer amount of uninteresting enemies. The save feature really isn't that big of a deal, but breaks from the game are almost required to play through it. I really had no desire to go back to it and was just going to uninstall after letting it sit in my library after a few months, but after playing a few other (much better) games in the genre I felt compelled to suggest you skip this one.
👍 : 1 | 😃 : 0
Negative
Playtime: 773 minutes
Classic first-person shooter, I like it very much. The level design is very good. For my taste, there aren't enough different enemies and you often have to fight against whole hordes of them. The AI is simple and you can easily cheese your way through. So it doesn't really feel like Quake. Gamplay is great and maybe I'm just getting too old to play fast.
👍 : 0 | 😃 : 0
Positive
Playtime: 2716 minutes
I'm having quite a blast so far, although I really do think this game should've had a horde mode/survival mode, just like the one in Dusk. You have a good gameplay loop here, you guys are capable of making good level designs, and not to mention the really good art direction. You should've capitalized on it.
👍 : 0 | 😃 : 0
Positive
Playtime: 1530 minutes
Pretty game; most of the enemies are a pain in the ass though and some of the guns are janky as fuck, especially the shotgun.
👍 : 0 | 😃 : 0
Positive
Playtime: 168 minutes
Nice old school themed FPS, inspired by Quake, Doom and Hexen, Wrath adds new elements to the mix for example you can't save anytime like classic Quake this adds to the challenge, enemies pop-up from unexpected places makes the players alert all the time, the sounds are fine, levels are nice, but not better than Quake, Wrath is enjoyable, compared to Quake I consider Wrath half way there. What I didn't like is the menu, it could have been better, also the lack of save and load options makes the game confusing when respawn. Wrath is published by 3DRealms the original publisher of classic Duke Nukem they're sessioned in the 90s their experience in old school FPS shows up with Wrath and other new titles.
👍 : 0 | 😃 : 0
Positive
Playtime: 676 minutes
Fundamentally, right, it's easy to see that the devs know and truly appreciate the goodness of the post-Quake boomer shooter. But I'm not entirely convinced by some of the ways they decided to build on/implement that legacy. Three examples: Yes, complexity and exploration are great, but the levels here often end up a bit too long without much in the way of anything particularly clever or memorable (be it in level design touches or combat setups) to justify their length. The levels are never BAD, admittedly, and I really respect that they never get confusing, but they're never really even close to "great", either. Give me a clever, flowy, and exciting 15-minute level over a complex, interconnected, well-thought-out, but kinda dull 40-minute level any day of the week. Yes, id got things right with the shotgun dude and imp in OG Doom, and it makes sense to ramp the tropes up for a modern audience, but Wrath's takes on both, and how they're used, sometimes end up crossing the line into feeling cheap and/or annoying. The devs understand that quicksaving can be a bit cheap (and it is), but their solution isn't really that much more effective. You get enough Soul Tethers that you can generally stay close to the maximum while making two/three saves per level. So while you probably won't want to, say, quicksave mid-fight, it's also not really adding that much to the experience. Sure, this doesn't directly impact my experience, but it's a good example of how some of the decisions feel slightly... misguided? It's not a bad game at all and I don't hate it, but, let's be real, there's a lot of content to work through before you should even consider checking Wrath out. If you like Quake, play all the top-tier Quake maps on Slipseer/Quaddicted first. Then play (the god-tier) Arcane Dimensions mod for Quake. Then there are all the AD maps available on Slipseer/Quaddicted (many of which I will probably remember for far longer than any of the levels from Wrath I've played). Copper has some great maps for it, too. Etcetcetc. And if you don't like Quake, why are you even interested in Wrath?
👍 : 5 | 😃 : 0
Negative
Playtime: 991 minutes
Never before have I played a game that squandered so much potential! The weapons are a lot of fun to use and feel punchy. The enemies, when well placed are a lot of fun to fight. I love the old-school aesthetic and the general tone and atmosphere of the game are great. The levels have interesting layouts with lots of secrets. But the amount of cheap bullshit, in conjunction with the save system, meant that many times I'd die from getting backed into a corner, forgetting that I'm out of ammo for half my weapons, only to realize my last save was 20 minutes ago! You can have a save system like that, but don't throw players these curve balls that are impossible to predict, in a game where it's often impossible to predict when you should save! I know they now give players the option of saving any time now, but in a game with this sort of design, it should either be the default, or better yet, just go with a traditional check point system. The devs KNOW when some stupid bullshit is coming up. The player DOESN'T! I could just switch to the infinite saves and continue, but the annoying crap in this game has just left a sour taste in my mouth. Such a shame. It really had the potential for greatness.
👍 : 4 | 😃 : 0
Negative
Playtime: 683 minutes
Only stomachable in short sittings. Good level designs, poor enemy variety and weak weapons which, besides the levels, are the main reason to play these games. Get it in a sale like me. Only the alt fire blade, flechete minigun and the crystalizer feel good, because they actually deal damage with a passable fire rate. Problem is, the blade cant be used against the majority of enemies because they either explode and deal damage to you or fly. The flechete minigun runs dry fast. The crystalizer is only available from act 2 and despite it dealing good damage the splitting beam is randomly hitting walls instead of enemies. Everything else has no ammo, is incredible innaccurete, has nxt to no ammo, or deals more damage to you than enemies. Movement can be wonky from time to time but you can airdash with your blade alt fire, enemies randomly know you move around a corner, the sections with flying enemies getting spammed are immensly annoying.
👍 : 6 | 😃 : 0
Negative
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