

This enemy is almost exclusively responsible for the aforementioned level trolling, a large majority of the time they are placed in areas you either can't see, don't expect or simply don't exist until they get spawned in en masse very likely leading to your death. The worst enemy added though is the Spike Mine, a floating explosive orb that tracks the player faster the closer it gets. Enemy-wise not too much, a giant nail shooting scorpion, could be very deadly in the right situations, the gremlins who can steal your weapons which is a very unique interaction and it caught me off guard when I fought a crowd of them while invulnerable only to find my attacks being blunted by repeated weapon theft. They did factor this weapon's function into a few puzzles rather well though. I rarely ever used this weapon, it felt far too situational and simply wasn't strong enough to warrant wasting rocket ammo on. The third weapon is a proximity grenade launcher, grenades explode on direct contact or stick to the environment, exploding after some time delay or when an enemy enters its range. A laser rifle which again is extremely powerful and useful, serves as nice alternative use for cells other than the lightning gun while providing extra range at the cost of accuracy. Weapon-wise we have a warhammer that fires lightning, extremely powerful yet ammo is scarce and the fact it uses ammo is rather unintuitive.

The additions to Scourge of Armagon come in a few new enemies, a few new weapons and a few new powerups. Everything from the floor falling away, enemies being located behind doors or right at the top of elevators, enemies spawning in front of and behind the player simultaneously, things of this nature just felt overplayed and ever so slightly tipped that sense of unease over into a sense of frustration. Here in Scourge of Armagon though it felt like that core component was singled out and extrapolated / flanderized into nearly every facet of level design meaning where possible they tried to trick or unfairly punish the player for generally not being psychic enough to know ahead of time what misfortune would befall them. I consider that one of the most incredible things about Quake's level design, they instilled a sense of unease through that design alone.

In a few sections in Quake the levels were designed to "troll" the player or catch them off guard, maybe a wall would move when you didn't expect it to or the floor would fall away things like that, it happened rarely enough that it wasn't a huge problem but frequently enough that you always felt uneasy, you never knew how far you could trust the game to be sincere with what it was displaying to you. The things that bother me relate mostly to the level design, largely regarding fairness. The reasons for this are small, on a macroscopic scale it's fantastic, the level design is solid and the new additions are welcome in adding variety to Quake, something I felt was lacking in the base game. Even though I have rated this the same as standard Quake (and Dissolution of Eternity) I will admit I prefer Scourge of Armagon marginally less than either one. 4h 48m PlayedFor the most part Scourge of Armagon is just more of Quake meaning its base quality is already great so if you enjoyed the basic gameplay of Quake you will most likely appreciate this.
