Damned smooth after having tried Aleph One, which means me not getting seasick, which is a huge bonus.
Yeah, well, the difference between this mode's 60 fps and capped AlephOne's 30fps (not to mention original Marathon1's jerkiness on Basilisk) is just stunning. Movement, gun animations, melee (a bit more on that below) - all of that feels smooth, responsive and awesome (the low-grav and the inertia got ditched). I mean, this is what Bungie should have ideally done, and this is what Marathon reimagining they MIGHT be developing now alongside Destiny (although I'm not sure why would Jason Jones actually want to do that), should probably flow and fell like. This is certainly pleasant and playable on a most basic level.
The two levels I've seen are basically carbon copies of the original Marathon levels with UT-grade graphics and some extremely minor tinkers here and there in order to accommodate the switch in jumping mechanics (the old Marathon used inertia-based horizontal pseudojumps, this one ditches them along with the low gravity thing - and makes you use proper vertical jumps as well as the dodging mechanics). HOWEVER, I should note, that there are numerous differences in enemy placements between the original Marathon (either that or the game failed to spawn all of the enemies correctly while on Basilisk) and the AlephOne's M1A1 - and this mod definitely seems to follow M1A1's suit. Also, while I kinda appreciate them going "this looks EXACTLY like an 'HD version' of Marathon", it seems like a kind of waste to me that they didn't go with a more stylized look. Kinda like this one:
The tracker recreations of Marathon's music though are quite badly done - and I am pretty sure tracker music can do quite a bit better. The new tune playing in the main menu was alright though.
In addition to the better audiovisuals the enemies are smarter too - instead of rushing you they try to ambush you.
Actually, no. They just have a piss-poor pathfinding code (and this is one of the few occasions where the stuff was done MUCH better in the original Marathon than in this remake). Because running left and right just behind the corner and receiving 4 consecutive bullet hits while attempting to get past said corner is not called "laying a good ambush". Moreover, the enemies in this mod don't seem to have any sort of squad awareness, so you can aggro them one by one (or by two). The good example is the very beginning of the game. In the original, as soon as ANY of the initial enemies saw you, the whole squad (3 fighters in the rooms overseeing the starting corridor, two more fighters in the big room to the right) immediately started closing in on you. Moreover, if you got to that big room to the right, with a window overseeing a hangar, another group of enemies, a floor below, COULD SEE YOU through THEIR window - and then the entire squad (4 more fighters) went to your position to participate in the party. The whole thing basically turned into this insane gangrape mere
seconds after the start of the game. In contrast to that, in this mod you can take out first three enemies overlooking the corridor one by one, without ANY of them suspecting anything before you hit them. Then you leisurely deal with two enemies in that big room to the right. Then you get to the staircase to the room leading in the room on the lower level, the one with 4 fighters - and you aggro TWO of them, which are further away from the entrance, hitting one with a fucking pistol (two others still don't react), then you deal with the remaining two, then - well, you get the idea. And while I appreciate the ability to clear my path to the very first checkpoint in the game after less than 30-50 tries, I don't think ditching squad related awareness is an improvement.
Another issue is the melee combat with those fighter dudes. The original game almost REQUIRED you to evade enemy's blow using sidestepping (strafing) after a hit. Trying to do it backwards, not sideways, almost always resulted in you getting hit back (in case you haven't mastered the extremely tight timings). The second game made backpedaling quite a bit easier due to less inertia and more responsive controls, but it still was quite a bit more preferable to evade melee attacks by strafing. In the mod, you can, like, absolutely whip their ass in mere seconds by alternating between moving forwards (and hitting while moving forward scores much more damage, as it was in the original game) and backwards due to much slower attacks on their part and due to them getting kicked back after your successful hit.
Yet another issue is their movement patterns. In the original game - I don't know if that was by design or by some pathfinding quirks - the fighter dudes (yes, Pfhors, I know) ALWAYS spread out through the room while also closing on you. It was like they were consciously - and effectively! - trying to take you in a pincer movement. And if you ever got stuck on one of them, the others close on you in mere seconds - and then it was almost immediate game over (the only chance in case they surrounded you was to kill one of those guys [if you
just happened to have an actually decent and not_reloading gun in your hands at that moment] and to break through the resulting opening). They were, like, a real threat on the early stages of the game
specifically because of their tendency to effectively surround you, your tendency to getting stuck on them and some environmental elements (such as barrels), and your tendency to die almost instantly regardless of how much HP you had before your fatal mistake, if they managed to cut off all the space for you to maneuver in. Instead, in mod they are just running towards you (and dodging the slow projectiles - but I'll talk about that a bit further ahead) and, when close enough, they engage you in melee and get their asses kicked almost immediately. Rest assured, I DID manage to get my ass kicked by getting surrounded by them, but it was one time only, and because I made an extremely dumb mistake.
So, in mod, all those fighter dudes are, like, these dumb worthless enemies you dispatch left and right without even thinking and without their posing any kind of considerable threat.
And what my surprise was when I discovered that the ranged dudes are
FUCKING SKAARJS! I mean, that damn thing's constantly running after you, spewing plasma shots left and right (each hit does away a quarter of you HP scale) and trying to score a melee hit whenever possible. And I am not really sure, but I kinda suspect it can fire prediction shots too. And it's definitely able to effectively dodge your slow assault rifle grenades (melee dudes can dodge it too, but why the fuck would you want to waste precious grenade shots on those no-goodniks?). And I can't even begin to state just how overpowered this ranged enemy ends up compared to melee one - up to the point of me considering it more dangerous enemy than a fucking Compiler/S'pht (by the way, those seem to take twice as much fist punches now in order to get dispatched - moreover, they seem to be indestructible when close to consoles, so you need to slowly kick them back from it - probably a bug). And since the enemy placements seem to be unaltered... let's just say that there is a place in this game where you need to fight 10 or 15 of them at the same time - and they have this annoying ability to dodge rockets now.
Now, I am all for challenge - and I fucking LOVE Unreal. However 1) I am not really sure Skaarj-Pfhors fit the game at all, especially with that kind of radical rebalance compared to the original Marathon (especially in contrast to just how carefully the levels and the enemy placements themselves got recreated). 2) It really feels like playing some UT mod rather than a definitive version of Marathon at those moments.
Also that trap in the end of the second level, which gave me a LOT of pain in the original Marathon, got totally botched in this mod, due to the pathfinding idiocy - this time on part of S'phts/Compilers.
EDIT: turns out the crosshairs have been modded out, which would have been fine if the weapon was in the middle of the screen.
The sad thing is that the assault rifle is placed asymmetrically when in the "centered" position - and it's REALLY fucking distracting when trying to score a grenade hit.