act2 and 3 are better yes. Old dev team sucked ass.
Having just beat the game I can confirm that the game does get better, and the last couple of levels I played actually felt like a proper shooter, but since the order is up to the player your experience may vary and you might play an ass level right before the final boss.
Not being content with ambiguously saying the game gets better towards the end I'm going to analyze why this 4/10 suddenly jumped up to around 6~7/10 in the final episode.
Why secrets and item pickup force powers suck
But before I get to why it got less shit I better point out some things that I missed in my previous post. I did complain about the powers you get in the game but I didn't explain just how much they have shat it all up. Secret hunting in shooters is something just about any game gets right, typically you will find a weapon early, a super health, invisibility, or some other small boost to reward you for exploring. Since you barely ever need or want to use these special powers in the first episode, and probably not in the second episode either, you're typically stocked up on these and can't pick up more of them than 9 at a time. So when I put in all that effort, like say using up an oxygen power-up to swim under this long frozen river to find the secret area in the first episode my reward for this was shit I didn't just not need, but couldn't even pick up.
Then there are the chests, that you not only need to find hidden but also find a key for in a separate secret. These typically drop an ammo unit of some sort, a small health item and if you are lucky one of these powers that you probably already have too many of to pick up. Towards the end of the game I had started to hate finding these since I knew it was never worth it other than having the secrets found counter go up. When fighting the final boss I think I had 9 unused quad damage powers that I was saving up for a situation when I really needed it that never came up, along with full slots of void grenades and all sorts of other bullshit. Since you can only use one at a time the only one that saw any real use other than to test it out and free a slot for a new pickup was the oxygen mask that lets you stay underwater longer and the OP shield that bounces enemy attacks back.
Credit where credit is due
There are also some good things I forgot to mention because I was pushing through the absolute slog that was the first episode and the negatives were far more prominent than the positives. While Wrath flubs the basics of movement because the Counter-Strike/blink knife should always be equipped at all times for purposes of movement and it introduces these OP powers, there are many ways in which it isn't "modernized". For one thing you don't go around the levels collecting coins like Mario to buy items in a store, you don't level up, and you don't even do gun upgrades. Nor is there a two weapon limit, or any other form of consolitis other than perhaps the power menu, which is the usual modern circle, real men use the function keys.
The levels might suffer heavily because the focus was very obviously put on looks above function, but unlike so many "retro" shooters it doesn't have that more-ass-than-the-worst-looking-software-rendered-early-3D-shooter look that most indies go for, if you've suffered it you know, if not then consider yourself lucky to have escaped mixel pixel puke with post-processing and bloom slathered on top.
Why the game gets better
As I mentioned in my previous post the first episode is total shit in terms of encounters, often putting these annoying enemies miles away while most of your weapons are meant for close encounters, which the game punishes by having enemies explode and deal damage, or the enemies with large plasma canons that start firing all over the place and then also explode. Long distances suck because your best bet in EP1 is the nail gun that shoots teeth instead of nails, in the EA this was a pretty cool weapon with great sound effects and a satisfying rhythm to it, a slow steady thunk thunk thunk. The release version, I think, not only nerfs this gun but makes it shoot faster and the ammo drops are lower. So the beater gun chews through ammo crazy quick like a late-game FPS weapon.
There was a lot of Unreal in this game, and one of those influences was the worst weapon from Unreal, the bio-rifle that shoots acid or slime, the glop gun is okay at closer distances, but due to the gravity drop it's ass when they place enemies miles away up on some platform in the distance. Perhaps the worst insult comes when the game gives you the rocket launcher or devastator equivalent and it has a Star Wars stormtrooper tier spread to it, and it stays almost entirely useless until the third episode.
Episode 2 does address some of my complaints. It's the quintessential bored Quake mapper ordeal at full display, no invisible walls since everything takes place on floating rock islands or caverns with a lot of verticality, and you are shooting the same monsters in middle-eastern and South American inspired locales except floating somewhere. It still feels a lot like Painkiller in that the Poles built these stunning levels and only after the fact figured they should put some gameplay in there and spawn in monsters into these arenas, without the exits being blocked off in this case. The game gives you two new weapons however and they are game changers. You get a railgun that looks like an alien weapon from Unreal 2, and a crystal beam weapon that can turn enemies into frozen crystals that you can then shatter, or damage multiple enemies at once in this effect typically reserved for lightning spells in ARPGs.
The enemies introduced here still seem specifically designed to be annoying. We already had that corpse throwing parts of themselves at you just like in Painkiller, but they explode in acid when you kill them and try to suicide bomb you if you come close, you had an absolute shit version of the fiend from Quake, that charge at you, but are easily slain with a single charge of the knife that you should have available at all times since that's how you avoid their attacks in the first place. You've got scrags that they seem to have made even more annoying, but I'm not sure if they did or if it just poor encounter design when they put them outside of range for your close quarters weapons above some deadly drop, making you waste ammo for the weapons that are useful. In EP2 we now get these giant spiders that can turn invisible. They are more or less entirely restricted to this chapter and the devs probably figured they were shit since they never show up again in EP3.
One rarer enemy from EP1 now finally makes sense with the new weapons, a fire elemental dude with heavy but fast weapons that you now can take out with two shots of the railgun which also staggers him. This is what elevates episode 2, a hint of having to pick the right weapons for the right enemy and task, just like in Blood or any great shooter, as well as finally being able to properly engage enemies over distances.
There are some attempts to spice up the gameplay with these temporary power gates you can enter, introduced in one level of EP1 that gave you flight, the new ones here allow you to see and interact with hidden parts of the level, I didn't care for it much and it seemed more like attempts to distract the player than something that ever properly meshed with the gameplay and combat, other than perhaps at the end with the EP2 boss fight.
Episode 3, the return of Quake (And John Romero)
I'm pretty sure this game was heavily cut down in development, heard that the original team quit or were fired and they got a whole new set of devs, and it feels like an whole episode was cut from the game here. The transition from the floating islands to a world of decaying meat, rivers of blood and magma is a whiplash, it's not just the theming but the difficulty jumps all of a sudden. While the previous episode felt like playing a pretty mid Quake level pack in many ways, Episode 3 goes full balls to the walls with the challenge and ambition. Every level is far more distinct than it was in the previous episodes, there are sadistic traps, spike pits, lava lakes and all sorts of bullshit. This is the point where I actually ran into an encounter that seemed to be designed with the power pickups you get in mind and that you probably can't survive without getting souped up.
They also introduce a homage to Daikatana, a mace that powers up the more enemies you kill with it. You can unleash an attack that just about kills anything with it once charged, but after that you need to get up close and personal again. Some sections are obviously designed with this in mind, trowing the useless zombies that never had any real purpose in the game until now at you in hordes. But even when you aren't handed zombies on a silver platter you can always make the decision to risk taking a lot of damage in order to get another charge into it. The Daikatana dilemma is back baby, do you charge your fuck-off powerful mace or do you use your precious ammo and stay safe?
On top of that you get a proper late-game enemy to fight that should have been in the rooster since EP1, a massive artillery guy with a lot of HP, he's actually fun to fight unlike the charging melee guy you kill in one or two charged knife hits like a chump. EP3 throws all the enemeis of the game in much more thoughtful and challenging compositions that are more conductive to the gameplay, and it constantly keeps you on your toes.
This was the point in the game when I finally felt I was getting something more out of it than I would have if I'd simply stuck to Quake fan maps. Just as the game starts getting good it ends however, with a somewhat decent boss fight. Was it worth the wait since I bought this in 2019? Probably not, but 1/3 of the game is actually pretty fun, and another 1/3 is passable.
The boss fights are nothing to write home about, one you shoot the weak point of and go further and further up a crumbling structure, another you do the old Quake press the switches tactic on, but it doesn't end there but you get to shoot at the boss also. Finally the obvious surprise twist end boss you get to fight in a real arena with enemies spawning in and different stages. You could just have cut out the switch pressing part of the second boss and nothing would have been lost. Overall they were okay.
Conclusion and TL;DR
The first episode is trash, the second fixes some issues but is nothing special and the third and final episode is worth slogging through the previous content for. Some of the major issues persist through the entire game, secrets being less than useless to find, the knife being mandatory to movement and very OP against some enemies that should be challenging, some of the enemies are just annoying and stay that way, and much of the game feels uninspired and stale. Even in the third episode they put these awful "teehee, I'm not like other level designers" meme columnar basalt stacks in. But regardless of if it was the first team or the cleanup crew actually tried to fix their shitshow, the game does indeed get better. I forgot to mention the music is mediocre, it's not offensive, it won't get you pumped but probably also not turn many people off. Barely noticed it was there, other than the odd electric guitar riff.
I'd wait for a sale to buy it, if the whole game would have been as good as the third episode I'd tell you to buy it at fulll price. I'm still angry about walking into one obvious trap that got my gamer sense tingling but that I walked into anyway, thinking the game was too mid to do it, only for it to launch me into a spikepit and warm my black gamer heart.