... but it lacks the quality of technical implementation.g Yes, it's modified Quake engine which supposed to be over-polished after 20+ years but... None the less there's constant fps drops (from 160 to 110, not so much, but) which leads to accidental 720 degree rotation. I realy don't get how it's possible in 2019. None of Quake ports has such lacks, nor even Quake original DOS version under Win7/8/10. Also, maybe because of that glitch, maybe regardless of it, but Executioner hits you no matter what, and it feels like before even reaching you. And if such mechanics are introduced into the game intentionally, then I begin to doubt the quality of the final result. I hope game would be polished of such lacks after all. Such problems spoil the impression very much, because everything else - maps, monsters, weapons, sound, atmosphere, etc. - beyond praise. Very frustrating to see such gorgeous work of desingers alongside with poor technical implementation. PS: mouse acceleration off, vertical sync off, double checked, windows, game, drivers, etc. Couldn't find what cause the problem, couldn't fix it.
... mostly from awful and glitchy control. Insanely impressive environment, graphics, music, sound... and such loose unstable control. First - developer should give comfort and flow control and then demand high skill from player. But for animation purpose game physics and mechanics takes a step back. You just can't jump off from "stairs" without difficulties, character desperately grabs for every cliff. Your finishers can't be canceled and you can't take damage during this time - that's ok. But due to such crutchy code protagonist sometimes behaves unpredictably and uncontrollable. You stayed a meter away? No, we just move you to position where we want you to be. You try to dodge something? It does not matter. We just want you to show beauty, we don’t care that it does not fit into the physics and behavior of objects. Such things distract you and keep unimmersed.