>>15979094
Sure, the appeal is the dungeon like levels with each enemy encounter having a mechanical feel to it, where it can be parted out and engaged with on a step by step level of prioritization. It's a game about seeing there's ogres up high and seeing the fiends below ambush you, so you quickly swap to your SNG or RL/GL and knock out the fiends while you dance around the grenades being lobbed at you. It's about navigating traps and castles and getting sucked into the atmosphere of a world trying to kill you in every way, with chunks of blood and gore flying in every direction, dodging attacks and getting those incredibly satisfying quad kill streaks.
That's the best way to describe it: Quake is mechanical. Each fight feels almost like a puzzle and you can piece out most engagements in such a way that is incredibly satisfying. Basically the essence of a shooter distilled into a real fine set of levels.