Strange, but really good. The combat, though a bit unconventional, is solid once you get used to it. Levels can get long, but they never feel like they're wasting your time. My only two major complaints is that a few enemies are too tanky, and that the Flamethrower is useless in most scenarios (save for killing the bug enemies).

After playing IC's first MM game, MM9 and 10's "figure it out or die" mentality makes so much more sense. MMZ really pushes you to learn patterns and optimal movement. The Cyber Elves (though tedious to feed) are great rewards for exploring levels and beating enemies.

Great movement and snappy combat. My only issues are the secret skulls which really hurt the game's flow, the enemies looking too similar to each other, and the content being a bit bloated. Sadly, I'll be on-and-off with this game, because getting good at Warstride genuinely hurts my hands (which isn't the game's fault).

Baller. The reworked Cyber Elf system is the best iteration yet. Loved Secret Disks. About half of the bosses either try to aggressively secure a part of the arena (which makes them very punishable) or are unusually slow for an MMZ boss. They're still fun, but they feel catered to Classic/X fans.

The meanest of the four. The Cyber-Elf's give-and-take philosophy is dope. The recipe system is restrictive, but rewarding. While not necessarily harder than previous entries, MMZ4 has the lowest tolerance for mindless play: from levels having spikes and pits in meaner locations, to bosses quickly following up after each attack.

An interesting Quake experience. While I have no reference for the original Deathmatch maps, the level design is full of surprises, especially in the second half. The more objective-driven focus is a nice change of pace, and the build-up to big battles is satisfying. My only gripe is that you go a while without seeing the Rocket Launcher, which could definitely be useful for some of those earlier levels.