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  • Awesome Music:
    • Not only are there several earworms, but overall the music is very rocking and does its job of getting you pumped for the slaughter. Especially the boss battle theme, and its epic triumphant coda.
    • The remake features remixed versions of the original music, as evident by the TREMENDOUSLY AMAZING song in the trailer.
    • The multiplayer trailer introduces several more remixes. Notably, Run Like Smeg is now heavier-sounding, Havana Smooth gave birth to a dubstep hybrid and How'd I Do became even more awesome. Goin' Down the Fast Way and several other tracks are available for free listening on the dev's Soundcloud.
    • One of the lesser advertised features of the remake was a set of buttons on the main title screen in the bottom right corner, which allows you to cycle through all the music tracks in the game, with the 'Classic Mode' option for the music working here as well.
    • "God Rest Ye, Deadly Gentlemen". A version of "Carol of the Bells" that screams An Ass-Kicking Christmas. The remake version adds a perfectly-themed additional electric guitar.
    • The soundtrack was eventually released in 2015 on Steam as DLC for the game.
  • Camera Screw: Shrooms Mode makes your view move up, down, left, and right all the time. This is done on purpose.
  • Demonic Spiders:
    • In both the original and the remake, the Death Monks and Death Fire Monks. In the original, the former close in on you and try to suck the health out of you at point-blank while the latter shoot rather painful fireballs that move fast across an area. They both have a lot of health and are nearly the only enemies in the fourth episode. The remake worsens this by increasing their range (Death Monks can now damage you from several feet away, Death Fire Monks have homing fireballs that do burning damage if they hit you - kiss your ass goodbye if you've only got a little bit of HP left) and letting them glide towards you faster than any other enemy's normal speed. The only thing the remake's Death Monks have over the original game is a significantly reduced health, but you can be sure the final levels plop them down in unexpected locations all the time just to spite you. The only saving grace is the remake's terrible AI that requires you to pop in and out and take on one at a time. Ludicrous Edition of the original slashes both types' health in half by default on all difficulty modes, and they're still a problem.
    • The Triad Enforcers are a close second to the monks, given that their M60s and grenades, along with their high health, will ensure that encounters with even a small group of them will cut you down very quickly.
    • The game's platforming happens to be a Demonic Spider in itself. Upon release, when the game used an outdated checkpoint system, the game often padded out non-combat sequences with lots of platforming over instakill traps - platforming that required very precise jumps, timing, and a ton of luck to get through. Often placed between fights.
  • Ensemble Dark Horse: Big John has one of the least relevant roles of all of ROTT 2013's bosses, himself being a miniboss and irrelevant to the game's main villains (the Triad). However, his goofy The Ahnold behavior has endeared him to fans more than many of ROTT's actual major characters, a reputation aided by the fact that Big John appears in every New Blood Interactive game.
  • Older Than They Think: Big John, one of the more popular bosses in DUSK, actually came from the remake of this game, even sharing the same voice clips.
  • Once Original, Now Common: When the ROTT reboot came out in late 2013, it was lauded for having honest-to-goodness retro-style fast-paced shooting action, a rare thing at the time, with production values similar to the many modern first-person shooters that were saturating the market. In the years since, many other retro-style shooters have been released — running the gamut from triple-A names like Doom Eternal to indie darlings like ULTRAKILL — and opinions on ROTT 2013 became more divisive due to its severe jankiness and instability, enemies having awful AI, and levels being very repetitive with constant frustrating platforming sections.
  • Sequel Difficulty Drop: The Hunt Continues in the 2023 Ludicrous Edition has somewhat more complex levels than the main game, but is still far more approachable than the insane Extreme Rise of the Triad campaign. This is justified in-game as El Oscuro traveling back in time once again, but this time landing just minutes before HUNT shows up and thus not having any time to prepare.
  • Sequel Difficulty Spike: Extreme Rise of the Triad is, as the name implies, extreme. It seems to be balanced for people who not only finished the original game, but played it so religiously they know all the gameplay exploits of the engine.
  • That One Boss:
    • NME (Short for Nasty Metallic Enforcer). He's the nastiest boss in the original game, bar none, due to being very fast, barraging you with a spam of homing missiles and a persistently-homing disc projectile that can catch you off guard. He can kill you in two seconds flat if he catches you without an Asbestos Vest. This is not an exaggeration.
    • The remake throws a couple of curveballs into his fight; while its fireball spam is gone, it'll periodically dip all but the outer ridges of the arena into lava and goes flat-out berserk with neverending homing missile spam when it's low on health. These rockets do splash damage and aren't very avoidable.. Was it mentioned that while there's still some cover, a few health items and plenty of Bazooka ammo, the entire arena is not even half the size of the original and NME instantly kills you if it gets close?
    • It's telling when the N.M.E. was originally intended to be the final boss back when the original game was still Wolfenstein 2.
  • That One Level: The 2013 remake version of "The Room" is a gigantic pain in the ass. While the original required the player to activate and deactivate some switches and traps to reach the exit, this one requires the player to complete four trials to finish the level. One in particular is a frustrating platforming segment where you must reach the end while using the jump pads over a bottomless pit. But since the platforming in the game is broken, expect to be stuck for minutes or hours in this section.

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