![]() Though the world itself is rarely elaborated on outside optional lore entries, both the arenas and its adversarial inhabitants offer a lot of eye-candy. High-end rigs that can max out this game really show off the color, shimmer and aesthetic of the different areas, from foreboding forests to glistening, high-tech cityscapes. Powers are awesomely destructive when you get to employ them, but as foes gain resistance to them early on, most of the offensive become little more than a method to clear the smaller adds.īolstering the carnage is a beautifully crafted world, with maps and locales that look absolutely gorgeous. My chi, the resource that meters your power use, ended up being used solely for the healing power, and after just an hour or so was essentially a second life-bar. ![]() ![]() Almost every major foe is immune to powers (for good reason, as the game would be a little easy if you could just impale-chainsaw every boss), which meant my skill points often went towards things I could practically and regularly utilize: ammo and health regeneration, pick-up radius for dropped loot, and other passive abilities. The powers range from invisibility to literally impaling foes on a pillar of pure evil, but I rarely found use for them outside novelty. Wang also has a few supernatural powers available, and these are upgraded through skill points, which you gain through combat and as quest reward. Melee combat is especially well-done, with katanas having a variety of moves and good interplay with other close-quarters foes. From chainsaws and grenade launchers to futuristic Deck-Ard plasma revolvers, every weapon feels unique and engaging. It is, however, heavily reliant on the smorgasbord of unique tools for carnage. It’s repetitive, but the basics are a solid enough foundation that combat never quite gets tiring. While elemental affinities and odd trinkets add variety, the core gameplay loop is still simple – find a bad guy, shoot and stab said bad guy, collect whatever drops and move on to the next bad guy. Some are major, like a trinket that lets you dual-wield guns others are less obvious in their advantages, with boosts that “reduce miss rate.”īetween swords and guns, the combat feels tight and focused. Outfitting your armory is a matter of collecting new guns, swords, and other weapons, and outfitting them with different upgrades to bolster their effects. Enemies drop loot, and named bosses with various elemental affinities and weaknesses hold the best treasures. The major overhaul to Shadow Warrior 2 is not in the gameplay per se, but in the extras around it. There’s a great deal of cheese and charm to the cheeky antics of Lo Wang at first, and as you hack through swarms of evil monsters, it’s a fairly good time. ![]() He flips the bird, grabs his katana and drops right into the thick of matters. In an opening montage, Lo Wang is tearing across roads in his sleek car, blasting some classic Stan Bush, before being knocked off-road by demons. Where 2013’s Shadow Warrior reboot succeeded in modernizing a classic, Shadow Warrior 2 falls into ruts and in some cases, even regresses. Wolfenstein, Doom and Quake have all made a return in some form, but adapted – Duke, a little less so. In the other, it has to cope with the modern day, a market that has left those days long behind. In one, it’s the early days of Duke Nukem and Serious Sam, where rockets blew chunks of pixelated gore across the screen while beefy commandos delivered raunchy one-liners. Shadow Warrior 2 is stuck between two points in time. ![]()
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