![]() ![]() That’s mostly thanks to how Flying Wild Hog has built areas to support a dense amount of verticality. Traversing, for example, feels the utmost best, as it’s a breeze to run through environments and all their interconnected points. While some may gawk at that, personally, I think this was for the best, as it has allowed Flying Wild Hog to get more creative in Shadow Warrior’s diverse environments. No longer a game of luck and grinding, and much more in line with the first Shadow Warrior (2013).Īnd as mentioned before, Shadow Warrior 3 does away with its semi-large open world with procedurally generated zones in favor of linearity. As you progress, you unlock new guns, new upgrades, and new skills. Instead this has been replaced with a much simpler system of upgrading that’s natural to the flow of the campaign. Level progression has been scaled back, no longer being about what kind of builds you can make, or how much grinding you have to do to farm specific items. The results? An 8-10 hour long linear campaign that is more personal, and perhaps filled with some of the best gameplay in the series yet. While it’s common for sequels to build upon past mechanics, Shadow Warrior 3, as disappointing as it may seem, sheds away its semi-open world, as well as cooperative play, to instead focus on returning to the series’ roots. The co-operative play however was a great highlight, as it further reinforced the exhilarating combat brought from the first, only this time with friends.Īnd that brings us to the third Shadow Warrior, yet another iteration that Flying Wild Hog is looking to sprinkle some fresh takes, though in a more interesting way. As a fan of the first, it certainly was a bold change, one that left me with some rather mixed feelings as the RPG and looter mechanics felt more of a second thought as they were easy to ignore…still a fun game, mind you. How? By gearing the gameplay around a looter experience and introducing co-op in a semi-open world with procedurally generated levels. Flying Wild Hog was looking to bring a fresh take to the franchise. It was, in the best way to describe it, Doom but with a sword and the banter and crude humor of Duke Nukem.įast forward to the 2016 follow-up, Shadow Warrior 2. When I played the first Shadow Warrior back in 2013, I had nothing but high praise as the game managed to capture the perfect blend between both id Software’s Doom, and 3D Realms’ Duke Nukem and their original Shadow Warrior, though with its own unique identity carved by its excellent swordplay, parkour action, and of course, it’s offensive beat of crude one-liners. A one man army, equipped with a mouth that cuts deeper than any blade, what could possibly go Wang, er, wrong? Less RPG, More Classic Doom Roots Armed with an arsenal of deadly weapons, including a limb slicing, blood-lusting Katana, Wang must venture through the end of the world, fending off demonic beasts, and a dragon of untold scale. Lo Wang will get captured, but the first chapter will begin.Lo Wang is back for yet another exciting epic tale into the Shadow Warrior franchise. When you defeated all enemies, head to the second floor and open the door. They're a bit more agressive, but are just as easily defeated. The second combat area only has four swordsmen attacking. In the corridor between the combat areas, there is a medikit that you can collect. In addition, the lighting in the room can be struck by shurikens, causing anyone underneath to catch fire. You can therefore focus easily on the enemies that attack. Because they outnumber you, only a few will engage at a given time (unless provoked). The first room has at least eight combatants, which use the same sword as you do. There are two combat areas in the prologue. When you arrive, you will need to walk into the main building, and watch the business discussions take place (and naturally break down). The game starts with Lo Wang driving to Mizayaki villa, with instructions from Zilla to retrieve the sword.
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