It doesn’t help that the user interface just misses intuitive and so you’ll waste even more time trying to make your weapon the best it can be. On average, about twenty gems dropped per minute, and they were usually only small upgrades that are kind of trash. In a lightning-fast game like this, spending too much time in a menu slotting gems is anathema to pacing. There are entirely too many upgrades dropping per encounter. ![]() This Diablo-style loot system is one of the main new features, and it doesn’t quite stick the landing. In addition to there being so many to play with, you can also upgrade them with gems that drop from those meat piñatas. I was especially partial to placing holes in the chests of opponents with shotgun blasts, and even within that subset of weapons there was large variety to choose from: auto, sawn-off, plasma, and the like. This game is not shy about giving you guns to play with every twenty minutes or so. Of course, blades are only part of the equation. This does get repetitive rather quickly, as each encounter plays out largely the same. I could actually feel my left mouse button getting squishier during my playthrough, as most fights don’t demand strategy and instead require a constant click-click-click. The only downside is that most enemies are bullet-and-blade-sponges, sucking up entirely too much damage. A group of creatures standing around becomes a huge meat piñata, ready for you to spill their guts and stuff them in your pockets.Įven on higher difficulties, it always seems like a safe bet to run into the thick of the crowd and become a whirling dervish and unleash carnage all around you. Whether it’s a katana, a chainsaw hewn from demon-flesh, or the severed claws of one of your enemies, dashing in and cutting up shambling monsters is a treat. Melee weapons are still the star of the show here. The procedural gore system that enables Wang to dismember his enemies is almost as visceral visceral visceral let’s retire this word tactile and gratifying as it was before, with a few caveats. You’re here to shoot, slice, and soar around beautifully-rendered landscapes, right? It’s a shame because while the first game wasn’t going to win any writing awards, the story of being trapped between the machinations of what amounted to gods at least kept the stakes high.īut you’re not playing Shadow Warrior 2 for the plot. This attempt to retain the same dynamic as the first one mostly falls flat, providing a “straight man” character that doesn’t add much to the plot except more inane dialogue. ![]() Instead of sticking to one-liners, it isn’t long before Wang has another companion’s soul inside his head so they can go back and forth. Minutes later, we’re back to a litany of un-funny dick jokes. When Wang’s killing demons and improvising a version of “My Favorite Things” from The Sound of Music and painting a temple Demon Red (my favorite crayon), it’s hard not to smile. In the beginning, Flying Wild Hog seems to have taken complaints about the first game’s mostly dumb-as-hell humor to heart. Five years after the events of the first game, Lo Wang finds himself in almost identical circumstances, surrounded by demons and mythical beings who want him to cut shit to pieces. Shadow Warrior 2 doesn’t waste any time getting started. Good thing it’s still fun as hell to slice and dice demons. Shadow Warrior 2 attempts to implement “2016 back of the box features” that at first glance seem like they would benefit the game, but instead lead to an unfocused homogeneity with two thousand too many dick jokes. The same things that we credit this year’s Doomfor doing were all accomplished by Lo Wang’s first journey: no chest-high cover to hide behind, no regenerating health, no linear corridors, and refreshingly chunky ultraviolence. ![]() Three years ago, Flying Wild Hog brought Shadow Warrior to the present day, creating a satisfying amalgam of modern and classic first-person elements.
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