![]() Wish they would go back to 1's level of weapon design from these teasers. The first Shadow Warrior(the newer one) had it right with all the ways you could kill an enemy without stopping you straight every 5 seconds. Not really liking the doom eternal mechanics they are adding. Hopefully I'll be surprised by this entry, but honestly I'm keeping my expectations low, because I already know this isn't really going to be more of what I'm wanting. This isn't even talking about how the story was absolutely horsecrap in the second game. Then Shadow Warrior 2 came around and, while simplifying some of the sword combos for ergonomic purposes, removed a lot of the control you had of the sword, which to me was the entire selling point of the first game, and so the combat became a whole lot less interesting. Of course when DOOM Eternal comes in and steals the spotlight as the premier boomer-shooter, everyone else has to come in and build on what's popular, and apparently right now that means zany, wacky colors in an arena with less regard for realism and more attention paid to the gameplay style of 30-year old games.įor me personally the feeling the Shadow Warrior reboot had was superb, just like how DOOM 2016 felt: an understated story with interesting combat and varied locations made for quite the enjoyable experience, and I still think that the swordplay from the initial reboot should be used for Lightsabers in some kind of reboot of the Jedi Knight series given how much control the player had over the swings and slashes. I just replayed Shadow Warrior and I'm going through Shadow Warrior 2, and I have to say I'm not really digging the direction they've decided to go.
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