Yeah that is the kind of thing I wish more games would try. Having one weapon (especially a katana) be the main focus really gives you room to have some awesome things. I mean think of all the stuff you can do with a katana (in a fantasy fiction setting anyways) that you can't do in games where it just boils down to "press button to swing sword"Stabby Joe said:While I pre-ordered I going to have to wait for a short period for outside reasons. Good to know the sword play is key, most games give you a melee weapon as an option but of course it's not encouraged due to being too vulnerable with little payoff.
Looking forward to it!
I got it and I've beaten the first 3 chapters and each one took me about an hour to beat, there are 18 chapters total. So if the length lasts then I'm expecting a nice long game. Also its awesome.SupahGamuh said:Good review, although I'll take with a grain of salt the part about key hunting and finding out where to go next, that definitely sounds like a throwback to '97, but it doesn't sound as bad as it looks... I mean, we're so used to get our hands held this generation that a game like this sounds incredibly refreshing.
I definitely need to check it out, I absolutely loved the '97 game and I actually played it in DOS back in the day (I liked it even more than Duke Nukem in fact...). So yeah, great review, sounds like a nice little game to play over a weekend.
BTW, how much does it last?, I'm not expecting a long and epic adventure, but it's nice to plan accordingly before playing it.
Which is funny when you think about it as Shadow Warrior was seen as the lesser of the two, with Duke becoming the popular face in gaming since the 90s...Worgen said:This is how you make an old school game for todays world. 'Duke Nukem Forever' should have been what 'Shadow Warrior' is.
Yes, but now its on a crossbow.FrozenCones said:I have one question and its an absolute deal breaker. Does "sticky bomb like you?"
Part of the reason that the original Shadow Warrior was seen as a lesser was probably because it was pretty damn racist and some of the level design was kinda crappy or really boring. I remember being stuck in weird canyon areas that were just a pain in the butt to navigate and they looked really bad.Stabby Joe said:Which is funny when you think about it as Shadow Warrior was seen as the lesser of the two, with Duke becoming the popular face in gaming since the 90s...Worgen said:This is how you make an old school game for todays world. 'Duke Nukem Forever' should have been what 'Shadow Warrior' is.
...and yet Lo Wang's new game blows Duke's right out of the water.
"Maze-like" and "needless backtracking" have suddenly become negatives for a modern FPS' level design? God forbid, a developer wants you to explore a level......the levels themselves, ranging from serene Japanese shrines to gritty industrial buildings, can become slightly maze-like in their design. On more than a few occasions you'll be wishing that the level designers included a few more landmarks to make them easier to navigate or at least a minimap to help you get around. You'll occasionally find yourself needlessly backtracking in the hopes that you didn't accidentally overlook something vital to your current objective or the glow of a door that leads to the next section. Plus, (in what is likely another throw back to shooters of the 90's), many of the levels send you off in a key hunt to pick up a set of padlock keys or smash a colored shrine in order to open a door elsewhere in the level. In concert with the awkwardly designed level sections, Shadow Warrior can become annoyingly repetitive during these parts, but thankfully you won't lose more than a few minutes trying to figure them out.
I don't have a problem with "maze-like" but "needless backtracking" pretty clearly has a negative. It's needless. Like, there's no extra exploring to something when it's needless, it's just going back and forth.Moeez said:"Maze-like" and "needless backtracking" have suddenly become negatives for a modern FPS' level design? God forbid, a developer wants you to explore a level......the levels themselves, ranging from serene Japanese shrines to gritty industrial buildings, can become slightly maze-like in their design. On more than a few occasions you'll be wishing that the level designers included a few more landmarks to make them easier to navigate or at least a minimap to help you get around. You'll occasionally find yourself needlessly backtracking in the hopes that you didn't accidentally overlook something vital to your current objective or the glow of a door that leads to the next section. Plus, (in what is likely another throw back to shooters of the 90's), many of the levels send you off in a key hunt to pick up a set of padlock keys or smash a colored shrine in order to open a door elsewhere in the level. In concert with the awkwardly designed level sections, Shadow Warrior can become annoyingly repetitive during these parts, but thankfully you won't lose more than a few minutes trying to figure them out.
That's what is wrong with this CoD generation.
Watch it, that could get you banned apparently.Moeez said:"Maze-like" and "needless backtracking" have suddenly become negatives for a modern FPS' level design? God forbid, a developer wants you to explore a level......the levels themselves, ranging from serene Japanese shrines to gritty industrial buildings, can become slightly maze-like in their design. On more than a few occasions you'll be wishing that the level designers included a few more landmarks to make them easier to navigate or at least a minimap to help you get around. You'll occasionally find yourself needlessly backtracking in the hopes that you didn't accidentally overlook something vital to your current objective or the glow of a door that leads to the next section. Plus, (in what is likely another throw back to shooters of the 90's), many of the levels send you off in a key hunt to pick up a set of padlock keys or smash a colored shrine in order to open a door elsewhere in the level. In concert with the awkwardly designed level sections, Shadow Warrior can become annoyingly repetitive during these parts, but thankfully you won't lose more than a few minutes trying to figure them out.
That's what is wrong with this CoD generation.
I think he was just direct-quoting the author. I don't feel like any of the backtracking is needless; it's there, but it makes sense in context.hazabaza1 said:Can't speak for the game myself, but if you're going to have backtracking, give it a point. Switch some of the map up, add something unique, but if it's actually needless then yes it's a negative, no matter the genre.