You might not even know if you hadn't been told. Oh, and the maps are procedural, to an extent. Some missions are optional and while there is a linear story to follow, you can sometimes choose to visit one area before another. The main difference, initially, is that you have a hub to visit between missions, with a couple of shops to trade in (one for guns, one for melee weapons) and questgivers to natter with. You're still moving through a series of missions, visiting environments that range from demon- and drug-ravaged suburbs to cyberpunk citadels and rabbit-infested forests. The structure creaks occasionally, particularly when there's so much loot in your trousers that it all becomes a little meaningless, but it's such an impressively strange thing to have built that I half-expected the whole thing to topple over and smash to bits. That gamble is to trust that the movement and combat of the first game were strong enough to support a loot-laden first-person ARPG setup. Shadow Warrior 2 isn't an unqualified success but its big gamble pays off handsomely. Part Borderlands, part interactive chainsaw massacre, it throws everything at the wall and hopes there's enough blood to make most of it stick.Īnd stick it does. It was the best of the old and the best of the new.įor their sequel, Flying Wild Hog have kept the fundamentals but built an entirely different game atop them. The 2013 reboot succeeded because it took the principles of a nineties FPS and dragged them kicking and bleeding into the twenty-first century, adding superb melee combat controls, a well thought-out upgrade system, but sticking with linear levels packed with easter eggs and secrets. Shadow Warrior 2 could have gone horribly wrong.
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